Difference between revisions of "User:SofiPandaRights/Custom Weapons/es"
OzoneLayer (talk | contribs) m (→Armas personalizadas) |
m (Renamed "Primaria" to "Principal" in all sections) |
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|- | |- | ||
| align="center" | [[File:Backpack_Rocket_Launcher.png|100px]]<br> | | align="center" | [[File:Backpack_Rocket_Launcher.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Rocket Launcher]]''' | '''[[Rocket Launcher]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Direct_Hit.png|100px]]<br> | | align="center" | [[File:Backpack_Direct_Hit.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Direct Hit]]''' | '''[[Direct Hit]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Rocket_Jumper.png|100px]]<br> | | align="center" | [[File:Backpack_Rocket_Jumper.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Rocket Jumper]]''' | '''[[Rocket Jumper]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Liberty_Launcher.png|100px]]<br> | | align="center" | [[File:Backpack_Liberty_Launcher.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Liberty Launcher]]''' | '''[[Liberty Launcher]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Cow_Mangler_5000.png|100px]]<br> | | align="center" | [[File:Backpack_Cow_Mangler_5000.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Cow Mangler 5000]]''' | '''[[Cow Mangler 5000]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Beggar's_Bazooka.png|100px]]<br> | | align="center" | [[File:Backpack_Beggar's_Bazooka.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Beggar's Bazooka]]''' | '''[[Beggar's Bazooka]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Air_Strike.png|100px]]<br> | | align="center" | [[File:Backpack_Air_Strike.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Air Strike]]''' | '''[[Air Strike]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Grenade_Launcher.png|100px]]<br> | | align="center" | [[File:Backpack_Grenade_Launcher.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Grenade Launcher]]''' | '''[[Grenade Launcher]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Loch-n-Load.png|100px]]<br> | | align="center" | [[File:Backpack_Loch-n-Load.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Loch-n-Load]]''' | '''[[Loch-n-Load]]''' | ||
| align="left" | | | align="left" | | ||
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| align="center" | | | align="center" | | ||
[[File:Backpack_Ali_Baba's_Wee_Booties.png|100px]]<br> | [[File:Backpack_Ali_Baba's_Wee_Booties.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Ali Baba's Wee Booties]]'''<br> | '''[[Ali Baba's Wee Booties]]'''<br> | ||
[[File:Backpack_Bootlegger.png|100px]]<br> | [[File:Backpack_Bootlegger.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Bootlegger]]''' | '''[[Bootlegger]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Loose_Cannon.png|100px]]<br> | | align="center" | [[File:Backpack_Loose_Cannon.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Loose Cannon]]''' | '''[[Loose Cannon]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Iron_Bomber.png|100px]]<br> | | align="center" | [[File:Backpack_Iron_Bomber.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Iron Bomber]]''' | '''[[Iron Bomber]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Minigun.png|100px]]<br> | | align="center" | [[File:Backpack_Minigun.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Minigun]]''' | '''[[Minigun]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Natascha.png|100px]]<br> | | align="center" | [[File:Backpack_Natascha.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Natascha]]''' | '''[[Natascha]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Brass_Beast.png|100px]]<br> | | align="center" | [[File:Backpack_Brass_Beast.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Brass Beast]]''' | '''[[Brass Beast]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Tomislav.png|100px]]<br> | | align="center" | [[File:Backpack_Tomislav.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Tomislav]]''' | '''[[Tomislav]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Huo-Long_Heater.png|100px]]<br> | | align="center" | [[File:Backpack_Huo-Long_Heater.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Huo-Long Heater]]''' | '''[[Huo-Long Heater]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Shotgun.png|100px]]<br> | | align="center" | [[File:Backpack_Shotgun.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Shotgun]]''' | '''[[Shotgun]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Frontier_Justice.png|100px]]<br> | | align="center" | [[File:Backpack_Frontier_Justice.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Frontier Justice]]''' | '''[[Frontier Justice]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Widowmaker.png|100px]]<br> | | align="center" | [[File:Backpack_Widowmaker.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Widowmaker]]''' | '''[[Widowmaker]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Pomson_6000.png|100px]]<br> | | align="center" | [[File:Backpack_Pomson_6000.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Pomson 6000]]''' | '''[[Pomson 6000]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Rescue_Ranger.png|100px]]<br> | | align="center" | [[File:Backpack_Rescue_Ranger.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Rescue Ranger]]''' | '''[[Rescue Ranger]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Syringe_Gun.png|100px]]<br> | | align="center" | [[File:Backpack_Syringe_Gun.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Syringe Gun]]''' | '''[[Syringe Gun]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Blutsauger.png|100px]]<br> | | align="center" | [[File:Backpack_Blutsauger.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Blutsauger]]''' | '''[[Blutsauger]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Crusader's_Crossbow.png|100px]]<br> | | align="center" | [[File:Backpack_Crusader's_Crossbow.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Crusader's Crossbow]]''' | '''[[Crusader's Crossbow]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Overdose.png|100px]]<br> | | align="center" | [[File:Backpack_Overdose.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Overdose]]''' | '''[[Overdose]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Sniper_Rifle.png|100px]]<br> | | align="center" | [[File:Backpack_Sniper_Rifle.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Sniper Rifle]]''' | '''[[Sniper Rifle]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Huntsman.png|100px]]<br> | | align="center" | [[File:Backpack_Huntsman.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Huntsman]]''' | '''[[Huntsman]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Sydney_Sleeper.png|100px]]<br> | | align="center" | [[File:Backpack_Sydney_Sleeper.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Sydney Sleeper]]''' | '''[[Sydney Sleeper]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Bazaar_Bargain.png|100px]]<br> | | align="center" | [[File:Backpack_Bazaar_Bargain.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Bazaar Bargain]]''' | '''[[Bazaar Bargain]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Machina.png|100px]]<br> | | align="center" | [[File:Backpack_Machina.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Machina]]''' | '''[[Machina]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Hitman's_Heatmaker.png|100px]]<br> | | align="center" | [[File:Backpack_Hitman's_Heatmaker.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Hitman's Heatmaker]]''' | '''[[Hitman's Heatmaker]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_Classic.png|100px]]<br> | | align="center" | [[File:Backpack_Classic.png|100px]]<br> | ||
− | <small> | + | <small>Principal</small><br> |
'''[[Classic]]''' | '''[[Classic]]''' | ||
| align="left" | | | align="left" | | ||
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|- | |- | ||
| align="center" | [[File:Backpack_B.A.S.E._Jumper.png|100px]]<br> | | align="center" | [[File:Backpack_B.A.S.E._Jumper.png|100px]]<br> | ||
− | <small> | + | <small>Principal<br>Secundaria</small><br> |
'''[[B.A.S.E. Jumper]]''' | '''[[B.A.S.E. Jumper]]''' | ||
| align="left" | | | align="left" | |
Revision as of 19:18, 1 November 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 impactos Críticos 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 en la Clase | |
---|---|
Cambios | Nuevos Atributos |
SIN CAMBIOS |
(Habilidad) Doble salto |
Scout - Armas Oficiales Modificadas | ||
---|---|---|
Arma | Cambios | Nuevos Atributos |
Principal |
SIN CAMBIOS |
SIN CAMBIOS |
Principal |
SIN CAMBIOS |
Empuja al objetivo y al tirador |
Principal |
-Añadido "Cuando el arma está activa: +20% de curación entrante y/o saliente de cualquier fuente de curación o efecto de arma" |
Cuando el arma está activa: +20% de curación entrante y/o saliente de cualquier fuente de curación o efecto de arma
+100% de daño |
Principal |
-Se eliminó "+25% de velocidad de recarga" |
Al impactar con cualquier arma: aumenta tu Emoción |
Principal |
-Se disminuyó la pérdida de Impulso por tomar daño de 4% a 1% por punto de daño |
Al impactar con cualquier arma: aumenta tu Impulso |
Principal |
-Se removió "Causa minicríticos cuando disparas por la espalda a corta distancia" |
Al causar Baja: Ruido de ataque silenciado |
Secondary |
-Se eliminó "Mientras estes bajo los efectos, todo el daño absorbido te ralentizara cuando el efecto termine durante 5s basados en el daño absorbido (Escala desde 25% al absorber menos de 200 de daño a 50% cuando se absorben +200 de daño)" |
Mientras estes bajo los efectos: Te vuelves invulnerable y ganas un impulso de velocidad por 8s |
Secundario |
-Se redujo el tiempo de la marca de muerte que recibes de 5s a 3s |
Mientras estes bajo los efectos: Tus ataques se volveran minicríticos por 8s |
Secundario |
-Se aumento la reduccion del tiempo de recarga al apagar a un aliado de 20% a 25% |
Los jugadores se curan el 35% del daño infligido a un enemigo cubierto de leche |
Secundario |
- Se añadió "Cuando esta activa: El portador no recibe daños por caida" |
Cuando el arma esta activa:
|
Secundario |
-Se eliminó "Cuando el arma esta activa" |
35% del daño infligido es devuelto como salud |
Secundario |
-Se añadió "Causa minicríticos a jugadores que tengan menos del 33% de su vida maxima" |
Al golpear: Hemorragia por 5s |
|
-Se añadió "+20% velocidad de disparo" |
+20% velocidad de disparo |
Cuerpo a Cuerpo |
-Se redujo la penalizacion de vida maxima de -15 a -10 |
Disparo secundario: Lanza una bola que ralentiza al objetivo un 30%. La duracion se basa en el tiempo que ha viajado la bola (Min: 1s – Max: 7s) |
Cuerpo a Cuerpo |
-Se eliminó "Al causar baja: Deja caer un botiquin pequeño" |
+75% de rango |
Cuerpo a Cuerpo |
-Se añadió "Esta arma tiene un rango mayor, pero mayor tiempo de despliegue y guardado" |
Al golpear: Hemorragia por 5 segundos |
Cuerpo a Cuerpo |
-Se aumento la penalizacion de daño del impacto de -25% a -35% |
Disparo secundario: Fuego espontaneo, el cual te prende en llamas por hasta 10s |
Cuerpo a Cuerpo |
-Se eliminó "Criticos cuando normalmente haria minicriticos" |
Al golpear: Hasta 2 objetivos, son marcados de muerte por 10s |
Cuerpo a Cuerpo |
-Se eliminó "Cuando esta activa: Puedes hacer un salto triple" |
Al golpear enemigo en el aire: Lo empuja al suelo |
Melee |
-La bola ya no causa daño al impacto |
Disparo secundario: Lanza una bola festiva que causa hemorragia basado en la distancia que viajo la bola (Min 1s: - Max: 12s) |
Soldier - Class Changes | |
---|---|
Changes | Full New Stats |
NO CHANGES |
NO CHANGES |
Soldier - Banner Changes | |
---|---|
Changes | |
-Added "When you active your banner, your Primary's clip is automatically fully reloaded" |
Soldier - Armas Oficiales Modificadas | ||
---|---|---|
Weapon | Changes | Full New Stats |
Principal |
NO CHANGES |
NO CHANGES |
Principal |
-Removed "+25% damage bonus" |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs |
Primaria |
-Updated the "On hit: Gain HP per attack" with a more accurate system |
On splash hit: Recover 0.25 HP per 1.12 damage dealt with a max of 25 health per attack. On direct hit: Recover 0.25 HP per 0.56 damage dealt. |
Principal |
-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 |
Principal |
-Decreased damage penalty from -25% to -20% |
Increased push force against enemy players and the user |
Principal |
-Decreased charged shot move speed penalty from -66% to -50% |
Does not require ammo |
Principal |
-Removed "+3 degrees random projectile deviation" |
Hold FIRE to load up to 3 rockets |
Principal |
-Changed the "-15% blast damage from explosive jumps" to instead "decreases all blast damage taken from this weapon" |
-15% blast damage to self from this weapon |
Secundaria |
NO CHANGES |
NO CHANGES |
Secundaria |
-See additional changes in "Soldier - Banner Changes" tab |
On wearer: +15% faster firing speed for all weapons |
Secundaria |
NO CHANGES |
-60% blast damage from explosive jumps |
Secundaria |
-See additional changes in "Soldier - Banner Changes" tab |
+30 max health on wearer |
Secundaria |
-See additional changes in "Soldier - Banner Changes" tab |
Up to +8 health regenerated per second on wearer |
Secundaria |
-Increased stomping damage (aka the Goomba) multiplier from x3 to x3.5 |
-75% reduction in push force taken from damage, airblasts, and knockback effects |
Secundaria |
-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 "-90% less healing from Medic sources" |
Damage increases as the user becomes injured |
Melee |
-Flipped the speed boost duration for the user and ally |
+75% melee range |
Melee |
NO CHANGES |
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" |
When weapon is active:
|
Pyro - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Pyrotechnics" |
(Ability) Pyrotechnics |
Pyro - Armas Oficiales Modificadas | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primaria |
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Primaries |
Extinguishing teammates restores 20 health |
Principal |
-Decreased airblast cost from +150% to +100% |
+100% direct & afterburn damage bonus from behind |
Principal |
-Removed "+25% airblast cost" |
This weapon deploys 60% faster and holsters 30% faster |
Principal |
-Added "+25 max health on wearer" |
+25 max health on wearer |
Principal |
-Increased hidden Primary ammo penalty from -80% to -85% |
Extinguishing teammates restores additional +10 health |
Secundaria |
NO CHANGES |
NO CHANGES |
Secundaria |
-See additional changes in "Pyro - Class Changes" tab |
100% critical hit vs burning players |
Secundaria |
-Decreased damage penalty from 25% to 15% |
100% mini-crits vs burning players |
Secundaria |
-Removed "+50% projectile speed" |
Does not require ammo |
Secundaria |
-Removed "100% mini-crits vs burning players" |
+10% faster firing speed |
Secundaria |
-Removed "Push enemies back when you land with the force and radius based on your velocity" |
Wearer never takes falling damage |
Secundaria |
-Changed the afterburn to be based on 4% of the enemys max health instead of normal afterburn damage |
Gas meter builds with any damage done |
-Added "+50% max Primary ammo on wearer |
+50% max Primary ammo on wearer | |
Melee |
-Removed "Killing blows on burning players grants a speed boost" |
100% Mini-Crits vs burning players |
Melee |
-Increased bonus damage vs buildings from +100% to +150% |
While active: Gain immunity to push force taken from damage |
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. Assist-kills grant +10 health. |
-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 from -15% to -43% |
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 - Armas Oficiales Modificadas | ||
---|---|---|
Weapon | Changes | Full New Stats |
Principal |
-See additional changes in "Demoman - Grenade Launcher Changes" tab |
|
Principal |
-Removed "+20% damage vs buildings" |
Grenades have no fuse timers and will explode whenever it hits a surface and/or enemy |
|
-Removed the "shield required" for the "+10% faster move speed on wearer" bonus |
+10% move speed on wearer |
Principal |
-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. |
Principal |
-Added "Grenades detonate other nearby grenades that are yours" |
Grenades have very little bounce/roll and do not randomly spin when fired |
Secundaria |
-See additional changes in "Demoman - Stickybomb Launcher Changes" tab |
|
Secundaria |
-Decreased firing speed bonus from +25% to +15% |
Detonates stickybombs near the crosshair and directly under your feet |
Secundaria |
-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 |
Secundaria |
-Increased charge rate bonus from +70% to instant |
Able to destroy enemy stickybombs |
Secundaria |
-Added "+20% bullet damage resistance on wearer" |
+50% fire damage resistance on wearer |
Secundaria |
-Removed "+70% increase in charge impact damage" |
+25% fire damage resistance on wearer |
Secundaria |
-Removed "+15% fire damage resistance on wearer" |
Gain a 1 second speed boost anytime you take damage |
-Added "-40% blast damage taken from explosive jumps while active" |
-40% blast damage taken from explosive jumps while active | |
Melee |
-Removed "Every head taken raises shield impact damage" |
On kill (up to the 4th): Increases move speed (+5%) and max health (+15) on wearer |
Melee |
-Removed "+20% damage bonus" |
On kill: Decreases all damage taken by 20% for the next 8 seconds. Assist-kills grant 10%. |
Melee |
-Increased charge time bonus from +0.5 seconds to +0.75 seconds |
When weapon is active:
|
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 "-80% max Secondary ammo on wearer" |
Melee hits refill 20% of your charge meter |
Heavy - Class Changes | |
---|---|
Changes | Full New Stats |
-Increased base move speed from 230 Hu to 240 Hu |
(Ability) Heavyweight |
Heavy - Minigun Changes |
---|
-Increased move speed while deployed from -53% to -50% |
Heavy - Edible Changes |
---|
-Added "Healing teammates (or disguised enemy Spies) reduces cooldown by 33%" |
Heavy - Shotgun Changes | |
---|---|
Weapon | Changes |
NO CHANGES |
Heavy - Armas Oficiales Modificadas | ||
---|---|---|
Weapon | Changes | Full New Stats |
Principal |
-See additional changes in "Heavy Minigun Changes" tab |
|
Principal |
-Removed "20% damage resistance when below 50% health and spun up" |
When fully spun up: The user and nearby teammates gain damage resistance |
Principal |
-Removed "20% damage resistance when below 50% health and spun up" |
Bullets penetrate all enemies |
Principal |
-Increased firing speed penalty from -20% to -25% |
+20% faster spin up time |
Principal |
-Removed "25% damage bonus vs burning players" |
Creates a ring of flames while spun up |
Secundaria |
-See additional changes in "Heavy - Shotgun Changes" tab |
|
Secundaria |
-See additional changes in "Heavy - Edible Changes" tab |
On consumption: Heal up to 300 health |
Secundaria |
-Removed "Adds +50 max health for 30 seconds" |
On consumption: For the next 20 seconds, 10% of all damage dealt is returned as health and 10 health per second healing for the duration |
Secundaria |
-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 |
Secundaria |
-Removed "+15% faster firing speed" |
+33% clip size |
Secundaria |
-Increased consumption healing effect from -33% to -75% |
PRIMARY-ATTACK: User can walk around while eating and the meter is not used |
-Added "+25% max Primary ammo on wearer" |
+25% max Primary ammo on wearer | |
Melee |
-Added "On assist-kill: Gain 5 seconds of Mini-Crits for all of your weapons" |
On kill: Gain 5 seconds of crits for all of your weapons. Assist-kills grant 5 seconds of Mini-Crits. |
-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" |
When weapon is active:
|
Melee |
-Removed "+40% faster firing speed" |
When weapon is active:
|
Melee |
-Added "When weapon is active: User is able to pick up their own edible for 60 health" |
When weapon is active: User is able to pick up their own edible for 60 health |
Engineer - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Supply Vision" |
(Ability) Supply Vision |
Engineer - PDA - Dispensers | ||
---|---|---|
Weapon | Changes | |
Dispenser |
-Increased range by +50% |
Engineer - PDA - Teleporters | ||
---|---|---|
Weapon | Changes | |
Teleporter |
-Decreased metal cost when constructing and/or upgrading Teleporters by 20% |
Engineer - Armas Oficiales Modificadas | ||
---|---|---|
Weapon | Changes | Full New Stats |
Principal |
NO CHANGES |
NO CHANGES |
Principal |
NO CHANGES |
Gain 2 revenge crits for each Sentry kill and 1 for each Sentry assist after your Sentry is destroyed |
Principal |
-Increased bonus damage to your Sentry Gun's target from 10% to 20% |
On hit: Damage dealt is returned as ammo |
Principal |
-Removed "On Hit: Victim loses up to 10% Medi Gun charge" |
Does not require ammo |
Principal |
NO CHANGES |
Fires a special bolt that can repair friendly buildings |
Secundaria |
-Decreased shield resistance from 66% to 33% for Sentry Guns |
The Sentry Gun or Mini-Sentry gains a laser pointer to assist in aiming |
Secundaria |
-Removed vanilla Primary-Fire effect |
Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack |
Melee |
NO CHANGES |
NO CHANGES |
Melee |
-Increased the punch combo timer from 0.8s to 1.5 seconds |
Third successful punch in a row always crits |
Melee |
-Removed "20% fire damage vulnerability on wearer" |
+150% Dispenser range |
Melee |
-Increased construction hit bonus from +30% to +100% |
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 |
3 health per second (Min regen when user was recently hurt, then starts to scale after a few seconds) |
(Ability) Health regeneration |
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 - Armas Oficiales Modificadas | ||
---|---|---|
Weapon | Changes | Full New Stats |
Principal |
-Added "On hit: 1% UberCharge added" |
On hit: 1% UberCharge added |
Principal |
-Changed the "+3 health on hit" to overheal the user |
On hit: +3 health restored that can overheal the user |
Principal |
-Increased Primary ammo penalty from -75% to -80% |
Fires a special bolt that heal teammates based on distance traveled. Additionally, grants UberCharge based on health given to teammates. |
Principal |
-Removed "When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +20%" |
While healing: Move speed increases for yourself and Patient based on UberCharge percentage to a maximum of +10% |
Secundaria |
-See additional changes in "Medic - Secondary Changes" tab |
UberCharge: Grants Patient and the user invulnerability |
Secundaria |
-Increased healing during the taunt from 11 HP to 30 HP |
While healing: Your Patient receives any positive buff that is currently affecting you |
Secundaria |
-Added "+200% increased air control while explosive jumping" |
While healing: User mirrors blast jumps and shield charges. |
Secundaria |
-Decreased UberCharge rate from +67% to +10% |
Press RELOAD to cycle through resist types |
-Added "33% faster global weapon switch on wearer" |
33% faster global weapon switch on wearer | |
Melee |
-Decreased UberCharge added on hit from 25% to 20% |
On Hit: 20% UberCharge added |
Melee |
-Removed "Collect the organs of people you hit" |
+20% health from packs on wearer |
Melee |
-Removed "Up to +3 health regenerated per second while active" |
When weapon is active:
|
Melee |
-Increased slower firing speed from 10% to 20% |
Allows the user and your current 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 - Armas Oficiales Modificadas | ||
---|---|---|
Weapon | Changes | Full New Stats |
Principal |
-See additional changes in "Sniper - Rifle Changes" tab |
|
Principal |
-Decreased minimal projectile speed (uncharged) from 1812.1 Hu to 1500 Hu |
The longer you aim, the more damage and faster the arrow travels |
Principal |
-Removed "Nature's Call: Scoped headshots reduce the remaining cooldown of Jarate by 1 second" |
+25% charge rate |
Principal |
-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% |
Principal |
-Removed "On full charge: +15% damage per shot" |
On kill: 20% of all of the overkill damage will be added to your next shot |
Principal |
-Removed "+25% faster charge while in Focus" stat |
On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears |
Principal |
-Removed "No headshots when not fully charged" |
Charge and fire shots independent of zoom |
Secundaria |
-See additional changes in "Sniper - Class Changes" tab |
40% more accurate |
Secundaria |
-Added "Allowed in Medieval mode" |
Coated enemies take mini-crits from all sources |
Secundaria |
-Added "+6.666% faster move speed on wearer" |
+6.666% faster move speed on wearer |
Secundaria |
-Added "50% reduction in push force taken from damage and airblasts" |
50% reduction in push force taken from damage and airblasts |
Secundaria |
-Moved "No flinching when aiming and fully charged" to the Sniper class |
15% of any Primary damage done is returned as health |
Secundaria |
-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. Assist-kills grant 17% meter.
40% more accurate |
-Added "Better wall climbing when compared to other Melee weapons" |
Better wall climbing when compared to other Melee weapons | |
Melee |
-Added "On hit: Gain a 1 second speed boost" |
On hit: Bleed for 6 seconds |
Melee |
-Removed "When weapon is active" |
Gain 1 critical hit for this weapon for every headshot hit with your Primary weapon |
Melee |
-Removed "+25% increase in damage when health <50% of max" |
+50% melee range |
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 - Armas Oficiales Modificadas | ||
---|---|---|
Weapon | Changes | Full New Stats |
Secundaria |
NO CHANGES |
NO CHANGES |
Secundaria |
-Increased fire rate penalty from -20% to -100% |
Crits on headshot |
Secundaria |
NO CHANGES |
+40% cloak duration |
Secundaria |
-Removed "+20% damage bonus while disguised" |
Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill |
Secundaria |
-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 4 second speed boost. Assist-kills grant 2 seconds. |
Melee |
-Decreased recharge from 15 seconds to 10 seconds |
On hit by fire while active: Reduces initial fire damage by 90%, fireproof for 1 second, then afterburn immunity for 5 seconds |
PDA Primario |
NO CHANGES |
NO CHANGES |
PDA Secundario |
-Fixed the "While cloaked: 50% faster debuff timers" |
While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers |
PDA Secundario |
-Fixed the "While cloaked: 50% faster debuff timers" |
Cloak Type: Motion Sensitive |
PDA Secundario |
-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 |
Multi-Clase - Armas Oficiales Modificadas | ||
---|---|---|
Weapon | Changes | Full New Stats |
Secundaria |
-Increased deploy bonus to from +20% to +30% |
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. Assist-kills restore 25% health. |
Principal |
(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 |
Principal |
-Decreased deploy speed bonus from +50% to +33% |
+50% bullets per shot |
Secundaria |
NO CHANGES |
Armas personalizadas
Estas son las armas nuevas de los servidores oficiales de CTF2W.
Scout - Armas Nuevas | ||
---|---|---|
Arma | Enlace del Workshop | Estadística |
100px Principal |
Gana una barrera que bloquea 20% de todo el daño entrante. | |
100px Principal |
Usar efectivamente un arma que se recarga con el tiempo auto-recarga hasta 4 tiros para este arma. (Excluye el "Tikitónico") | |
100px Principal |
Actualmente no hay un enlace público. |
Los disparos en la cabeza producen minicríticos. |
100px Principal |
Moverse llena el medidor de PODER. La velocidad del movimiento afecta cuán rápido o lento se rellena. | |
100px Secundaria |
+100% de daño contra jugadores con más de 95% de salud. | |
100px Secundaria |
Al causar Baja con cualquier arma: Recupera 2 Shurikens. Las asistencias recuperan 1. | |
100px Secundaria |
Beber para empequeñecerse ó volver a estatura normal. | |
100px Cuerpo-a-cuerpo |
100% de probabilidad de impacto crítico por la espalda. | |
100px Cuerpo-a-cuerpo |
Actualmente no hay un enlace público. |
Mientras está activa:
|
100px Cuerpo-a-cuerpo |
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 - Armas Nuevas | ||
---|---|---|
Arma | Link del Workshop | Atributos |
100px Principal |
Extra retroceso en impactos directos. | |
100px Principal |
Disparo-Secundario: Intercambia entre Auto-Guiado o Manual. | |
100px Principal |
Ataque-Especial: Detona todos los cohetes. | |
+15% de velocidad de movimiento al portador.
Cuando una Escopeta o el Bisonte está equipado:
Cuando las Aplastacabezas, Botas Blindadas, o Saltador B.A.S.E. está equipado:
| ||
100px Secundaria |
El portador realiza un terremoto al aterrizar después de un salto con cohete. | |
100px Secundaria |
Actualmente no hay un enlace público. |
+33% de tamaño de cargador.
+33% de daño. |
Pyro - Armas Nuevas | ||
---|---|---|
Arma | Link del Workshop | Atributos |
Principal |
Los derrames incendiados rápidamente dañan e inflingen quemadura a enemigos (¡Incluso otros Pyros!). | |
100px Secundaria |
+30% de daño contra jugadores ardiendo.
+115% de daño. | |
100px Secundaria |
Al Impactar contra jugadores: Recarga casi instantánea.
No se beneficia del incremento global de 10% de velocidad de disparo para pistolas de bengalas. | |
Secundaria |
Dispara 3 bengalas extra en formación horizontal.
+10% de velocidad de disparo | |
100px Secundaria |
+20% de velocidad de enfundado para con tu arma cuerpo-a-cuerpo. | |
100px Cuerpo-a-cuerpo |
+20% de velocidad de enfundado para con tu arma Secundaria. | |
100px Cuerpo-a-cuerpo |
Al Impactar enemigos ardientes: Genera +50% Almas. | |
100px Cuerpo-a-cuerpo |
Al Impactar: Congela al blanco por 6s. | |
100px Cuerpo-a-cuerpo |
Causa críticos a objetivos propulsados en el aire por una explosión, garfios arrojadizos o mochilas propulsoras. | |
100px Cuerpo-a-cuerpo |
When weapon is active:
|
Demoman - Armas Nuevas | ||
---|---|---|
Arma | Link del Workshop | Atributos |
100px Primaria |
Recibir daño de caída crea un terremoto que daña y empuja enemigos. Tomar daño de un salto explosivo aumenta el daño del terremoto. | |
100px Principal |
Ataque-Especial: Alterna entre Precisión o ADE | |
100px Principal |
Cuando un escudo está equipado: | |
100px Principal |
Dispara un virote especial que se aferra al jugador o construcción enemigos y explota 4 veces. | |
100px Principal |
+20% de daño cuerpo-a-cuerpo por 5 segundos contra enemigos que hayan sido dañado por este arma. | |
100px Secundaria |
Las bombas lapa estás conectadas por un cable trampa, y no pueden ser movidas mientras estén pegadas. | |
100px Secundaria |
Hasta +100% de radio de explosión extra basado en carga. | |
100px Secundaria |
Cada bomba contiene 3 submuniciónes explosivas que son desplegadas en caso de explosión o destrucción. (También sucederá cuando se plante la 4ta bomba) | |
100px Secundaria |
Mientras Embiste: El usuario no puede ser dañado, visto o detectado por construcciones. | |
100px Secundaria |
Al causar Baja con cualquier arma: +2 Cargas. Las asistencias ganan +1 Carga. | |
100px Secundaria |
Al drenarse 60% Embestida: Aturde y empuja enemigos con la duración y fuerza basadas en la duración restante de la Embestida. | |
100px Secundaria |
En lugar de golpear, este escudo explota al impactar. (Sin reducción de daño por distancia) | |
100px Cuerpo-a-cuerpo |
Al causar Baja: +2 Cargas. Las asistencias otorgan +1 Carga. | |
100px Palo de Merasmus |
Al causar baja: Obtén un autito chocón y 75% de resistencia al daño por 10s. |
Heavy - Armas Nuevas | ||
---|---|---|
Arma | Enlace del Workshop | Atributos |
100px Primaria |
Al causar Baja cuerpo-a-cuerpo: Gana 4s de minicríticos para este arma. Las asistencias cuerpo-a-cuerpo dan 2s. | |
100px Primaria |
Todo enemigo alrededor de la victima es Maldecido por 8s, haciéndolos 20% más vulnerables a tu equipo. Las asistencias Maldicen por 4s. | |
100px Principal |
Mientras gira: -30% de resistencia al daño, sin reducción de velocidad de movimiento, y un +10% adicional de velocidad de movimiento. | |
100px Secundaria |
Este arma se despliega un 30% y enfunda un 15% más rápido. | |
100px Secundaria |
Al causar Baja: +2 Cargas. Las asistencias dan +1. | |
100px Secundaria |
35% del daño infligido con este arma es regenerado como salud. | |
100px Cuerpo-a-cuerpo |
Al Impactar: Aplica un empuje horizontal agresivo y deshabilita todo control aéreo del blanco hasta que golpee el terreno o después de 3s. | |
100px Cuerpo-a-cuerpo |
El portador no puede llevar el dosier o el balón de PASA-Tiempo.
| |
100px Cuerpo-a-cuerpo |
El portador no puede llevar el dosier o el balón de PASA-Tiempo.
| |
100px Magulla-Cajas |
Daña igual a 40% de la salud actual del blanco hasta 90 de daño. |
Engineer - Construcciones Nuevas | ||
---|---|---|
Construccion | Atributos | |
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 | Atributos |
100px Principal |
Al causar baja con cualquier arma: +2 Cargas. Las asistencias otorgan +1 Carga | |
100px Secundaria |
Cuando el arma esta activa:
| |
100px Secundario |
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 Secundario |
El tercer golpe consecutivo sin fallar es siempre critico
+1000% balas por disparo | |
Secundario |
Al golpear: El 50% del daño causado por esta arma es regresado como metal | |
100px Secundario |
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 | Atributos |
100px Principal |
Al Impactar: +20% de tasa de curación del arma Secundaria. (hasta +60%) | |
100px Principal |
En enemigos impactados: -20% de toda curación dada ó recibida de cada fuente de curación o efecto de arma por 4s. | |
100px Principal |
Dispara virotes especiales que aplican retroceso. +25% de retroceso por cada 25% de SuperCarga que tenga el portador. | |
100px Principal |
Al Impactar: +3% de SuperCarga. | |
100px Principal |
Curan y limpia de cualquier efecto negativo a todo aliado dentro del radio de explosión. (50 hp de curación. Tiene exceso de curación) | |
100px Secundaria |
El exceso de curación no decae en tus Pacientes. | |
100px Secundaria |
Mientras cura: Genera un kit Medic pequeño cada 4s. | |
100px Secundaria |
Mantener la mira de este arma en un enemigo aumenta todo el retroceso sufrido del blanco por +50% hasta 4s después. (1200 Hu de rango. Afecta el retroceso por daño y aire comprimido) | |
100px Cuerpo-a-cuerpo |
Asistencias con la Secundaria otorgan impactos críticos para este arma. (hasta 35) | |
100px Porra de Chacal |
Al Impactar un aliado: Mejora sus velocidades de ataque y recarga por 15% por 6s. |
Sniper - Armas Nuevas | ||
---|---|---|
Arma | Link de la Workshop | Atributos |
100px Principal |
Aplica empuje al objetivo basado en la carga del Arma. Los disparos a la cabeza causan mayor empuje. | |
100px Principal |
Gana 100% de velocidad de carga al mirar directamente a un enemigo | |
100px Principal |
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 Secundario |
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 Secundaria |
+100% tamaño de cargador y +50% muncion de reserva
40% menos precisa | |
100px Secundaria |
Hace un 15% de la vida maxima del objetivo al impactar, y otros 15% como hemorragia en el curso de 5s | |
100px Cuerpo a Cuerpo |
Al causar Baja: Gana +50% de velocidad de carga para tu Primaria, se almacena como *CARGA* Las asistencias otorgan +25% | |
100px Cuerpo a Cuerpo |
Cuando esta activa: El Exceso de curación que tengas NO decae |
Spy - Armas Nuevas | ||
---|---|---|
Arma | Link del Workhop | Atributos |
Secundario |
Al Impactar: Marca al objetivo, mientras tenga esa marca, recibes un 20% menos de daño de ese objetivo. Además, recuperas 30 de salud. | |
100px Secundario |
Al causar Baja: 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!, además 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 después de colocarlo en una construcción enemiga, el zapador explota (292 Hu), destruye la construcción, y hace hasta 150 de daño a construcciones y jugadores enemigos. | |
100px PDA 1 |
8s después de colocarlo en una construcción enemiga, el zapador reprograma la construcción 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 traspasar construcciones y jugadores enemigos. Además, 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 Invisibilidad: 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 invisibilidad tengas. La explosion no se puede usar hasta que el medidor de invisibilidad se haya llenado por completo. |
Multi-Clase - Armas Nuevas | ||
---|---|---|
Arma | Enlace del Workshop | Atributos |
100px Secundaria - Soldier y Pyro |
Al causar Baja: Aumenta el tamaño del cargador por +1. (hasta +4)
+115% de daño. | |
100px Principal - Engineer |
Mantén Disparo-Principal para cargar cartuchos y suelta para liberar el aluvión a +25% de velocidad de disparo. | |
100px Principal - 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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