Difference between revisions of "User:SofiPandaRights/Custom Weapons/es"
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| align="center" | [[File:Raiding_Aid.png|100px]]<br> | | align="center" | [[File:Raiding_Aid.png|100px]]<br> | ||
− | <small> | + | <small>Secundaria - Soldier y Pyro</small><br> |
'''Apoyo de Redada''' | '''Apoyo de Redada''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Short_Round.png|100px]]<br> | | align="center" | [[File:Short_Round.png|100px]]<br> | ||
− | <small> | + | <small>Primaria - Engineer</small><br> |
+ | <small>Secundaria - Soldier, Pyro y Heavy</small><br> | ||
'''Salva Corta'''<br> | '''Salva Corta'''<br> | ||
− | <small>(Similar | + | <small>(Similar al antiguo "Ataque de Pánico")</small> |
| align="left" | | | align="left" | | ||
[https://steamcommunity.com/sharedfiles/filedetails/?id=140904733/ Enlace del Workshop de TF2]<br /> | [https://steamcommunity.com/sharedfiles/filedetails/?id=140904733/ Enlace del Workshop de TF2]<br /> | ||
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|- | |- | ||
| align="center" | [[File:Pump_Shot.png|100px]]<br> | | align="center" | [[File:Pump_Shot.png|100px]]<br> | ||
− | <small> | + | <small>Primaria - Engineer</small><br> |
+ | <small>Secundaria - Heavy</small><br> | ||
'''Tiro de Corredera''' | '''Tiro de Corredera''' | ||
| align="left" | | | align="left" | |
Revision as of 23:26, 31 October 2022
« | Sí. Me gusta nueva arma.
Haz clic para escuchar
— El Heavy.
|
» |
Custom Weapons, también llamadoCustom TF2 Weapons o CTF2W, es una extensión de mod Source para servidores que añadie armas creadas por la comunidad a Team Fortress 2 y fue desarrollado por MasterOfTheXP. Actualmente se encargan de ella Chdata y Crafting. A diferencia del Advanced Weaponiser, no hay un inventario donde ver tus objetos. Este grupo prueba y hace cambios a armas oficiales con el objetivo de hacer una experiencia de juego más equilibrada.
Índice
Lista de servidores oficiales
Al hacer clic se iniciará el juego en ese servidor automáticamente
Custom Weapons | US
Custom Weapons | EU
Lista de armas nuevas y modificadas
Esta página está en proceso de ser traducida al español. Si hablas español, publica una versión traducida en la discusión o comunícate con quienes hayan contribuido a la página (observando el historial de la página). |
Cambios en armas oficiales
Estos cambios los sufren las «Armas Personalizadas» disponibles. Estos cambios están en todos los servidores de CTF2W.
Cambios generales |
---|
-Todos los servidores oficiales de CTF2W tienen Criticos Aleatorios desactivados. |
Incrementos de Velocidad - Cambios Numericos | |||
---|---|---|---|
Clase | Velocidad Original (HU/s) | Nueva Velocidad Incrementada (HU/s) | Vieja Velocidad Incrementada (HU/s) |
Scout |
400 (133.3%) |
480 (160%) |
505 (168.3%) |
Soldier |
240 (80%) |
320 (106.6%) |
336 (112%) |
Pyro |
300 (100%) |
380 (126.6%) |
405 (135%) |
Demoman |
280 (93.3%) |
360 (120%) |
385 (128.3%) |
Heavy |
240 (80%) |
320 (106.6%) |
336 (112%) |
Engineer |
300 (100%) |
380 (126.6%) |
405 (135%) |
Medic |
320 (106.6%) |
400 (133.3%) |
425 (141.6%) |
Sniper |
300 (100%) |
380 (126.6%) |
405 (135%) |
Spy |
320 (106.6%) |
400 (133.3%) |
425 (141.6%) |
Scout - Cambios de Clase | |
---|---|
Cambios | Nuevas Habilidades |
-Añadido "(Habilidad) Manos Rapidas" |
(Habilidad) Manos Rapidas |
Scout - Armas Oficiales Modificadas | ||
---|---|---|
Arma | Cambios | Nuevas Habilidades |
Primaria |
SIN CAMBIOS |
SIN CAMBIOS |
Primaria |
-Se eliminó "+20% balas por disparo" |
Empuja al objetivo y al tirador |
Primaria |
-Añadido "Cuando el arma está activa: +20% de bonificación de curación de todas las fuentes" |
Cuando el arma está activa: +20% de bonificación de curación de todas las fuentes
+100.08333% de daño |
Primary |
-Se eliminó "25% faster reload time" |
On hit any weapon: Builds Hype |
Primary |
-Decreased boost lost on hit to 1% from 4% |
On hit any weapon: Builds Boost that increases your move speed on wearer |
Primary |
-Removed "Mini-crits targets when fired at their back from close range" |
On kill: Decreased weapon attack noise |
Secondary |
-Increased max Secondary ammo on wearer to 48 from 36 |
|
Secondary |
-Added "+25% non-boostable move speed bonus while under effects" |
While under the effects, become invulnerable and gain a 25% non-boostable speed boost for 8 seconds. |
Secondary |
-Added "+10% faster drinking speed" |
While under the effects, all damage dealt is Mini-Crits for 8 seconds. |
Secondary |
-Increased splash radius to 219 Hu from 200 Hu |
Players heal 33% of the damage done to an enemy covered with milk |
Secondary |
-Removed "+15% damage bonus" |
When weapon is active:
|
Secondary |
-Removed "When weapon is active" |
33% of damage done is returned as health |
Secondary |
-Added "100% Mini-Crits vs players below 50% health" |
On hit: Bleed for 5 seconds |
-Added "+20% faster firing speed" |
+20% faster firing speed | |
Melee |
-Decreased minimal ball damage to 10 from 15 |
Alt-Fire: Launches a ball that slows targets depending on travel time, between 1–7 seconds. The slow-down effect is based on target's current move speed. Additionally, the damage from the ball impact increases the further it travels. |
Melee |
-Removed "On kill: A small health pack is dropped" |
On teammate hit: Gift your teammate with health and ammo |
Melee |
-Increased bleed duration to 6 seconds from 5s |
On hit: Bleed for 6 seconds |
Melee |
-Increased direct damage penalty to -35% from -25% |
On hit: Transfers "Spontaneous Combustion" afterburn to the target |
Melee |
-Removed "Crits whenever it would normally mini-crit" |
On hit: Target (up to 2) is marked for 10 seconds causing all damage taken to be mini-crits |
Melee |
-Removed "Grants Triple Jump while deployed" |
On hit with this weapon: Slams airborne targets into the ground |
Melee |
-Removed "+25% increase in recharge rate" |
Alt-Fire: Launches a festive ornament that causes bleeding depending on travel time, between 1–10 seconds |
Soldier - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) SHOCK & AWE" |
(Ability) SHOCK & AWE |
Soldier - Banner Changes | |
---|---|
Changes | |
-Added "When you active your banner, your Primary's clip is automatically fully reloaded" |
Soldier - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGES |
NO CHANGES |
Primary |
-Removed "+25% damage bonus" |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs |
Primary |
-Added new bonuses and penalties if the user does or doesn't have a Banner equipped |
When a banner is equipped:
|
Primary |
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded" |
On kill with any weapon: All equipped weapons are automatically fully reloaded |
Primary |
-Decreased clip size to -25% from +25% |
Direct hits deal 90 damage at any range |
Primary |
-Decreased charged shot move speed penalty to -50% from -66% |
Does not require ammo |
Primary |
-Increased faster firing speed to +80% from +70% |
Hold FIRE to load up to 3 rockets |
Primary |
-Decreased faster firing speed while explosive jumping to +60% from +65% |
-20% blast damage to self from this weapon |
Secondary |
NO CHANGES |
NO CHANGES |
Secondary |
-See additional changes in "Soldier - Banner Changes" tab |
+10% faster firing speed and 5% faster reload time for your Primary |
Secondary |
-Decreased blast damage from explosive jumps to -50% from -60% |
-50% blast damage from explosive jumps |
Secondary |
-See additional changes in "Soldier - Banner Changes" tab |
+30 max health on wearer |
Secondary |
-See additional changes in "Soldier - Banner Changes" tab |
Up to +8 health regenerated per second on wearer |
Secondary |
-Added "Immunity from movement-impairing effects on wearer" |
Immunity from movement-impairing effects on wearer |
Secondary |
-Removed hidden clip size penalty |
Does not require ammo |
-Added "Weapon knockback increases as the user becomes injured" |
Weapon knockback increases as the user becomes injured | |
Melee |
-Removed "Damage increases as the user becomes injured" |
If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill |
Melee |
-Flipped the speed boost duration for the user and ally |
On hit ally: Boosts user's speed for 2 seconds and boosts ally's speed for 4 seconds |
Melee |
-Removed "No random critical hits" |
Deals crits while the wielder is explosive jumping |
Melee |
-Increased max move speed bonus to +66% from +60%, additionally it now constantly scales down to 1 health instead of "blocks of health" |
If the *Rocket Jumper* is equipped, the user isn't damaged from this weapon's taunt kill |
Pyro - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Pyrotechnics" |
(Ability) Pyrotechnics |
Pyro - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Pyro - Class Changes" tab |
Extinguishing teammates restores 20 health |
Primary |
-Removed "100% critical hits from behind" |
Extinguishing teammates restores 20 health |
Primary |
-Removed "+25% airblast cost" |
Extinguishing teammates restores 20 health |
Primary |
-Removed "No random critical hits" |
Does not require ammo |
Primary |
-Increased Primary ammo penalty to -85% from -80% |
Extinguishing teammates restores 30 health |
Secondary |
NO CHANGES |
NO CHANGES |
Secondary |
-See additional changes in "Pyro - Class Changes" tab |
100% critical hit vs burning players |
Secondary |
-Increased detonated radius to 146 Hu from 100 Hu |
100% mini-crits vs burning players |
Secondary |
-Removed "+50% projectile speed" |
Does not require ammo |
Secondary |
-Removed "100% mini-crits vs burning players" |
+10% faster firing speed |
Secondary |
-Removed "Push enemies back when you land with the force and radius based on your velocity" |
Wearer never takes falling damage |
Secondary |
-Decreased splash radius to 146 Hu from 200 Hu |
Meter builds with any damage done |
-Added "+50% max Primary ammo on wearer and +50% faster recovery for the Phlogistinator's *Overheating Mechanic*" |
+50% max Primary ammo on wearer and +50% faster recovery for the Phlogistinator's *Overheating Mechanic* | |
Melee |
-Removed "Killing blows on burning players grants a speed boost" |
100% Mini-Crits vs burning players |
Melee |
-Increased bonus damage vs buildings to +150% from +100% |
When weapon is active:
|
Melee |
-Removed "+25 health restored on kill" |
Killing blows on burning players grants a speed boost |
Melee |
-Removed "+25% damage bonus" |
On kill with any weapon: +20 health restored |
-Removed "On hit: Target is engulfed in flames"
|
On hit: Target is engulfed in eternal flames (even enemy Pyros!) for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or the Manmelter's effect | |
Melee |
-Added "15% damage resistance VS overhealed players on wearer" |
15% damage resistance VS overhealed players on wearer |
Melee |
-Removed "Damage removes Sappers" |
Grants user the ability to breath underwater while active |
Melee |
-Increased direct damage penalty to -43% from -15% |
Slap system:
+150% afterburn damage bonus |
Demoman - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Spawns a Dynamite Pack on Death" |
(Ability) Spawns a Dynamite Pack on Death |
Demoman - Grenade Launcher Changes |
---|
-Added "Grenades do not randomly spin when fired" |
Demoman - Stickybomb Launcher Changes |
---|
-Reworked damage rampup and damage dealt |
Demoman - Shield Changes |
---|
-Added "While charging: Grants immunity to all debuffs" |
Demoman - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Demoman - Grenade Launcher Changes" tab |
|
Primary |
-Added a new Grenade model |
Grenades have no fuse timers and will explode whenever it hits a surface and/or enemy |
|
-Decreased move speed bonus (when a shield is equipped) to +7% from +10% |
When a shield is equipped: |
Primary |
-Removed "+20% projectile speed" |
Cannonballs have a fuse time of 1 second; Fuses can be primed to explode earlier by holding down the fire key. |
Primary |
-Removed "-15% explosion radius" |
Grenades have very little bounce/roll and do not randomly spin when fired |
Secondary |
-See additional changes in "Demoman - Stickybomb Launcher Changes" tab |
|
Secondary |
-Removed "+25% faster firing speed" |
+100% clip size |
Secondary |
-Added "On kill with any weapon: All equipped weapons are automatically fully reloaded" |
On kill with any weapon: All equipped weapons are automatically fully reloaded |
Secondary |
-Increased charge rate bonus to instant from +70% |
Able to destroy enemy stickybombs |
Secondary |
-Added "+20% bullet damage resistance on wearer" |
+50% fire damage resistance on wearer |
Secondary |
-Removed "+70% increase in charge impact damage" |
+25% fire damage resistance on wearer |
Secondary |
-Removed "+15% fire damage resistance on wearer" |
Gain a 1 second speed boost anytime you take damage |
-Added "-66% blast damage taken from explosive jumps while active" |
-66% blast damage taken from explosive jumps while active | |
Melee |
-Removed "Every head taken raises shield impact damage" |
On kill (up to the 3rd): Increases move speed (+8.333%) and max health (+20) on wearer |
Melee |
-Removed "+20% damage bonus" |
On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grants 10%. |
Melee |
-Removed "When weapon is active" |
Melee hits refill 20% of your charge meter |
Melee |
-Fixed not being able to mini-crit boost with a Demoman shield charge |
Causes a special explosion when you hit an enemy or surface |
Melee |
-Removed "Ammo boxes collected also refill your charge meter" |
Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack |
Heavy - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Heavyweight" |
(Ability) Heavyweight |
Heavy - Minigun Changes |
---|
Increased accuracy by 33% |
Heavy - Edible Changes |
---|
-All edibles now count as a medium health packs once thrown |
Heavy - Shotgun Changes |
---|
Any Shotgun that Heavy has access to will gain these bonuses below |
Heavy - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Heavy Minigun Changes" tab |
|
Primary |
-Removed "20% damage resistance when below 50% health and spun up" |
When fully spun up: Slow down enemies around you by 20% |
Primary |
-Removed "+20% damage bonus" |
+1 bullets fired per shot |
Primary |
-Increased accurate bonus to +25% from +20% |
Silent killer: No barrel spin sound |
Primary |
-Removed "25% damage bonus vs burning players" |
Creates a ring of flames while spun up |
Secondary |
-See additional changes in "Heavy - Shotgun Changes" tab |
|
Secondary |
-See additional changes in "Heavy - Edible Changes" tab |
On consumption: Heal up to 320 health |
Secondary |
-Removed "Adds +50 max health for 30 seconds" |
On consumption: For the next 10 seconds, 66% of all damage dealt is returned as health. Also, grants the user up to 16 health/s passive healing for the duration. |
Secondary |
-Removed "+25% damage taken & mini-crits dealt" while under the effects |
On consumption: User gains a +25% move speed and full reduction in push force taken from damage |
Secondary |
-Increased damage penalty to -20% from -15% |
+33% clip size |
Secondary |
-Increased self healing penalty to -75% from -33% |
On consumption: Completely refills Primary ammo, Primary deals +25% more damage, and user gains 15% damage resistance for the next 10 seconds |
-Added "+25% max Primary ammo on wearer" |
+25% max Primary ammo on wearer | |
Melee |
-Increased the 100% critical chance duration to 6 seconds from 5s |
On kill: Gain 6 seconds of crits for all of your weapons |
-Removed "This weapon holsters 50% slower" |
+33% faster move speed while active | |
Melee |
-Removed "+30% damage bonus" |
+20% faster firing speed |
Melee |
-Removed "-40% damage from ranged sources while active" |
-33% damage taken from all sources, except from melee while active |
Melee |
-Decreased firing speed to -25% from +40% |
When weapon is active:
|
Melee |
-Added "When weapon is active: User is able to pick up their own edible for 64 health" |
When weapon is active: User is able to pick up their own edible for 64 health |
Engineer - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Supply Vision" |
(Ability) Supply Vision |
Engineer - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGES |
NO CHANGES |
Primary |
-Added "20% more accurate" |
Gain 2 revenge crits for each Sentry kill and 1 for each Sentry assist after your Sentry is destroyed |
Primary |
-Increased bonus damage to your Sentry Gun's target to 20% from 10% |
On hit: Damage dealt is returned as ammo |
Primary |
-Removed "On Hit: Victim loses up to 10% Medi Gun charge" |
Does not require ammo |
Primary |
-Removed "-50% max Primary ammo on wearer" |
Alt-Fire: Use 100 metal to pick up buildings from long range |
Secondary |
-Decreased reload time to 1.25 seconds from 1.36s |
|
Secondary |
-Decreased shield resistance to 33% from 66% with Sentry Guns |
The Sentry Gun or Mini-Sentry gains a laser pointer to assist in aiming |
Secondary |
-Removed "No random critical hits" |
Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack |
Melee |
NO CHANGES |
NO CHANGES |
Melee |
-Removed "Third successful punch in a row always crits" |
+25 max health on wearer |
Melee |
-Removed "No random critical hits" |
One hit destroys any Sapper |
Melee |
-Increased construction hit bonus to +100% from +30% |
Construction hit speed boost increased by 100% |
Melee |
-Removed "-50% metal cost when constructing or upgrading Teleporters" |
Press RELOAD to choose to teleport to spawn or your exit teleporter |
Medic - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Able to see enemy health (and enemy UberCharge percentage)" |
(Ability) Able to see enemy health (and enemy UberCharge percentage) |
Medic - Primary Changes | |
---|---|
Weapon | Changes |
-Added "This weapon will reload automatically when not active" |
Medic - Secondary Changes | |
---|---|
Changes | Full New Stats |
-Added "While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence" |
Match the speed of any faster heal target |
Medic - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Medic - Primary Changes" tab |
On hit: 1% UberCharge added |
Primary |
-Removed "On Hit: Gain up to +3 health" |
On hit: Apply Mad Milk for 4 seconds. Additionally, grants UberCharge based on health given to teammates and the user. |
Primary |
-Added "25% slower reload time" |
Fires a special bolt that heal teammates based on distance traveled. Additionally, grants UberCharge based on health given to teammates. |
Primary |
-Removed "-15% damage penalty" |
When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +25% |
Secondary |
-See additional changes in "Medic - Secondary Changes" tab |
UberCharge: Grants Patient and the user invulnerability |
Secondary |
-Increased healing during the taunt to 15 HP from 11 HP |
While healing: Your Patient receives any positive buff that is currently affecting you |
Secondary |
-Added "Gain full air strafe control and immunity to fall damage when mirroring explosive jumping" |
While healing: User mirrors blast jumps and shield charges. Gain full air strafe control and immunity to fall damage when mirroring explosive jumping, additionally gain full turning control when mirroring shield charges. |
Secondary |
-Decreased UberCharge rate to +10% from +67% |
Press RELOAD to cycle through resist types |
-Added "20% faster global weapon switch on wearer" |
20% faster global weapon switch on wearer | |
Melee |
-Decreased UberCharge added on hit to 20% from 25% |
On kill (or assist-kill) with any weapon OR while healing: Gain 5% UberCharge |
Melee |
-Removed "Collect the organs of people you hit" |
On kill with any weapon: Regen up to 20% of your max HP over 7 seconds |
Melee |
-Removed "+3 health regenerated per second while active" |
When weapon is active:
|
Melee |
-Moved "Allows you to see enemy health" to the Medic class |
Allows your attached Patient to see enemy health |
Sniper - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Precision Elimination" |
(Ability) Precision Elimination |
Sniper - Rifle Changes | |
---|---|
Changes | New Damage Numbers |
-Removed the hidden cap that limits charging time |
VS Players |
Sniper - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Sniper - Rifle Changes" tab |
|
Primary |
-Increase minimal projectile speed (uncharged) to 2000 Hu from 1812.1 Hu |
The longer you aim, the more damage and faster the arrow travels |
Primary |
-Removed "No random critical hits" |
+33% charge rate |
Primary |
-Added "Able to steal heads from other Bazaar Bargains, Air Strikes, and Eyelanders users" |
Each scoped headshot kill increases the weapon's charge rate by 25% up to 200% |
Primary |
-Removed "On full charge: +15% damage per shot" |
On kill: 25% of all of the overkill damage will be added to your next shot |
Primary |
-Increased body shot penalty to -33% from -20% |
On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears |
Primary |
-Removed "No headshots when not fully charged" |
Charge and fire shots independent of zoom |
Secondary |
-Added "66% more accurate" |
|
Secondary |
-Added "Allowed in Medieval mode" |
Coated enemies take mini-crits from all sources |
Secondary |
-Added "+6.666% faster move speed on wearer" |
+6.666% faster move speed on wearer |
Secondary |
-Added "50% reduction in push force taken from damage and airblasts" |
50% reduction in push force taken from damage and airblasts |
Secondary |
-Moved "No flinching when aiming and fully charged" to the Sniper class |
10% of any Primary damage done is returned as health |
Secondary |
-Removed "Dealing damage with this weapon fills a charge meter. Alt-Fire when charged to gain mini-crits for all weapons for 8 seconds." |
On kill with any weapon: Gain 34% CRIKEY meter
66% more accurate |
-Added "Better wall climbing when compared to the other unlock Melee weapons" |
Better wall climbing when compared to the other unlock Melee weapons | |
Melee |
-Removed "-50% damage penalty" |
On hit: Bleed for 10 seconds |
Melee |
-Removed "Crits whenever it would normally mini-crit" |
Gain 1 critical hit for this weapon for every headshot hit with your Primary weapon |
Melee |
-Swapped the less or greater than stats |
This weapon deploys +30% faster when health >50% of max |
Spy - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Uncloak & Dagger" |
(Ability) Able to see enemy health (and enemy UberCharge percentage) |
Spy - Knives Changes/Additions |
---|
-Added "On backstab: Highlights all enemies within a large radius (1200 Hu) for any friendly teammates regardless of distance for the next 2 seconds" |
Spy - Sapper Changes/Additions | |
---|---|
Sapping a Building | Throwable Sapper |
On sap: Highlights the building for the user and teammates for the next 10 seconds |
Press SPECIAL-ATTACK while active to throw your Sapper that will very slowly drain any offhand ammo for any enemy within 900 Hu even through walls |
Spy - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Secondary |
NO CHANGES |
NO CHANGES |
Secondary |
-Increased fire rate penalty to -100% from -20% |
Crits on headshot |
Secondary |
-Increased damage penalty to -25% from -20% |
+40% cloak duration |
Secondary |
-Removed "+20% damage bonus while disguised" |
Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill |
Secondary |
-Changed to guaranteed Mini-Crits instead of Crits |
Gives one guaranteed Mini-Crit hit for each building destroyed with your Sapper attached or backstab kill |
Melee |
-See additional changes in "Spy - Knives Changes/Additions" tab |
|
Melee |
-Moved "Any killed players will not be shown in the kill-feed for other enemies to see" to the Spy class |
Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed |
Melee |
-Added "On backstab kill: Removes all negative debuffs on user" |
On backstab kill: Absorbs the health from your victim and removes all negative debuffs on user |
Melee |
-Removed "+30% cloak on kill" |
On kill with any weapon: Gain a 2 speed boost & +25% cloak |
Melee |
-Decreased recharge to 10 seconds from 15s |
On hit by fire while active: Reduces initial fire damage by 90%, fireproof for 1 second, then afterburn immunity for 5 seconds |
Primary PDA |
-Added "Gain 20% damage resistance against the class type you are currently disguised as" |
Gain 20% damage resistance against the class type you are currently disguised as |
Secondary PDA |
-Fixed the "While cloaked: 50% faster debuff timers" |
While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers |
Secondary PDA |
-Fixed the "While cloaked: 50% faster debuff timers" |
Cloak Type: Motion Sensitive |
Secondary PDA |
-Removed "Feign Death stealth has no bump shimmer for 3 seconds when used" |
Cloak Type: Feign Death |
Building |
-Added "Allowed in Medieval mode" |
Disables and slowly destroys enemy buildings |
Building |
-Added "Allowed in Medieval mode" |
Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed |
Mult-Class - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Secondary |
-Increased deploy bonus to +30% from +20% |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs |
Melee |
-Removed "10% bullet damage vulnerability on wearer" |
When weapon is active & while doing the objective:
|
Melee |
-Now it will show the amount of health restored, just like other heal restoring effects/weapons |
On kill: Restore 50% of base health |
Primary |
(Soldier and Demoman) -Added "Gain a 2 second speed boost after taking fall damage" |
Press 'JUMP' key to deploy a Parachute to slow your descent while in the air |
Primary |
NO CHANGES |
+50% bullets per shot |
Armas personalizadas
Estas son las armas nuevas de los servidores oficiales de CTF2W.
Scout - Armas Nuevas | ||
---|---|---|
Arma | Enlace del Workshop | Estadística |
100px Primary |
Gana una barrera que bloquea 20% de todo el daño entrante. | |
100px Primary |
Usar efectivamente un arma que se recarga con el tiempo auto-recarga hasta 4 tiros para este arma. (Excluye el "Tikitónico") | |
100px Primary |
Actualmente no hay un enlace público. |
Los disparos en la cabeza producen minicríticos. |
100px Primary |
Moverse llena el medidor de PODER. La velocidad del movimiento afecta cuán rápido o lento se rellena. | |
100px Secondary |
+100% de daño contra jugadores con más de 95% de salud. | |
100px Secondary |
Al causar Baja con cualquier arma: Recupera 2 Shurikens. | |
100px Secondary |
Beber para empequeñecerse ó volver a estatura normal. | |
100px Melee |
100% de probabilidad de impacto crítico por la espalda. | |
100px Melee |
Actualmente no hay un enlace público. |
Mientras está activa:
|
100px Melee |
Cada 5 segundos pasados moviendose alrededor de enemigos otorga un +20% de daño a este arma. (300Hu de rango. Hasta 5 incrementos de daño) |
Soldier - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
Increased push force against enemy players with direct hits | |
100px Primary |
Toggle between HOMING or MANUAL with ALT-FIRE | |
100px Primary |
SPECIAL-ATTACK: Detonate rocket | |
Primary |
On self damage: Instantly reload two shots | |
+33% faster move speed on wearer
When a Shotgun or the Bison is equipped:
When the Mantreads, Gunboats, or B.A.S.E. Jumper is equipped:
| ||
100px Secondary |
CURRENTLY NO PUBLIC LINK |
+33% clip size
+33% damage bonus |
Pyro - Armas Nuevas | ||
---|---|---|
Arma | Link del Workshop | Habilidades |
Primary |
Los derrames incendiados rápidamente dañan e inflingen quemadura a enemigos (incluso otros Pyros!). | |
100px Secondary |
100% de minicríticos contra jugadores ardiendo.
+115% de daño. | |
100px Secondary |
Al Impactar contra jugadores: Recarga casi instantánea.
No se beneficia del incremento global de 10% de velocidad de ataque para pistolas de bengalas. | |
Secondary |
Dispara 3 bengalas extra en formación horizontal.
+10% de velocidad de disparo | |
100px Secondary |
+50% de velocidad de enfundado para con tu arma cuerpo-a-cuerpo. | |
100px Melee |
+50% de velocidad de enfundado para con tu arma Secundaria. | |
100px Melee |
Al Impactar enemigos ardientes: Genera +50% Almas. | |
100px Melee |
Al Impactar: Congela al blanco por 6s. | |
100px Melee |
Causa críticos a objetivos propulsados en el aire por una explosión, garfios arrojadizos o mochilas propulsoras. | |
100px Melee |
When weapon is active:
|
Demoman - Armas Nuevas | ||
---|---|---|
Arma | Link del Workshop | Habilidades |
100px Primary |
Recibir daño de caída crea un terremoto que daña y empuja enemigos. Tomar daño de un salto explosivo aumenta el daño del terremoto. | |
100px Primary |
Ataque-Especial: Alterna entre Presición o ADE | |
100px Primary |
Cuando un escudo está equipado: | |
100px Primary |
Dispara un virote especial que se aferra al jugador o construcción enemigos y explota 4 veces. | |
100px Primary |
+20% de daño cuerpo-a-cuerpo por 5 segundos contra enemigos que hayan sido dañado por este arma. | |
100px Secondary |
Las bombas lapa estás conectadas por un cable trampa, y no pueden ser movidas mientras estén pegadas. | |
100px Secondary |
Hasta +100% de radio de explosión extra basado en carga. | |
100px Secondary |
Cada bomba tiene 4 submuniciónes explosivas que son desplegadas en caso de explosión o destrucción. (También sucederá cuando se plante la 4ta bomba) | |
100px Secondary |
Mientras Embiste: El usuario no puede ser dañado, visto o detectado por construcciónes. | |
100px Secondary |
Al causar Baja con cualquier arma: +2 Cargas. | |
100px Secondary |
Al drenarse 50% Embestida: Aturde y empuja enemigos con la duración y fuerza basadas en la duración restante de la Embestida. | |
100px Secondary |
En lugar de golpear, este escudo explota al impactar. (Sin reducción de daño por distancia) | |
100px Melee |
Al causar Baja: +2 Cargas. | |
100px Melee |
Al causar baja: Obtén un autito chocón y 75% de resistencia al daño por 10s. |
Heavy - Armas Nuevas | ||
---|---|---|
Arma | Enlace del Workshop | Habilidades |
100px Primary |
Mientras gira: Mientras gira: -30% de resistencia al daño, sin reducción de velocidad de movimiento, y un +10% adicional de velocidad de movimiento. | |
100px Primary |
Al causar Baja cuerpo-a-cuerpo: Gana 4s de minicríticos para este arma. Las asistencias cuerpo-a-cuerpo dan 2s. | |
100px Primary |
Todo enemigo alrededor de la victima es Maldecido por 8s, haciéndolos 20% más vulnerables a tu equipo. Las asistencias Maldicen por 4s. | |
100px Secondary |
Al Consumir: Provee inmunidad a efectos negativos por 15s. Si un efecto negativo intenta ser aplicado durante este estado, curará al usuario por 50 de salud. El fuego recupera 3 de salud. | |
100px Secondary |
Al causar Baja: +2 Cargas. | |
100px Secondary |
66% del daño infligido con este arma es regenerado como salud. | |
100px Melee |
Al Impactar: Aplica un empuje horizontal agresivo y deshabilita todo control aéreo del blanco hasta que golpee el terreno o después de 3s. | |
100px Melee |
El portador no puede llevar el dosier o el balón de PASA-Tiempo.
| |
100px Melee |
El portador no puede llevar el dosier o el balón de PASA-Tiempo.
| |
100px Melee |
Daña igual a 40% de la salud actual del blanco hasta 90 de daño. |
Engineer - Construcciones Nuevas | ||
---|---|---|
Construccion | Habilidades | |
Micro Arma Centinela |
Se lanzan con Ataque-Especial, se pueden adherir a la mayoría de superficies y muros (NOTA: Excepto techos) |
Engineer - Armas Nuevas | ||
---|---|---|
Arma | Link de la Workshop | Habilidades |
100px Primaria |
Al matar con cualquier arma: +2 Cargas. Las asistencias otorgan +1 Carga | |
100px Secondary |
Cuando el arma esta activa:
| |
100px Secondary |
Al usar disparo primario: Usa el medidor de *ATRACCIÓN.* Mientras estés mirando a una caja de munición o vida cercanos (Rango maximo: 900 HU), esta arma las atrae a tu posición actual, al soltar disparo primario, estas se quedaran en ese lugar por 15s | |
100px Secundaria |
El tercer golpe consecutivo sin fallar es siempre critico
+1000% balas por disparo | |
Secundaria |
Al golpear: El 50% del daño causado por esta arma es regresado como metal | |
100px Secundaria |
Mientras seas curado por un dispensador o vagoneta: Tiene cargador infinito | |
100px Cuerpo a Cuerpo |
Usa un medidor de *MEJORA*. Ganas MEJORA con el daño. Presiona Ataque-Especial cuando el medidor este al 100% para mejorar tus construcciones actuales al nivel 3 y curarlas por completo. | |
100px Cuerpo a Cuerpo |
Hasta +4 de vida regenerada por segundo al portador |
Medic - Armas Nuevas | ||
---|---|---|
Arma | Enlace del Workshop | Habilidades |
100px Primary |
On hit: Increases Secondary healing rate by +20% (up to +60%) | |
100px Primary |
On hit enemy: Decreases healing given and/or gained from every healing source or weapon effect by 20% for 4 seconds | |
100px Primary |
Fires special bolts that applies knockback. Gain more knockback for each 25% of UberCharge you have. | |
100px Primary |
On hit: +3% UberCharge added | |
100px Primary |
Any nearby teammates (182.5 Hu) are healed for 50 health (user gains 25 HP) that can overheal and any negative debuffs are removed | |
100px Secondary |
Overheal doesn't decay for your Patients | |
100px Secondary |
While healing: Every 5 seconds a small health pack will spawn at your feet | |
100px Secondary |
Keeping your cursor on an enemy (within 1200 Hu) with your Secondary active will increase all knockback taken (damage/airblast) by +50% and for 4 seconds after | |
100px Melee |
Assists with your Secondary grants crits for this weapon (up to 35) | |
100px Melee |
Nearby teammates that also have this weapon active will gain damage resistance |
Sniper - Armas Nuevas | ||
---|---|---|
Arma | Link de la Workshop | Habilidades |
100px Primaria |
Aplica empuje al enemigo basado en la carga del Arma. Los disparos a la cabeza causan mayor empuje. | |
100px Primaria |
Gana 100% de velocidad de carga al mirar directamente a un enemigo | |
100px Primary |
Los disparos a la cabeza causan una explosion (292 Hu) de hemorragia con duracion basada en la carga del rifle (Min: 5s – Max: 15s) | |
100px Secundaria |
Cada vez que recibes 30 de daño o mas de un ataque, creas una explosion (219 Hu) de fraskunfu alrededor tuyo por 2.5s | |
100px Secundaria |
Al golpear: Ganas un impulso de velocidad por 1s
40% mas precisa | |
100px Secondary |
+100% tamaño de cargador y +50% muncion de reserva
40% menos precisa | |
100px Secondary |
Hace un 15% de la vida maxima de la victima al impactar, y otros 15% como hemorragia en el curso de 5s | |
100px Melee |
Al matar: Gana +50% de velocidad de carga para tu primaria, se almacena como *CARGA* Las asistencias otorgan +25% | |
100px Melee |
Cuando esta activa: La sobrecuracion que tengas NO decae |
Spy - Armas Nuevas | ||
---|---|---|
Arma | Link del Workhop | Habilidades |
Secundaria |
Al golpear: Marca al objetivo, mientras tenga esa marca, recibes un 20% de daño de ese enemigo. Ademas, te curas 30 de vida | |
100px Secondaria |
Al matar: Te teletransportas al lugar de la victima, te disfrazas de ella y el cuerpo de la victima desaparece | |
100px Cuerpo a Cuerpo |
Al apuñalar: Infecta a la victima con una plaga mortal por 10s y a todos los enemigos cercanos (292 Hu) por 5s | |
100px Cuerpo a Cuerpo |
Al apuñalar: ¡Colocas una bomba en el enemigo!, ademas mantienes tu disfraz | |
100px Cuerpo a Cuerpo |
Al Apuñalar: Te vuelves invisible al instante | |
100px PDA 1 |
Al Sabotear: Revela al propietario de la construcción con un contorno que solo tu puedes ver por 10s | |
100px PDA 1 |
5s despues de colocarlo en una construccion enemiga, el zapador explota (292 Hu), destruye la construccion, y hace hasta 150 de daño a construcciones y jugadores enemigos | |
100px PDA 1 |
8s despues de colocarlo en una costruccion enemiga, el zapador reprograma la construccion enemiga como si fuera de tu equipo
Las construcciones reprogramadas se autodestruyen tras 12s | |
PDA 2 |
ACTUALMENTE NO FUNCIONAN LOS MODELOS DE LOS RELOJES |
Al estar invisible: Puedes transpasar construcciones y jugadores enemigos. Ademas, no te volverás parcialmente invisible al tocar a un enemigo o al recibir daño |
PDA 2 |
ACTUALMENTE NO FUNCIONAN LOS MODELOS DE LOS RELOJES |
Tipo de Invisbilidad: Salto |
PDA 2 |
ACTUALMENTE NO FUNCIONAN LOS MODELOS DE LOS RELOJES |
Al dejar de ser invisible, causas una explosion (292 Hu) de humo que hace daño a los enemigos cercanos (45 Min, 90 Max) y a ti mismo (22 Min, 45 max). La explosion no se activa si dejas de ser invisible cuando el medidor de invisibilidad tenia 50% o mas. La explosion causa mas daño mientras menos invisbilidad tengas. La explosion no se puede usar hasta que el medidor de invisbilidad se haya llenado por completo |
Multi-Clase - Nuevas Armas | ||
---|---|---|
Arma | Enlace del Workshop | Habilidades |
100px Secundaria - Soldier y Pyro |
Al causar Baja: Aumenta el tamaño del cargador por +1 (hasta +4)
+115% de daño. | |
100px Primaria - Engineer |
Mantén Disparo-Principal para cargar cartuchos y suelta para liberar el aluvión a +25% de velocidad de disparo. | |
100px Primaria - Engineer |
Hace más daño mientras más lleno esté el cargador. |
Miembros del equipo
Chdata: Desarrollador principal
Crafting: Propietario de la comunidad y del servidor, youtuber, admin. del grupo de Steam, demostrador de armas y editor/colaborador de la wiki
Sophie: Líder de la comunidad, administradora del servidor, youtuber y admin. del grupo de Steam
Porygon: Desarrollador
Antiguos miembros
Karma Charger: Colaborador de TF2Wiki y demsotrador de armas
MasterOfTheXP: Autor original y desarrollador principal
Theray070696: Desarrollador de código y codesarrollador principal
Shadow Mario: Desarrollador
Agent Silver: Desarrollador
Deathreus :Desarrollador
Naleksuh: Desarrollador
CHAWLZ: Desarrollador
404UNF: Desarrollador
Pikachu: Desarrollador
Orion™: Desarrollador
The655: Desarrollador
Nergal: Desarrollador
Errores
- Cuantas más armas personalizadas equipes, mayor será la probabilidad de que desaparezcan cosméticos de tu modelo en el cliente. Otros jugadores en el servidor, sin embargo, seguirán siendo capaces de contemplar tu fino atuendo.
- Si se usa un arma personalizada con un medidor (como el Estandarte de Ánimo), el medidor no se usará a menos que el jugador tenga el arma original equipada en su personaje.
Enlaces externos
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