Difference between revisions of "User:SofiPandaRights/Custom Weapons"
m (Fixing typo on Crockteers Cloak) |
(Ctf2w Harvest Moon Update (3.4.0.10)) |
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* Consistent fall damage is enabled. | * Consistent fall damage is enabled. | ||
* Removed the 10 second teammate outlines after respawning. | * Removed the 10 second teammate outlines after respawning. | ||
− | |||
* Added "While on fire: -33% health received from all healing sources" to all fire sources | * Added "While on fire: -33% health received from all healing sources" to all fire sources | ||
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'''[[Winger]]''' | '''[[Winger]]''' | ||
| align="left" | | | align="left" | | ||
− | {{Pro}} Added " | + | {{Pro}} Added "+25% deploy and holster speed"<br> |
− | {{Pro}} Increased | + | {{Pro}} Increased clip size to -60% to -50% |
| | | | ||
When weapon is active:<br> | When weapon is active:<br> | ||
− | :{{Pro}} | + | :{{Pro}}+25% deploy and holster speed <br> |
:{{Pro}}+30% greater jump height<br> | :{{Pro}}+30% greater jump height<br> | ||
:{{Pro}}+15% damage bonus<br> | :{{Pro}}+15% damage bonus<br> | ||
− | :{{Con}}- | + | :{{Con}}-50% clip size |
|- | |- | ||
| align="center" | [[File:Backpack Pretty_Boy's Pocket Pistol.png|100px]]<br> | | align="center" | [[File:Backpack Pretty_Boy's Pocket Pistol.png|100px]]<br> | ||
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{{Pro}} +25% clip size<br> | {{Pro}} +25% clip size<br> | ||
{{Con}} -20% damage penalty | {{Con}} -20% damage penalty | ||
+ | |- | ||
+ | | align="center" | [[File:Cow Mangler.png|100px]]<br> | ||
+ | <small>Primary</small><br> | ||
+ | '''[[Cow Mangler]]''' | ||
+ | | align="left" | | ||
+ | {{Pro}} Removed “-67% movespeed while Charging” | ||
+ | | | ||
+ | {{Pro}} Does not require ammo<br> | ||
+ | {{Pro}} Alt-Fire: A charged shot that | ||
+ | mini-crits players, sets them on fire | ||
+ | and disables buildings for 4 sec<br> | ||
+ | {{Con}} Deals only 20% damage to buildings<br> | ||
+ | {{Con}} Minicrits whenever it would normally crit | ||
+ | |- | ||
|- | |- | ||
| align="center" | [[File:Backpack Beggar's Bazooka.png|100px]]<br> | | align="center" | [[File:Backpack Beggar's Bazooka.png|100px]]<br> | ||
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{{Pro}} Changed the "-15% blast damage from explosive jumps" to "decreases all blast damage taken from this weapon"<br> | {{Pro}} Changed the "-15% blast damage from explosive jumps" to "decreases all blast damage taken from this weapon"<br> | ||
{{Pro}} Removed "-10% explosive radius"<br><br> | {{Pro}} Removed "-10% explosive radius"<br><br> | ||
− | {{Pro}} Added " | + | {{Pro}} Added "+15% faster reload speed" |
| | | | ||
{{Pro}} -15% blast damage to self from this weapon<br> | {{Pro}} -15% blast damage to self from this weapon<br> | ||
− | {{Pro}} +66% faster firing speed | + | {{Pro}} +66% faster firing speed while explosive jumping<br> |
+ | {{Pro}} +15% faster reload time<br> | ||
{{Pro}} Clip size increased on kill (up to 4)<br> | {{Pro}} Clip size increased on kill (up to 4)<br> | ||
{{Con}} -15% damage penalty<br> | {{Con}} -15% damage penalty<br> | ||
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| align="left" | | | align="left" | | ||
{{Pro}} Added "Grants player and nearby teammates 10 seconds of full knockback resistance while under the effects"<br> | {{Pro}} Added "Grants player and nearby teammates 10 seconds of full knockback resistance while under the effects"<br> | ||
− | {{Pro}} Added "On wearer: + | + | {{Pro}} Added "On wearer: +50% incoming health from packs”" |
| | | | ||
− | {{Pro}} On wearer: + | + | {{Pro}} On wearer: +50% incoming health from packs<br> |
{{Pro}} Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits and full knockback resistance<br> | {{Pro}} Once used, grants player and nearby teammates 10 seconds of guaranteed mini-crits and full knockback resistance<br> | ||
{{Neutral}} Requires 600 damage dealt to charge<br> | {{Neutral}} Requires 600 damage dealt to charge<br> | ||
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'''[[Shovel]]''' + Reskins | '''[[Shovel]]''' + Reskins | ||
| align="left" | | | align="left" | | ||
− | {{Pro}} | + | {{Pro}} When weapon is active: Bonus healing given and/or gained from every healing source or weapon effect increases as the user becomes injured (up to +100%)<br> |
| | | | ||
− | {{Pro}} | + | {{Pro}} When weapon is active: Bonus healing given and/or gained from every healing source or weapon effect increases as the user becomes injured (up to +100%) |
|- | |- | ||
| align="center" | [[File:Backpack Equalizer.png|100px]]<br> | | align="center" | [[File:Backpack Equalizer.png|100px]]<br> | ||
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'''[[Equalizer]]''' | '''[[Equalizer]]''' | ||
| align="left" | | | align="left" | | ||
− | {{Pro}} | + | {{Pro}} Reduced healing from medic sources from +90% to 50%<br> |
{{Pro}} Added "If the Rocket Jumper is equipped, the user isn't damaged from this weapon's kill taunt"<br> | {{Pro}} Added "If the Rocket Jumper is equipped, the user isn't damaged from this weapon's kill taunt"<br> | ||
− | {{Pro}} Added " | + | {{Pro}} Added "+50% damage bonus" |
− | |||
− | |||
| | | | ||
{{Pro}} Damage increases as the user becomes injured<br> | {{Pro}} Damage increases as the user becomes injured<br> | ||
{{Pro}} If the Rocket Jumper is equipped, the user isn't damaged from this weapon's kill taunt<br> | {{Pro}} If the Rocket Jumper is equipped, the user isn't damaged from this weapon's kill taunt<br> | ||
− | {{Pro}} | + | {{Pro}} +50% Damage Bonus<br> |
− | {{Con}} | + | {{Con}} While Active: -50% less healing from Medic sources |
|- | |- | ||
| align="center" | [[File:Backpack Disciplinary Action.png|100px]]<br> | | align="center" | [[File:Backpack Disciplinary Action.png|100px]]<br> | ||
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{{Pro}} +75% melee range<br> | {{Pro}} +75% melee range<br> | ||
{{Pro}} +50% melee bounds<br> | {{Pro}} +50% melee bounds<br> | ||
− | {{Pro}} On hit ally: Boosts user's speed for | + | {{Pro}} On hit ally: Boosts user's speed for 4 seconds and boosts ally's speed for 4 seconds<br> |
− | |||
{{Con}} -25% damage penalty<br> | {{Con}} -25% damage penalty<br> | ||
− | |||
|- | |- | ||
| align="center" | [[File:Backpack Escape Plan.png|100px]]<br> | | align="center" | [[File:Backpack Escape Plan.png|100px]]<br> | ||
Line 564: | Line 574: | ||
{{Pro}} Added "(Ability) Pyrotechnics"<br> | {{Pro}} Added "(Ability) Pyrotechnics"<br> | ||
::{{Note| Makes debuffs wear off 50% faster}}<br> | ::{{Note| Makes debuffs wear off 50% faster}}<br> | ||
− | {{Pro}} Added " | + | {{Pro}} Added "-80% blast resistance to airblasted projectiles" to all Flare Guns<br> |
{{Pro}} Afterburn damage will now count towards any lifesteal<br> | {{Pro}} Afterburn damage will now count towards any lifesteal<br> | ||
{{Pro}} Airblast will now reset the timer for grenades from Demoman's primaries<br> | {{Pro}} Airblast will now reset the timer for grenades from Demoman's primaries<br> | ||
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{{Con}} +25% pushforce taken from airblast <br> | {{Con}} +25% pushforce taken from airblast <br> | ||
{{Neutral}} While MMMMPH taunting: Gain invulnerable and full knockback resistance | {{Neutral}} While MMMMPH taunting: Gain invulnerable and full knockback resistance | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
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− | |||
− | |||
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− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| align="center" | [[File:Backpack Detonator.png|100px]]<br> | | align="center" | [[File:Backpack Detonator.png|100px]]<br> | ||
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'''[[Thermal Thruster]]''' | '''[[Thermal Thruster]]''' | ||
| align="left" | | | align="left" | | ||
− | + | {{Pro}} Decreased recharge time per charge from 15 seconds to 12 seconds <br> | |
− | + | {{Pro}} Decreased locked holster speed from 0.8 seconds to 0.35 seconds <br> | |
− | |||
− | |||
− | {{Pro}} Decreased recharge time per charge from 15 seconds to | ||
− | |||
− | |||
− | {{Pro}} Decreased locked holster speed from 0.8 seconds to 0. | ||
− | |||
{{Pro}} Added "Extinguish nearby teammates when you launch to restore 30 health to the Pyro"<br> | {{Pro}} Added "Extinguish nearby teammates when you launch to restore 30 health to the Pyro"<br> | ||
{{Pro}} Added "Ignite nearby enemies for 10 seconds when you launch"<br> | {{Pro}} Added "Ignite nearby enemies for 10 seconds when you launch"<br> | ||
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{{Pro}} Added "The user can re-launch while airborne" | {{Pro}} Added "The user can re-launch while airborne" | ||
| | | | ||
− | |||
{{Pro}} Extinguish nearby teammates when you launch to restore 30 health to the Pyro<br> | {{Pro}} Extinguish nearby teammates when you launch to restore 30 health to the Pyro<br> | ||
{{Pro}} Ignite nearby enemies for 10 seconds when you launch<br> | {{Pro}} Ignite nearby enemies for 10 seconds when you launch<br> | ||
{{Con}} Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br> | {{Con}} Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br> | ||
− | {{Con}} 0. | + | {{Con}} 0.35 second locked holster penalty<br> |
{{Neutral}} This weapon fires a quick blast that launches the user based where you are aiming. Additionally, the user can re-launch while airborne.<br> | {{Neutral}} This weapon fires a quick blast that launches the user based where you are aiming. Additionally, the user can re-launch while airborne.<br> | ||
− | {{Neutral}} This weapon has 2 charges and requires | + | {{Neutral}} This weapon has 2 charges and requires 12 seconds each to recharge<br> |
{{Neutral}} Allowed in Medieval mode | {{Neutral}} Allowed in Medieval mode | ||
|- | |- | ||
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| align="left" | | | align="left" | | ||
{{Pro}} Added "+20% bullet damage resistance on wearer" | {{Pro}} Added "+20% bullet damage resistance on wearer" | ||
+ | {{Pro}} Increased explosive resistance from +30% to +40% | ||
+ | {{Pro}} Added “+40% knockback/pushforce resistance” | ||
+ | {{Con}} Decreased fire resistance from +50% to +40% | ||
| | | | ||
− | {{Pro}} + | + | {{Pro}} +40% fire damage resistance on wearer<br> |
− | {{Pro}} + | + | {{Pro}} +40% explosive damage resistance on wearer<br> |
{{Pro}} +20% bullet damage resistance on wearer<br> | {{Pro}} +20% bullet damage resistance on wearer<br> | ||
{{Neutral}} Alt-fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy<br> | {{Neutral}} Alt-fire: Charge toward your enemies to gain a critical melee strike after impacting an enemy<br> | ||
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'''[[Splendid Screen]]''' | '''[[Splendid Screen]]''' | ||
| align="left" | | | align="left" | | ||
− | |||
− | |||
− | |||
{{Pro}} Added "+10% bullet damage resistance on wearer" | {{Pro}} Added "+10% bullet damage resistance on wearer" | ||
| | | | ||
− | {{Pro}} + | + | {{Pro}} +20% fire damage resistance on wearer<br> |
− | {{Pro}} + | + | {{Pro}} +20% explosive damage resistance on wearer<br> |
{{Pro}} +10% bullet damage resistance on wearer<br> | {{Pro}} +10% bullet damage resistance on wearer<br> | ||
{{Pro}} +50% increase in charge recharge rate<br> | {{Pro}} +50% increase in charge recharge rate<br> | ||
Line 1,050: | Line 1,036: | ||
'''[[Tide Turner]]''' | '''[[Tide Turner]]''' | ||
| align="left" | | | align="left" | | ||
− | {{ | + | {{Pro}} Increased explosive resistance from +15% to +20%"<br> |
− | {{ | + | {{Pro}} Increased explosive resistance from +15% to +20%<br> |
− | {{ | + | {{Pro}} Added "10% bullet resistance"<br> |
− | |||
| | | | ||
− | {{Pro}} | + | {{Pro}} +20% fire damage resistance on wearer<br> |
+ | {{Pro}} +20% explosive damage resistance on wearer<br> | ||
+ | {{Pro}} +10% bullet damage resistance on wearer<br> | ||
{{Pro}} Full turning control while charging<br> | {{Pro}} Full turning control while charging<br> | ||
{{Con}} Taking damage while shield charging reduces remaining charging time<br> | {{Con}} Taking damage while shield charging reduces remaining charging time<br> | ||
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{{Con}} Removed "-40% damage from ranged sources while active"<br> | {{Con}} Removed "-40% damage from ranged sources while active"<br> | ||
{{Pro}} Removed "This weapon holsters 100% slower"<br> | {{Pro}} Removed "This weapon holsters 100% slower"<br> | ||
− | |||
− | |||
{{Pro}} Increased melee vulnerability to +130% from +100%<br> | {{Pro}} Increased melee vulnerability to +130% from +100%<br> | ||
− | {{Pro}} Added "- | + | {{Pro}} Added "-43% damage taken from all sources, except from melee while active"<br> |
{{Con}} Added "-50% healing gained from every healing source or weapon effect while active" | {{Con}} Added "-50% healing gained from every healing source or weapon effect while active" | ||
| | | | ||
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:{{Pro}} -33% damage taken from all sources, except from Melee on wearer<br> | :{{Pro}} -33% damage taken from all sources, except from Melee on wearer<br> | ||
:{{Con}} +130% damage vulnerability from Melee sources on wearer<br> | :{{Con}} +130% damage vulnerability from Melee sources on wearer<br> | ||
− | :{{Con}} - | + | :{{Con}} -40% healing gained from every healing source or weapon effect on wearer |
+ | :{{Con}} This weapon holsters 100% slower | ||
|- | |- | ||
| align="center" | [[File:Backpack Eviction Notice.png|100px]]<br> | | align="center" | [[File:Backpack Eviction Notice.png|100px]]<br> | ||
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{{Pro}} Added "This weapon will reload automatically when not active"<br> | {{Pro}} Added "This weapon will reload automatically when not active"<br> | ||
{{Pro}} Added "User can see their UberCharge percentage while their Primary is active" | {{Pro}} Added "User can see their UberCharge percentage while their Primary is active" | ||
+ | |||
+ | ALL CROSSBOWS: | ||
+ | {{Pro}} Added “Projectile penetrates all players” | ||
+ | {{Pro}} Increased reload speed from 1.6s to 1.2s | ||
+ | {{Con}} -20% healing and damage from all crossbows | ||
+ | |||
|- | |- | ||
|} | |} | ||
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'''[[Syringe Gun]]''' | '''[[Syringe Gun]]''' | ||
| align="left" | | | align="left" | | ||
− | {{Pro}} Added "On hit: | + | {{Pro}} Added "On hit: 2% UberCharge added" |
| | | | ||
− | {{Pro}} On hit: | + | {{Pro}} On hit: 2% UberCharge added<br> |
{{Neutral}} This weapon will reload automatically when not active<br> | {{Neutral}} This weapon will reload automatically when not active<br> | ||
{{Neutral}} User can see their UberCharge percentage while their Primary is active | {{Neutral}} User can see their UberCharge percentage while their Primary is active | ||
Line 1,818: | Line 1,810: | ||
{{Pro}} Increased movement speed while aiming from 80 Hu (73.3% slower than normal) to 100 Hu (66% than normal)<br> | {{Pro}} Increased movement speed while aiming from 80 Hu (73.3% slower than normal) to 100 Hu (66% than normal)<br> | ||
{{Pro}} Increased movement speed while move 66% slower while aiming instead of 73.3% slower<br> | {{Pro}} Increased movement speed while move 66% slower while aiming instead of 73.3% slower<br> | ||
− | |||
− | |||
| | | | ||
'''Damage against players'''<br> | '''Damage against players'''<br> | ||
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{{Neutral}} 150 bodyshot fully charged<br> | {{Neutral}} 150 bodyshot fully charged<br> | ||
{{Con}} 120 headshot uncharged (from 150)<br> | {{Con}} 120 headshot uncharged (from 150)<br> | ||
− | {{Neutral}} | + | {{Neutral}} 360 headshot fully charged<br> |
− | |||
− | |||
− | |||
|- | |- | ||
|} | |} | ||
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'''[[Darwin's Danger Shield]]''' | '''[[Darwin's Danger Shield]]''' | ||
| align="left" | | | align="left" | | ||
− | {{Pro}} Added | + | {{Pro}} Added “+25 maxhealth” <br> |
− | {{ | + | {{Con}} Added “+25% critical damage vulnerability” <br> |
+ | {{Con}} Reduced fire resistance from +50% to +30% <br> | ||
| | | | ||
− | + | {{Pro}} +25 Max health on wearer <br> | |
− | {{Pro}} + | + | {{Pro}} +30% fire damage resistance on wearer<br> |
− | {{Pro}} + | ||
{{Pro}} Immune to the effects of afterburn<br> | {{Pro}} Immune to the effects of afterburn<br> | ||
+ | {{Con}} +25% critical damage vulnerability<br> | ||
{{Neutral}} Allowed in Medieval mode | {{Neutral}} Allowed in Medieval mode | ||
|- | |- | ||
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{{Con}} Removed "No flinching when aiming and fully charged"<br> | {{Con}} Removed "No flinching when aiming and fully charged"<br> | ||
{{Con}} Removed "Knockback decreased by 20% when aiming"<br> | {{Con}} Removed "Knockback decreased by 20% when aiming"<br> | ||
− | + | {{Pro}} Added "Recover 1 bullet for your Primary weapon for every headshot hit with your Primary weapon" | |
− | |||
− | {{Pro}} Added "Recover 1 bullet for your Primary weapon for every | ||
| | | | ||
− | {{Pro}} | + | {{Pro}} +4 health regenerated per second on wearer<br> |
{{Pro}} Recover 1 bullet for your Primary weapon for every 3 headshot hits with your Primary weapon<br> | {{Pro}} Recover 1 bullet for your Primary weapon for every 3 headshot hits with your Primary weapon<br> | ||
{{Neutral}} Allowed in Medieval mode | {{Neutral}} Allowed in Medieval mode | ||
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| align="left" | | | align="left" | | ||
{{Con}} Removed "Dealing damage with this weapon fills a charge meter. Alt-fire when charged to gain mini-crits for all weapons for 8 seconds."<br> | {{Con}} Removed "Dealing damage with this weapon fills a charge meter. Alt-fire when charged to gain mini-crits for all weapons for 8 seconds."<br> | ||
− | {{Pro}} Removed "- | + | {{Con}} Increased clip size penalty from -20% to -40% <br> |
− | {{Pro}} Added "On kill with any weapon: Gain | + | {{Pro}} Removed "-25% slower firing speed"<br> |
+ | {{Pro}} Added "On kill with any weapon: Gain 50% towards the CRIKEY meter. Assist-kills grant 25%."<br> | ||
{{Pro}} Added "Alt-fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds"<br> | {{Pro}} Added "Alt-fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds"<br> | ||
{{Note|Able to gain meter while draining, but at -66% rate}} | {{Note|Able to gain meter while draining, but at -66% rate}} | ||
| | | | ||
− | {{Pro}} On kill with any weapon: Gain | + | {{Pro}} On kill with any weapon: Gain 50% CRIKEY meter. Assist-kills grant 25% meter.<br> |
− | {{Con}} | + | {{Con}} 40% less clip size<br> |
{{Neutral}} Alt-fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds | {{Neutral}} Alt-fire when charged: All shots from this weapon will be taken from the reserve ammo instead of the clip for 10 seconds | ||
|- | |- | ||
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! class="header" width="40%" | Changes | ! class="header" width="40%" | Changes | ||
! class="header" width="40%" | Full new stats | ! class="header" width="40%" | Full new stats | ||
− | |||
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− | |||
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− | |||
− | |||
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|- | |- | ||
| align="center" | [[File:Backpack Enforcer.png|100px]]<br> | | align="center" | [[File:Backpack Enforcer.png|100px]]<br> | ||
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'''[[Enforcer]]''' | '''[[Enforcer]]''' | ||
| align="left" | | | align="left" | | ||
− | |||
{{Con}} Removed "Attacks pierce damage resistance effects and bonuses"<br><br> | {{Con}} Removed "Attacks pierce damage resistance effects and bonuses"<br><br> | ||
− | {{Pro}} Added "Gives | + | {{Pro}} Added "Gives one stealth shots for each kill, two on backstab" |
:{{Note|Stealth shots allows the user to fire this weapon without losing their disguise}} | :{{Note|Stealth shots allows the user to fire this weapon without losing their disguise}} | ||
| | | | ||
− | {{Pro}} Gives | + | {{Pro}} Gives one stealth shots for each kill, two on backstab <br> |
+ | {{Pro}} +20% damage bonus while disguised <br> | ||
{{Con}} 20% slower firing speed<br> | {{Con}} 20% slower firing speed<br> | ||
{{Neutral}} Stealth shots allows the user to fire this weapon without losing their disguise<br> | {{Neutral}} Stealth shots allows the user to fire this weapon without losing their disguise<br> | ||
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'''[[B.A.S.E. Jumper]]''' | '''[[B.A.S.E. Jumper]]''' | ||
| align="left" | | | align="left" | | ||
− | {{Pro}} Added | + | {{Pro}} Added “+10% movespeed on wearer”<br> |
− | {{Pro}} | + | {{Pro}} Added “+20% blast jump resistance on wearer”<br> |
{{Pro}} (Demoman only) Added "When a shield is equipped: User isn't affected by gravity while deployed and charging | {{Pro}} (Demoman only) Added "When a shield is equipped: User isn't affected by gravity while deployed and charging | ||
| | | | ||
− | {{Pro}} | + | {{Pro}} Added “+10% movespeed on wearer” <br> |
− | {{Pro}} | + | {{Pro}} Added “+20% blast jump resistance on wearer” <br> |
{{Con}} Can't re-deploy the Parachute after deploying until the user touches the ground<br> | {{Con}} Can't re-deploy the Parachute after deploying until the user touches the ground<br> | ||
{{Con}} Reduces amount of air strafe control by 50% while deployed<br> | {{Con}} Reduces amount of air strafe control by 50% while deployed<br> | ||
{{Neutral}} Allowed in Medieval mode<br> | {{Neutral}} Allowed in Medieval mode<br> | ||
− | |||
− | |||
{{Neutral}} (Demoman only) When a shield is equipped:<br> | {{Neutral}} (Demoman only) When a shield is equipped:<br> | ||
{{Pro}} User isn't affected by gravity while deployed and charging | {{Pro}} User isn't affected by gravity while deployed and charging | ||
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[http://steamcommunity.com/sharedfiles/filedetails/?id=121889937/ TF2 Workshop link] | [http://steamcommunity.com/sharedfiles/filedetails/?id=121889937/ TF2 Workshop link] | ||
| | | | ||
− | {{Pro}} | + | {{Pro}} On kill with any weapon, reload all weapons <br> |
− | {{Pro}} + | + | {{Pro}} On Wearer: +10% rechargeable recharge rates on wearer <br> |
− | + | {{Con}} -34% clip size | |
− | {{Con}} - | ||
|- | |- | ||
| align="center" | [[File:Shotgun Bride New.png|100px]]<br> | | align="center" | [[File:Shotgun Bride New.png|100px]]<br> | ||
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{{Neutral}} "MANUAL" mode: Your rockets will travel based where you are aiming<br> | {{Neutral}} "MANUAL" mode: Your rockets will travel based where you are aiming<br> | ||
{{Neutral}} Your rockets have special damage falloff and rampup numbers that are based per rocket and how long it's been traveling<br> | {{Neutral}} Your rockets have special damage falloff and rampup numbers that are based per rocket and how long it's been traveling<br> | ||
− | {{Neutral}} Achieving max distance for everything requires | + | {{Neutral}} Achieving max distance for everything requires 1600 Hu |
|- | |- | ||
| align="center" | [[File:Dragon Hunter.png|100px]]<br> | | align="center" | [[File:Dragon Hunter.png|100px]]<br> | ||
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{{Pro}} Wearer performs an earthquake after landing an explosive jump<br> | {{Pro}} Wearer performs an earthquake after landing an explosive jump<br> | ||
{{Pro}} -80% fall damage taken on wearer<br> | {{Pro}} -80% fall damage taken on wearer<br> | ||
− | {{Pro}} - | + | {{Pro}} -20% blast damage to self on wearer<br> |
− | {{Neutral}} Earthquake radius is | + | {{Neutral}} Earthquake radius is 292 Hu. Earthquake damage is based on fall damage taken, but increased by x400%. There is no damage cap, plus no damage falloff. Requires line of sight to damage enemies. |
|- | |- | ||
|} | |} | ||
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[https://steamcommunity.com/sharedfiles/filedetails/?id=250/ TF2 Workshop link] | [https://steamcommunity.com/sharedfiles/filedetails/?id=250/ TF2 Workshop link] | ||
| | | | ||
+ | {{Pro}} +25% faster deploy speed<br> | ||
{{Pro}} On hit burning enemy: Generate +50% souls<br> | {{Pro}} On hit burning enemy: Generate +50% souls<br> | ||
{{Pro}} Souls increase fire damage dealt with all weapons (up to double)<br> | {{Pro}} Souls increase fire damage dealt with all weapons (up to double)<br> | ||
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| | | | ||
{{Pro}} User performs an earthquake after taking fall damage that can damage and apply knockback. After explosive jumping (that requires taking damage) and taking fall damage, the earthquake's possible damage are increased.<br> | {{Pro}} User performs an earthquake after taking fall damage that can damage and apply knockback. After explosive jumping (that requires taking damage) and taking fall damage, the earthquake's possible damage are increased.<br> | ||
− | {{Pro}} - | + | {{Pro}} -50% reduction in push force taken from airblasts<br> |
− | {{Neutral}} Earthquake radius is 292 Hu. Earthquake damage is based on | + | {{Neutral}} {{Neutral}} Earthquake radius is 292 Hu. Earthquake damage is based on fall damage taken, but increased by x400%. There is no damage cap, plus no damage falloff. Requires line of sight to damage enemies. |
|- | |- | ||
| align="center" | [[File:Drunkard Wrath.png|100px]]<br> | | align="center" | [[File:Drunkard Wrath.png|100px]]<br> | ||
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| | | | ||
{{Pro}} While charging: User can't be damaged or seen (by enemy players and Sentry Guns)<br> | {{Pro}} While charging: User can't be damaged or seen (by enemy players and Sentry Guns)<br> | ||
− | |||
{{Con}} You can't stop charging unless you collide with an enemy, against a wall, or naturally stopping.<br> | {{Con}} You can't stop charging unless you collide with an enemy, against a wall, or naturally stopping.<br> | ||
− | {{Con}} - | + | {{Con}} -20% decreased in charge recharge rate<br> |
− | {{Con}} - | + | {{Con}} -50% charge impact damage<br> |
{{Neutral}} Added "Full turning control, but charge impacts only grant mini-crit melee strikes"<br> | {{Neutral}} Added "Full turning control, but charge impacts only grant mini-crit melee strikes"<br> | ||
{{Neutral}} While charging: The visual trail is removed, but not the sound | {{Neutral}} While charging: The visual trail is removed, but not the sound | ||
Line 2,782: | Line 2,752: | ||
{{Pro}} On kill with any weapon: +2 stacks. Assist-kills grant +1 stack.<br> | {{Pro}} On kill with any weapon: +2 stacks. Assist-kills grant +1 stack.<br> | ||
{{Pro}} 35% of all damage done is returned as health<br> | {{Pro}} 35% of all damage done is returned as health<br> | ||
− | {{Pro}} On death: Heal ( | + | {{Pro}} On death: Heal (10% per stack with no overhealing) nearby teammates (1200 Hu) based on the number of stacks (up to 10)<br> |
− | {{Con}} - | + | {{Con}} -20% damage dealt on wearer |
|- | |- | ||
| align="center" | [[File:Assault Battering Ram.png|100px]]<br> | | align="center" | [[File:Assault Battering Ram.png|100px]]<br> | ||
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[https://steamcommunity.com/sharedfiles/filedetails/?id=107856442 TF2 Workshop link] | [https://steamcommunity.com/sharedfiles/filedetails/?id=107856442 TF2 Workshop link] | ||
| | | | ||
− | {{Pro}} Once the charge meter is | + | {{Pro}} Once the charge meter is 33% drained, apply stun and knockback on shield impact with the duration/amount based on charge drained<br> |
− | {{Pro}} + | + | {{Pro}} +20% fire damage resistance on wearer<br> |
+ | {{Pro}} +20% explosive damage resistance on wearer<br> | ||
+ | {{Pro}} +10% bullet damage resistance on wearer | ||
|- | |- | ||
| align="center" | [[File:Landlubbers Landmine.png|100px]]<br> | | align="center" | [[File:Landlubbers Landmine.png|100px]]<br> | ||
Line 2,928: | Line 2,900: | ||
{{Con}} Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br> | {{Con}} Wearer cannot carry the Intelligence briefcase or PASS Time JACK<br> | ||
When weapon is active:<br> | When weapon is active:<br> | ||
− | :{{Pro}} Requires | + | :{{Pro}} Requires 260 Melee damage dealt to charge meter<br> |
:{{Pro}} When full: Press RELOAD or SPECIAL-ATTACK to gain the ability to swim in the air for 10 seconds<br> | :{{Pro}} When full: Press RELOAD or SPECIAL-ATTACK to gain the ability to swim in the air for 10 seconds<br> | ||
:{{Pro}} While *wet* or when meter is active: Gain +25% move speed and +25% firing speed<br> | :{{Pro}} While *wet* or when meter is active: Gain +25% move speed and +25% firing speed<br> | ||
− | :{{Con}} While not *wet*: | + | :{{Con}} While not *wet*: -20% firing speed<br> |
:{{Con}} Cannot switch away when meter is active<br> | :{{Con}} Cannot switch away when meter is active<br> | ||
:{{Neutral}} Able to gain meter while draining, but at -50% rate | :{{Neutral}} Able to gain meter while draining, but at -50% rate | ||
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| | | | ||
When weapon is active:<br> | When weapon is active:<br> | ||
− | :{{Pro}} Press PRIMARY-FIRE to boost all of your active buildings for | + | :{{Pro}} Press PRIMARY-FIRE to boost all of your active buildings for 5 seconds at the cost of 100 metal<br> |
:{{Con}} While boosting your buildings: Cannot switch away and buildings cannot be upgraded or repaired<br> | :{{Con}} While boosting your buildings: Cannot switch away and buildings cannot be upgraded or repaired<br> | ||
− | |||
:{{Con}} Cannot carry buildings<br> | :{{Con}} Cannot carry buildings<br> | ||
:{{Neutral}} 30 second cooldown after the boost is used<br> | :{{Neutral}} 30 second cooldown after the boost is used<br> | ||
− | :{{Neutral}} While boosting your buildings: Sentry damage/range are increased by | + | :{{Neutral}} While boosting your buildings: Sentry damage/range are increased by 50%, Dispenser range/healing are increased by 100%, and Teleporter recharge rate is decreased by 100% |
|- | |- | ||
| align="center" | [[File:Swifty Swiper.png|100px]]<br> | | align="center" | [[File:Swifty Swiper.png|100px]]<br> | ||
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[http://steamcommunity.com/sharedfiles/filedetails/?id=1267/ TF2 Workshop link] | [http://steamcommunity.com/sharedfiles/filedetails/?id=1267/ TF2 Workshop link] | ||
| | | | ||
− | {{Pro}} Press and hold PRIMARY-FIRE: While looking at health and ammo packs, the packs will attract towards you within | + | {{Pro}} Press and hold PRIMARY-FIRE: While looking at health and ammo packs, the packs will attract towards you within 3000 Hu that will stay in place for 15 seconds<br> |
{{Pro}} Press and hold ALT-FIRE: While looking directly at your Dispenser at any distance, this will transfer metal to yourself<br> | {{Pro}} Press and hold ALT-FIRE: While looking directly at your Dispenser at any distance, this will transfer metal to yourself<br> | ||
+ | {{Pro}} +10% metal from all sources on wearer | ||
{{Neutral}} For each 1 second used, requires 3 seconds to recover and takes 10 seconds to empty the attraction meter. Any pack requries line of sight to drag.<br> | {{Neutral}} For each 1 second used, requires 3 seconds to recover and takes 10 seconds to empty the attraction meter. Any pack requries line of sight to drag.<br> | ||
{{Neutral}} There is a 3 second cooldown when attraction is stopped. While in spawn, the attraction is disabled and entering spawn triggers the 3 second cooldown. | {{Neutral}} There is a 3 second cooldown when attraction is stopped. While in spawn, the attraction is disabled and entering spawn triggers the 3 second cooldown. | ||
Line 3,013: | Line 2,985: | ||
[https://steamcommunity.com/sharedfiles/filedetails/?id=229535075/ TF2 Workshop link] | [https://steamcommunity.com/sharedfiles/filedetails/?id=229535075/ TF2 Workshop link] | ||
| | | | ||
− | {{Pro}} + | + | {{Pro}} +50% deploy speed<br> |
− | {{Pro}} + | + | {{Pro}} +50% reload speed<br> |
{{Pro}} On third hit without missing: Guaranteed critical bullets<br> | {{Pro}} On third hit without missing: Guaranteed critical bullets<br> | ||
{{Con}} -75% clip size<br> | {{Con}} -75% clip size<br> | ||
Line 3,023: | Line 2,995: | ||
{{Con}} 100% less accurate<br> | {{Con}} 100% less accurate<br> | ||
{{Con}} -90% damage penalty | {{Con}} -90% damage penalty | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| align="center" | [[File:Jupiter.png|100px]]<br> | | align="center" | [[File:Jupiter.png|100px]]<br> | ||
Line 3,045: | Line 3,005: | ||
{{Pro}} Firing speed increases as metal supply decreases<br> | {{Pro}} Firing speed increases as metal supply decreases<br> | ||
{{Pro}} Shot penetrate all enemies<br> | {{Pro}} Shot penetrate all enemies<br> | ||
− | {{Con}} - | + | {{Pro}} +25% damage bonus<br> |
+ | {{Con}} -50% clip size bonus<br> | ||
{{Con}} 50% slower base firing speed<br> | {{Con}} 50% slower base firing speed<br> | ||
{{Con}} While active: -100% metal from all sources | {{Con}} While active: -100% metal from all sources | ||
Line 3,109: | Line 3,070: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=634068461/ TF2 Workshop link] | [http://steamcommunity.com/sharedfiles/filedetails/?id=634068461/ TF2 Workshop link] | ||
| | | | ||
− | {{Pro}} | + | {{Pro}} Mini crits on Headshot<br> |
− | {{ | + | {{Pro}} Shot penetrates all enemies<br> |
− | {{Con}} | + | {{Con}} -20% damage penalty<br> |
{{Neutral}} This weapon will reload automatically when not active<br> | {{Neutral}} This weapon will reload automatically when not active<br> | ||
+ | {{Neutral}} Does not have inverted falloff<br> | ||
{{Neutral}} Allowed in Medieval mode | {{Neutral}} Allowed in Medieval mode | ||
|- | |- | ||
Line 3,141: | Line 3,103: | ||
{{Con}} No headshots<br> | {{Con}} No headshots<br> | ||
{{Neutral}} This weapon will reload automatically when not active<br> | {{Neutral}} This weapon will reload automatically when not active<br> | ||
+ | {{Neutral}} Does not have inverted falloff<br> | ||
{{Neutral}} Allowed in Medieval mode | {{Neutral}} Allowed in Medieval mode | ||
|- | |- | ||
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{{Pro}} 25% max primary ammo on wearer.<br> | {{Pro}} 25% max primary ammo on wearer.<br> | ||
{{Pro}} Applies knockback to the target and increases based on charge. Knockback increases on headshot.<br> | {{Pro}} Applies knockback to the target and increases based on charge. Knockback increases on headshot.<br> | ||
− | {{Pro}} Arrows can bounce up to | + | {{Pro}} Shot penetrates all enemies <br> |
+ | {{Pro}} Arrows can bounce up to 3 times<br> | ||
{{Neutral}} Charging increases projectile speed instead of damage<br> | {{Neutral}} Charging increases projectile speed instead of damage<br> | ||
{{Neutral}} Bodyshots deal 40 damage and headshots deal 120 damage | {{Neutral}} Bodyshots deal 40 damage and headshots deal 120 damage |
Revision as of 22:44, 4 August 2023
“ | Yes. I like this new weapon.
Click to listen
— The Heavy
|
” |
Custom Weapons, also known as Custom TF2 Weapons or CTF2W, is a SourceMod server plugin which adds community-made weapons to Team Fortress 2 and was developed by MasterOfTheXP. It is currently maintained by Chdata, and Crafting. There is no loadout viewer nor a drop system, all weapons are immediately available to the player. Additionally, the mod has made changes to existing official weapons with the intention of creating more balanced and fun weapons.
Contents
Official server list
Clicking on these will start up the game and connect to the server automatically
Custom Weapons | US
List of changes to official weapons
General changes
These changes are in effect on every official Custom Weapons servers:
- Random critical hits are turned off.
- Fixed bullet spread is enabled.
- Consistent fall damage is enabled.
- Removed the 10 second teammate outlines after respawning.
- Added "While on fire: -33% health received from all healing sources" to all fire sources
Speed changes
Speed boosts - number changes | |||
---|---|---|---|
Class | Original Speed (HU/s) | NEW Boosted Speed (HU/s) | OLD Boosted Speed (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 changes
Modified official weapons | ||
---|---|---|
Weapon | Changes | Full new stats |
Primary |
Added "When weapon is active: +20% bonus healing given and/or gained from every healing source or weapon effect" |
When weapon is active: +20% bonus healing given and/or gained from every healing source or weapon effect
+100% damage bonus |
Primary |
Removed "25% faster reload time"
|
On hit any weapon: Builds Hype |
Primary |
Decreased boost lost on hit from 4% to 1%
Removed "Boost decreased on air jumps" |
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"
Added "Shots penetrate all enemies" |
On kill: Decreased weapon attack noise |
Secondary |
Decreased the self Marked-for-Death duration from 5 seconds to 3 seconds |
While under the effects, all damage dealt is Mini-Crits for 8 seconds |
Increased extinguishing teammate cooldown bonus from 20% to 25% |
Players heal 35% of the damage done to an enemy covered with milk | |
Secondary |
Added "+25% deploy and holster speed" |
When weapon is active:
|
Secondary |
Removed "When weapon is active" |
35% of damage done is returned as health |
|
Added "+20% faster firing speed"
|
+20% faster firing speed |
Melee |
Decreased max health penalty from -15 to -10 |
Alt-fire: Launches a ball that slows a target down by 30% |
Melee |
Removed "On kill: A small health pack is dropped"
Added "On enemy hit: Gift yourself with health and ammo"
Added "50% slower firing speed" |
+75% melee range |
Melee |
Added "This weapon has bonus melee range, but slower deploy and holster time" |
On hit: Bleed for 5 seconds |
Melee |
Increased direct damage penalty from -25% to -35%
Added "On hit: Transfers 'Spontaneous Combustion' afterburn to the target" |
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"
-Added "On kill with any weapon: +2 jumps stored. Assist-kills grant +1 jump."
|
On hit with this weapon: Slams airborne targets into the ground |
Soldier changes
Banner changes | |
---|---|
Changes | |
Added "When you active your banner, your Primary's clip is automatically fully reloaded"
|
Modified official weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
Removed "+25% damage bonus" |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs |
Primary |
Changed the "On hit: Gain HP per attack" system to count direct hits and splash damage separately |
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. |
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 damage penalty from -25% to -20% |
Increased push force against enemy players and the user |
100px Primary |
Removed “-67% movespeed while Charging” |
Does not require ammo |
Primary |
Removed "+3 degrees random projectile deviation" |
Hold FIRE to load up to 3 rockets |
Primary |
Changed the "-15% blast damage from explosive jumps" to "decreases all blast damage taken from this weapon" |
-15% blast damage to self from this weapon |
Secondary |
Added "Grants player and nearby teammates 10 seconds of full knockback resistance while under the effects" |
On wearer: +50% incoming health from packs |
Secondary |
Increased max health on wearer from +20 to +30
|
+30 max health on wearer |
Secondary |
Increased banner cost from 480 to 600 |
Up to +8 health regenerated per second on wearer |
Secondary |
Stomping damage can now benefit from life-steal effects |
-75% reduction in push force taken from damage, airblasts, and knockback effects |
Secondary |
Removed hidden clip size penalty
Added hidden "25% slower reload time"
Added "Reload time decreases as health decreases (up to 66%)" |
Does not require ammo |
|
When weapon is active: Bonus healing given and/or gained from every healing source or weapon effect increases as the user becomes injured (up to +100%) |
When weapon is active: Bonus healing given and/or gained from every healing source or weapon effect increases as the user becomes injured (up to +100%) |
Melee |
Reduced healing from medic sources from +90% to 50% |
Damage increases as the user becomes injured |
Melee |
Flipped the speed boost duration for the user and ally |
+75% melee range |
Melee |
Increased max move speed bonus to +66% from +60% |
When weapon is active:
|
Pyro changes
Class changes | |
---|---|
Changes | Full new stats |
Added "(Ability) Pyrotechnics"
Added "-80% blast resistance to airblasted projectiles" to all Flare Guns |
(Ability) Pyrotechnics |
Modified official weapons | ||
---|---|---|
Weapon | Changes | Full new stats |
Primary |
Decreased airblast cost from +150% to +100% |
+100% direct & afterburn damage bonus from behind |
Primary |
Removed "+25% airblast cost" |
This weapon deploys 60% faster and holsters 30% faster |
Primary |
Added "+25 max health on wearer" |
+25 max health on wearer |
Secondary |
Decreased damage penalty from 25% to 15% |
100% mini-crits vs burning players |
Secondary |
Removed "+50% projectile speed"
Added "Alt-fire: Removes all debuffs from teammates and restores 20 health to the Pyro"
Added "Projectile cannot be deflected and can extinguish teammates"
|
Does not require ammo |
Secondary |
Removed "100% mini-crits vs burning players" |
+10% faster firing speed |
Secondary |
Decreased recharge time per charge from 15 seconds to 12 seconds |
Extinguish nearby teammates when you launch to restore 30 health to the Pyro |
Secondary |
Added +100% Recharge rate |
Gas meter builds with any damage done and/or over time |
|
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 |
Removed "Damage removes Sappers" |
Grants user the ability to breath underwater while active |
Melee |
Increased direct damage penalty from -15% to -43%
Added "This weapon has bonus melee range, but slower deploy and holster time" |
Slap system:
+150% afterburn damage bonus |
Demoman changes
Class changes | |
---|---|
Changes | Full new stats |
Added "(Ability) Spawns a Dynamite Pack on Death"
|
(Ability) Spawns a Dynamite Pack on Death |
Grenade Launcher changes |
---|
Added "Grenades do not randomly spin when fired" |
Stickybomb Launcher changes |
---|
Reworked damage rampup and damage dealt
Removed "Starting at 85% at base arm time going back to 100% over 2 seconds. Stickybombs that touch the world will have full radius." |
Shield changes |
---|
Immune to debuffs while charging, rather than cleansing at the start of the charge
Increased base impact max damage from 50 to 60 |
Modified official weapons | ||
---|---|---|
Weapon | Changes | Full new stats |
Primary |
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 |
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 |
Added "Grenades detonate other nearby grenades that are yours" |
Grenades have very little bounce/roll and do not randomly spin when fired |
Secondary |
Decreased firing speed bonus from +25% to +15%
|
Detonates stickybombs near the crosshair and directly under your feet |
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 from +70% to instant |
Able to destroy enemy stickybombs |
Secondary |
Added "+20% bullet damage resistance on wearer" Increased explosive resistance from +30% to +40% Added “+40% knockback/pushforce resistance” Decreased fire resistance from +50% to +40% |
+40% fire damage resistance on wearer |
Secondary |
Added "+10% bullet damage resistance on wearer" |
+20% fire damage resistance on wearer |
Secondary |
Increased explosive resistance from +15% to +20%" |
+20% fire damage resistance on wearer |
|
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 |
Increased firing speed penalty from -20% to -25%
Added "This weapon can be restored by picking up ammo packs, except from dropped packs by killed players. This also regens within 30 seconds."
Removed "This weapon deploys 100% slower" |
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 changes
Class changes | |
---|---|
Changes | Full new stats |
Increased base move speed from 230 Hu to 240 Hu |
Minigun changes |
---|
Increased move speed while deployed from -53% to -50% |
Lunchbox weapons changes |
---|
Added "Healing teammates (or disguised enemy Spies) reduces cooldown by 33%"
|
Modified official weapons | ||
---|---|---|
Weapon | Changes | Full new stats |
Primary |
Removed "20% damage resistance when below 50% health and spun up" |
When fully spun up: The user and nearby teammates gain damage resistance |
Primary |
Removed "20% damage resistance when below 50% health and spun up" |
Bullets penetrate all enemies |
Primary |
Increased firing speed penalty from -20% to -25% |
+20% faster spin up time |
Secondary |
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 |
Secondary |
Removed "+25% damage taken & mini-crits dealt" while under the effects
Added "There is no effect duration and you can switch off of Melee at any time while under the effects" |
On consumption: User gains a +25% move speed and full reduction in push force taken from damage |
Secondary |
Removed "+15% faster firing speed" |
+33% clip size |
|
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" |
+30% 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 "Maximum health is drained while item is active" |
When weapon is active:
|
Melee |
Added "When weapon is active: User is able to pick up their own lunchbox for 60 health" |
When weapon is active: User is able to pick up their own lunchbox for 60 health |
Engineer changes
Modified official weapons | ||
---|---|---|
Weapon | Changes | Full new stats |
Primary |
Increased bonus damage to your Sentry Gun's target from 10% to 20% |
On hit: Damage dealt is returned as ammo |
Primary |
Removed "On Hit: Victim loses up to 10% Medi Gun charge" |
Does not require ammo |
Secondary |
Decreased shield resistance from 66% to 33% for Sentry Guns
Changed how the game rounds off the number of bullets and rockets that are refilled per hit while being Wrangled
|
The Sentry Gun or Mini-Sentry gains a laser pointer to assist in aiming |
Secondary |
Added “+40% primary firerate” |
Alt-Fire: Launches a projectile-consuming energy ball. Costs 65 metal |
Melee |
Increased the punch combo timer from 1s 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%
Removed "+15% faster firing speed"
|
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 changes
Primary changes | |
---|---|
Weapon | Changes |
Added "This weapon will reload automatically when not active" ALL CROSSBOWS: Added “Projectile penetrates all players” Increased reload speed from 1.6s to 1.2s -20% healing and damage from all crossbows |
Secondary changes | |
---|---|
Changes | Full new stats |
Added "While UberCharged, regardless of Über type, the 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 |
Modified official weapons | ||
---|---|---|
Weapon | Changes | Full new stats |
Primary |
Added "On hit: 2% UberCharge added" |
On hit: 2% UberCharge added |
Primary |
The "+3 health on hit" can now overheal the user |
On hit: +3 health restored that can overheal the user |
Primary |
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. |
Primary |
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% |
Secondary |
Increased healing during the taunt from 11 HP to 30 HP |
While healing: Your Patient receives any positive buff that is currently affecting you |
Secondary |
Added "+200% increased air control while explosive jumping" |
While healing: User mirrors blast jumps and shield charges. |
Secondary |
Removed “+67% Übercharge rate” |
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"
Added "Disables self health regeneration while active" |
When weapon is active:
|
Melee |
Increased slower firing speed from 10% to 20% |
Allows you to see enemy health |
Sniper changes
Class changes | |
---|---|
Changes | Full new stats |
Added "(Ability) Precision Elimination"
Added "(Ability) Melee wall climb"
Increased accuracy by 40% and ammo by 33% for all Secondary SMGs |
(Ability) Precision Elimination |
Rifle changes | |
---|---|
Changes | New damage numbers |
the hidden cap that limits charging time
Decreased base charging time from 3.3 seconds to 3s |
Damage against players |
Modified official weapons | ||
---|---|---|
Weapon | Changes | Full new stats |
Primary |
Decreased move speed penalty while aiming from -46.67% to -33% |
The longer you aim, the more damage and faster the arrow travels |
Primary |
Removed "Nature's Call: Scoped headshots reduce the remaining cooldown of Jarate by 1 second"
Added "This weapon holsters 30% faster |
+25% charge rate |
Primary |
Removed "On full charge: +15% damage per shot"
Added "A shot that has overkill damage being applied will not count towards the next shot" |
On kill: 20% of all of the overkill damage will be added to your next shot |
Primary |
Removed "+25% faster charge while in Focus" stat |
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 "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 “+25 maxhealth” |
+25 Max health on wearer |
Secondary |
Removed "No flinching when aiming and fully charged" |
+4 health regenerated per second on wearer |
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 50% CRIKEY meter. Assist-kills grant 25% meter. |
|
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"
Added "This weapon deploys 75% slower" |
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 changes
Class changes | |
---|---|
Changes | Full new stats |
Added "(Ability) Uncloak & Dagger"
Added "(Ability) Spy Camera"
|
Able to see enemy health (and enemy UberCharge percentage) |
Modified official weapons | ||
---|---|---|
Weapon | Changes | Full new stats |
Secondary |
Removed "Attacks pierce damage resistance effects and bonuses"
|
Gives one stealth shots for each kill, two on backstab |
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 |
Removed "Any killed players will not be shown in the kill-feed for other enemies to see"
|
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 |
Secondary PDA |
Fixed the "While cloaked: 50% faster debuff timers"
Added "Marked-for-Death" and the "Gas Passer effect" to the 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"
Added "Marked-for-Death" and the "Gas Passer effect" to the faster debuff timers |
Cloak Type: Motion Sensitive |
Secondary PDA |
Removed "Feign Death stealth has no bump shimmer for 3 seconds when used"
Added "While cloaked: User absorbs 75% of any damage taken"
Added "Absorbed damage shortens cloak duration" (1% for every 8 damage absorbed)
Added "No cloak meter from ammo sources when invisible and for 5 seconds after decloaking" |
Cloak Type: Feign Death |
Building |
Added "Allowed in Medieval mode" |
Disables and slowly destroys enemy buildings |
Building |
Added "Allowed in Medieval mode"
Added "+100% Sapper health bonus" |
Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed |
Multi-class weapon changes
Modified official weapons | ||
---|---|---|
Weapon | Changes | Full new stats |
Secondary |
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. |
Primary |
Added “+10% movespeed on wearer” |
Added “+10% movespeed on wearer” |
Primary |
Decreased deploy speed bonus from +50% to +33% |
+50% bullets per shot |
Custom weapons
The following custom weapons are available on the official Custom Weapons servers.
Custom Scout weapons
Custom weapons | ||
---|---|---|
Weapon | Model link | Stats |
100px Primary |
On kill: Gain a shield that blocks 20% of all incoming damage and it is destroyed when the user takes more than 30 damage from a single attack | |
100px Primary |
On kill with any weapon, reload all weapons | |
100px Primary |
N/A |
Mini-crits on headshot |
100px Primary |
Movement charges the POWER meter. Moving faster or slower affects how fast/slow the meter charges. | |
100px Secondary |
+100% damage vs players that have more than 95% health | |
100px Secondary |
On kill with any weapon: Refills 2 Shurikens. Assist-kills refill 1 Shuriken. | |
100px Secondary |
On use: User is decreased in size or is returned to normal size | |
100px Melee |
100% critical hits from behind | |
100px Melee |
N/A |
When weapon is active:
|
100px Melee |
While moving and being near enemies (300 Hu), this weapon gains +20% damage vs players for every 5 seconds (5 stacks) |
Custom Soldier weapons
Custom weapons | ||
---|---|---|
Weapon | Model link | Stats |
100px Primary |
ALT-FIRE: Toggles between HOMING and MANUAL | |
100px Primary |
SPECIAL-ATTACK: Detonate rocket | |
+15% movement speed on wearer
When a Shotgun or the Bison is equipped:
When the Mantreads, Gunboats, or B.A.S.E. Jumper is equipped:
| ||
Secondary |
Wearer performs an earthquake after landing an explosive jump |
Custom Pyro weapons
Custom weapons | ||
---|---|---|
Weapon | Model link | Stats |
100px Secondary |
+30% damage bonus vs burning players
+115% damage bonus | |
100px Secondary |
On hit vs players: Near instant reload
No "+10% faster firing speed" bonus | |
Secondary |
Shoots 3 extra flares in a horizontal line
+10% faster firing speed | |
100px Secondary |
+20% switch speed to your Melee from this weapon | |
100px Melee |
+20% switch speed to your Secondary from this weapon | |
100px Melee |
+25% faster deploy speed | |
100px Melee |
On hit: Freezes target for 6 seconds | |
100px Melee |
Crits targets launched airborne by explosions, a grapple hook, by the Detonator, or the Thermal Thrusters | |
100px Melee |
When weapon is active:
|
Custom Demoman weapons
Custom weapons | ||
---|---|---|
Weapon | Model link | Stats |
100px Primary |
User performs an earthquake after taking fall damage that can damage and apply knockback. After explosive jumping (that requires taking damage) and taking fall damage, the earthquake's possible damage are increased. | |
100px Primary |
SPECIAL-ATTACK: Toggles between PRECISION and AOE | |
100px Primary |
When a shield is equipped: | |
100px Primary |
Fires a special bolt that explode 4 times when it hits an enemy (or building) that can damage other nearby enemies (or buildings) to then cause a chain reaction to another enemy (or building) | |
100px Secondary |
Up to +100% bonus explosion radius based on charge | |
100px Secondary |
When a stickybomb explodes or is destroyed, it will spawn 3 low damaging grenades (This can be triggered when you place a 4th new stickybomb) | |
100px Secondary |
While charging: User can't be damaged or seen (by enemy players and Sentry Guns) | |
100px Secondary |
On kill with any weapon: +2 stacks. Assist-kills grant +1 stack. | |
100px Secondary |
Once the charge meter is 33% drained, apply stun and knockback on shield impact with the duration/amount based on charge drained | |
100px Secondary |
Instead of impact damage, this shield explodes (with no damage falloff) after colliding into an enemy | |
100px Melee |
On kill: +2 stacks. Assist-kills grant +1 stack. | |
100px Melee |
On kill: Gain a bumper car and 75% damage resistance for 10 seconds |
Custom Heavy weapons
Custom weapons | ||
---|---|---|
Weapon | Model link | Stats |
100px Primary |
On Melee kill: Gain Mini-Crits for this weapon for 4 seconds. Melee Assist-kills grant 2 seconds. | |
100px Primary |
On kill: All enemies around the victim are Cursed for 8 seconds, causing them to take 20% more damage from your team. Assist-kills grant 4 seconds. | |
100px Primary |
While spun up: Gain 30% resistance, a speed boost, and +60% move speed while aiming | |
100px Secondary |
This weapon deploys 30% faster and holsters 15% faster | |
100px Secondary |
On kill: +2 stacks. Assist-kills grant +1 stack. | |
100px Secondary |
35% of damage dealt is returned as health | |
100px Melee |
On hit: Apply fast horizontal knockback and disables air strafe control until the target hits a wall, touches the ground, or after 3 seconds, plus Scouts can't double jump | |
100px Melee |
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
| |
100px Melee |
Wearer cannot carry the Intelligence briefcase or PASS Time JACK
| |
100px Melee |
Damage equals to 40% of target's current health up to 90 damage |
Custom Engineer weapons
Custom weapons | ||
---|---|---|
Weapon | Model link | Stats |
100px Primary |
On kill with any weapon: +2 stacks. Assist-kills grant +1 stack. | |
100px Secondary |
When weapon is active:
| |
100px Secondary |
Press and hold PRIMARY-FIRE: While looking at health and ammo packs, the packs will attract towards you within 3000 Hu that will stay in place for 15 seconds | |
100px Secondary |
+50% deploy speed
+900% bullets per shot | |
100px Secondary |
While being healed by a Dispenser or Payload Cart, this weapon has an infinite clip | |
100px Melee |
All damage dealt fills the *Building Upgrade* meter, press SPECIAL-ATTACK when full to upgrade all of your buildings to level 3 and to fully heal them |
Custom buildings | ||
---|---|---|
Building | Stats | |
Mini-Dispenser |
Healing and ammo dispensed are not blocked by walls | |
Mini-Teleporter |
Costs 25 metal to build |
Custom Medic weapons
Custom weapons | ||
---|---|---|
Weapon | Model link | Stats |
100px Primary |
Mini crits on Headshot | |
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 (200 Hu) are healed for 50 health (user gains 25 HP) and any negative debuffs are removed | |
100px Secondary |
Overheal doesn't decay for your Patients | |
100px Secondary |
While healing: Every 4 seconds a small health pack will spawn at your feet | |
100px Melee |
Assists with your Secondary grants crits for this weapon (up to 35) | |
100px Melee |
On hit teammate: Boost their firing rate and reload time by 15% for 6 seconds |
Custom Sniper weapons
Custom weapons | ||
---|---|---|
Weapon | Model link | Stats |
100px Primary |
25% max primary ammo on wearer. | |
100px Primary |
Gain 100% charge rate while directly looking at an enemy player | |
100px Primary |
Headshots or fully charged shots cause an explosion of bleed (292 Hu) with the duration based on charge between 5-15 seconds | |
100px Secondary |
Anytime you take more than 30 damage from a single attack, Jarate all nearby enemies (219 Hu) for 2.5 seconds | |
100px Secondary |
On hit: Gain a 1 second speed boost
40% more accurate | |
100px Secondary |
+100% clip size
100% less accurate | |
100px Secondary |
Deals 15% of the victim's max health on impact, and an additional 15% of it as bleed over 5 seconds | |
100px Melee |
On kill: Gain +50% charge for your Primary. Assist-kills grant +25% charge. | |
100px Melee |
Any overheal does not decay while active |
Custom Spy weapons
Custom weapons | ||
---|---|---|
Weapon | Model link | Stats |
100px Secondary |
On kill: Teleport to your victim's location, take their appearance, and their ragdoll disappears | |
100px Melee |
On backstab: Infect the target with a deadly plague for 10 seconds and all nearby enemies (292 Hu) are also infected for 5 seconds | |
100px Melee |
Instantly activates cloak after a backstab | |
100px PDA 1 |
On sap: Highlights the owner of the building for the user for the next 10 seconds | |
100px PDA 1 |
After 5 seconds after placement, the Sapper explodes to destroy the attached building. Additionally, the explosion (292 Hu) deals 150 damage to nearby enemy players and buildings. | |
100px PDA 1 |
After 8 seconds after placement, the Sapper reprograms the enemy building to join your team
Reprogrammed buildings will self-destruct after 12 seconds | |
PDA 2 |
N/A |
While cloaked: User can pass through enemy players and buildings with no cloak blink when damaged or bumped |
PDA 2 |
N/A |
Cloak Type: Jump |
PDA 2 |
N/A |
After uncloaking, this watch causes a cloudy explosion (292 Hu) to deal damage to nearby enemies (90 Damage Maximum, 45 Damage Minimum) and to yourself (half as much), but doesn't trigger if the meter is above 50% meter. The explosion's damage increases the lower the cloak meter is. The explosion can't be used again until the cloak meter is fully recharged. |
Custom multi-class weapons
Custom weapons | ||
---|---|---|
Weapon | Model link | Stats |
100px (Secondary) Soldier and Pyro |
On kill with this weapon: Increases clip size by +1 (up to 4)
+115% damage bonus | |
100px (Primary) Engineer |
Deals more damage the more ammo you have in the clip (up to +25%) | |
100px (Primary) Engineer |
Hold FIRE to load up shots and release FIRE to unleash the barrage at +25% faster firing speed |
Current team members
Chdata - Main Plugin Developer
Crafting - Community Owner, Server Owner, YouTube, Steam Group, Weapon Demonstrator, and Wiki editor/contributor
Sophie - Community Lead, Server Manager, Youtube, and Steam Group
Porygon - Developer
Agent Silver - Developer
Lucky Luigi - Developer
Former team members
Karma Charger - Team Fortress 2 Wiki Contributor and Weapon Demonstrator
MasterOfTheXP - Original Author and Main Plugin Developer
Theray070696 - Coding Developer & Main Plugin Developer
Shadow Mario - Developer
Deathreus - Developer
Naleksuh - Developer
CHAWLZ - Developer
404UNF - Developer
Pikachu - Developer
Orion - Developer
The655 - Developer
Nergal - Developer
Bugs
- The more custom weapons you equip, certain cosmetics will disappear from your player model. It only disappears on your screen, and other players can somewhat still see your cosmetics. Unusual effects don't disappear from your view.
- If the user equips a custom weapon that has a meter (like a banner, edible, or throwable), the meter will not show up unless the user has an official weapon of the same type equipped in their loadout screen.
External links
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