Difference between revisions of "User:SofiPandaRights/Custom Weapons/fi"
(Custom weapons Big Shot and Solid Slugger have been translated) |
GrampaSwood (talk | contribs) m (GrampaSwood moved page Custom Weapons/fi to User:SofiPandaRights/Custom Weapons/fi without leaving a redirect: Moved to user space due to being about a single server, and the plugin itself having barely any content.) |
(No difference)
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Revision as of 21:15, 4 September 2023
“ | Yes. I like this new weapon.
Kuuntele
— The Heavy.
|
” |
Custom Weapons, joka tunnetaan myös nimellä Custom TF2 Weapons ja CTF2W, on SourceMod palvelin laajennus, joka lisää yhteisön tekemiä aseita peliin Team Fortress 2, jonka kehittäjä oli MasterOfTheXP. Nykyään sen ylläpitäjät ovat Chdata ja Crafting. Toisin kuin palvelin laajennuksessa Advanced Weaponiser, varustelastin muokkausta taikka esineiden löytämisjärjestelmää ei ole, koska kaikki aseet ovat julkisesti käytettävissä. Tämän lisäksi, tämä ryhmä testaa ja muuttaa virallisia aseita saavuttaakseen tasapainotetumman/hauskemman pelikokemuksen.
Sisällysluettelo
Official Server List
Clicking on these will start up the game and connect to the server automatically
Custom Weapons | US
Custom Weapons | EU
List of New & Modified Weapons
Official Weapon Changes
These changes do affect the "Custom Weapons" that are available to use. Additionally, these changes are on all of the official "CTF2W" servers.
Overall Changes |
---|
-All CTF2W official servers have random critical hits turned off |
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 - Class Changes | |
---|---|
Changes | Full New Stats |
NO CHANGES |
(Ability) Double jump |
Scout - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGES |
NO CHANGES |
Primary |
NO CHANGES |
Applies knockback on the target and shooter |
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% |
On hit any weapon: Builds Boost that increases your move speed on wearer |
Primary |
-Removed "Mini-crits targets when fired at their back from close range" |
On kill: Decreased weapon attack noise |
Secondary |
-Removed "While under the effects, all damage absorbed will slow you when the effect ends for 5 seconds (Scale from 25% at low damage to 50% at 200+ damage)" |
While under the effects, the user becomes invulnerable and gains a speed boost for 8 seconds |
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 |
Secondary |
-Increased extinguishing teammate cooldown from 20% to 25% |
Players heal 35% of the damage done to an enemy covered with milk |
Secondary |
-Added "Wearer never takes falling damage while active" |
When weapon is active:
|
Secondary |
-Removed "When weapon is active" |
35% of damage done is returned as health |
Secondary |
-Added "100% Mini-Crits vs players below 33% health" |
On hit: Bleed for 5 seconds |
-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 depending on ball travel time |
Melee |
-Removed "On kill: A small health pack is dropped" |
+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% |
On hit: Transfers "Spontaneous Combustion" afterburn to the target |
Melee |
-Removed "Crits whenever it would normally mini-crit" |
On hit: Target (up to 2) is marked for 10 seconds causing all damage taken to be mini-crits |
Melee |
-Removed "Grants Triple Jump while deployed" |
On hit with this weapon: Slams airborne targets into the ground |
Melee |
-The ornament no longer does direct damage on impact |
ALT-FIRE: Launches a festive ornament that causes bleeding depending on travel time |
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 - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGES |
NO CHANGES |
Primary |
-Removed "+25% damage bonus" |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs |
Primary |
-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. |
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 |
Primary |
-Decreased charged shot move speed penalty from -66% to -50% |
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 instead "decreases all blast damage taken from this weapon" |
-15% blast damage to self from this weapon |
Secondary |
NO CHANGES |
NO CHANGES |
Secondary |
-See additional changes in "Soldier - Banner Changes" tab |
On wearer: +15% faster firing speed for all weapons |
Secondary |
NO CHANGES |
-60% blast damage from explosive jumps |
Secondary |
-See additional changes in "Soldier - Banner Changes" tab |
+30 max health on wearer |
Secondary |
-See additional changes in "Soldier - Banner Changes" tab |
Up to +8 health regenerated per second on wearer |
Secondary |
-Increased stomping damage (aka the Goomba) multiplier from x3 to x3.5 |
-75% reduction in push force taken from damage, airblasts, and knockback effects |
Secondary |
-Removed hidden clip size penalty |
Does not require ammo |
-Added "Weapon knockback increases as the user becomes injured" |
Weapon knockback increases as the user becomes injured | |
Melee |
-Removed "-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 - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff from all Primaries |
Extinguishing teammates restores 20 health |
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 |
Primary |
-Increased hidden Primary ammo penalty from -80% to -85% |
Extinguishing teammates restores additional +10 health |
Secondary |
NO CHANGES |
NO CHANGES |
Secondary |
-See additional changes in "Pyro - Class Changes" tab |
100% critical hit vs burning players |
Secondary |
-Decreased damage penalty from 25% to 15% |
100% mini-crits vs burning players |
Secondary |
-Removed "+50% projectile speed" |
Does not require ammo |
Secondary |
-Removed "100% mini-crits vs burning players" |
+10% faster firing speed |
Secondary |
-Removed "Push enemies back when you land with the force and radius based on your velocity" |
Wearer never takes falling damage |
Secondary |
-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 - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Demoman - Grenade Launcher Changes" tab |
|
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 |
-See additional changes in "Demoman - Stickybomb Launcher Changes" tab |
|
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" |
+50% fire damage resistance on wearer |
Secondary |
-Removed "+70% increase in charge impact damage" |
+25% fire damage resistance on wearer |
Secondary |
-Removed "+15% fire damage resistance on wearer" |
Gain a 1 second speed boost anytime you take damage |
-Added "-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 - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Heavy Minigun Changes" tab |
|
Primary |
-Removed "20% damage resistance when below 50% health and spun up" |
When fully spun up: 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 |
Primary |
-Removed "25% damage bonus vs burning players" |
Creates a ring of flames while spun up |
Secondary |
-See additional changes in "Heavy - Shotgun Changes" tab |
|
Secondary |
-See additional changes in "Heavy - Edible Changes" tab |
On consumption: Heal up to 300 health |
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 |
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 |
Secondary |
-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 - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGES |
NO CHANGES |
Primary |
NO CHANGES |
Gain 2 revenge crits for each Sentry kill and 1 for each Sentry assist after your Sentry is destroyed |
Primary |
-Increased bonus damage to your Sentry Gun's target 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 |
Primary |
NO CHANGES |
Fires a special bolt that can repair friendly buildings |
Secondary |
-Decreased shield resistance from 66% to 33% for Sentry Guns |
The Sentry Gun or Mini-Sentry gains a laser pointer to assist in aiming |
Secondary |
-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 - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-Added "On hit: 1% UberCharge added" |
On hit: 1% UberCharge added |
Primary |
-Changed the "+3 health on hit" to 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 |
-See additional changes in "Medic - Secondary Changes" tab |
UberCharge: Grants Patient and the user invulnerability |
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 |
-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 - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Sniper - Rifle Changes" tab |
|
Primary |
-Decreased minimal projectile speed (uncharged) from 1812.1 Hu to 1500 Hu |
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" |
+25% charge rate |
Primary |
-Added "Able to steal heads from other Bazaar Bargains, Air Strikes, and Eyelanders users" |
Each scoped headshot kill increases the weapon's charge rate by 25% up to 200% |
Primary |
-Removed "On full charge: +15% damage per shot" |
On kill: 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 |
-See additional changes in "Sniper - Class Changes" tab |
40% more accurate |
Secondary |
-Added "Allowed in Medieval mode" |
Coated enemies take mini-crits from all sources |
Secondary |
-Added "+6.666% faster move speed on wearer" |
+6.666% faster move speed on wearer |
Secondary |
-Added "50% reduction in push force taken from damage and airblasts" |
50% reduction in push force taken from damage and airblasts |
Secondary |
-Moved "No flinching when aiming and fully charged" to the Sniper class |
15% of any Primary damage done is returned as health |
Secondary |
-Removed "Dealing damage with this weapon fills a charge meter. ALT-FIRE when charged to gain mini-crits for all weapons for 8 seconds." |
On kill with any weapon: Gain 34% CRIKEY meter. 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 - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Secondary |
NO CHANGES |
NO CHANGES |
Secondary |
-Increased fire rate penalty from -20% to -100% |
Crits on headshot |
Secondary |
NO CHANGES |
+40% cloak duration |
Secondary |
-Removed "+20% damage bonus while disguised" |
Gives two stealth shots for each building destroyed with your Sapper attached or backstab kill |
Secondary |
-Changed to guaranteed Mini-Crits instead of Crits |
Gives one guaranteed Mini-Crit hit for each building destroyed with your Sapper attached or backstab kill |
Melee |
-See additional changes in "Spy - Knives Changes/Additions" tab |
|
Melee |
-Moved "Any killed players will not be shown in the kill-feed for other enemies to see" to the Spy class |
Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed |
Melee |
-Added "On backstab kill: Removes all negative debuffs on user" |
On backstab kill: Absorbs the health from your victim and removes all negative debuffs on user |
Melee |
-Removed "+30% cloak on kill" |
On kill with any weapon: Gain a 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 |
Primary PDA |
NO CHANGES |
NO CHANGES |
Secondary PDA |
-Fixed the "While cloaked: 50% faster debuff timers" |
While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers |
Secondary PDA |
-Fixed the "While cloaked: 50% faster debuff timers" |
Cloak Type: Motion Sensitive |
Secondary PDA |
-Removed "Feign Death stealth has no bump shimmer for 3 seconds when used" |
Cloak Type: Feign Death |
Building |
-Added "Allowed in Medieval mode" |
Disables and slowly destroys enemy buildings |
Building |
-Added "Allowed in Medieval mode" |
Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed |
Mult-Class - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Secondary |
-Increased deploy bonus to 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 |
(Soldier and Demoman) -Added "Gain a 2 second speed boost after taking fall damage" |
Press 'JUMP' key to deploy a Parachute to slow your descent while in the air |
Primary |
-Decreased deploy speed bonus from +50% to +33% |
+50% bullets per shot |
Secondary |
NO CHANGES |
Mukautetut Aseet
Tässä listatut "uudet" aseet ovat käytettävissä virallisilla "CTF2W" palvelimilla.
Scout - Mukautetut Aseet | ||
---|---|---|
Ase | Workshop Linkki | Ominaisuudet |
100px Ensisijainen |
Taposta: Sinulle muodostuu kilpi, joka torjuu 20% kaikesta sinuun tulevasta vahingosta ja se tuhoutuu, kun käyttäjä ottaa enemmän kuin 30 vahinkoa yhdestä hyökkäyksestä | |
100px Ensisijainen |
Uudelleen itselautautuvan aseen onnistunut käyttö lataa automaattisesti enintään 4 ammusta tälle aseelle (Paitsi kun "Tiki Tonic" juomaa juodessa) | |
100px Primary |
CURRENTLY NO PUBLIC LINK |
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 |
CURRENTLY NO PUBLIC LINK |
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) |
Soldier - Custom Weapons | ||
---|---|---|
Weapon | Workshop 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:
| ||
100px Secondary |
Wearer performs an earthquake after landing an explosive jump |
Pyro - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
Primary |
RELOAD or SPECIAL-ATTACK: Creates an oil spill which can be ignited by any burning source that will quickly burn and inflict afterburn (even to enemy Pyros!) | |
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 |
On hit burning enemy: Generate +50% souls | |
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:
|
Demoman - Custom Weapons | ||
---|---|---|
Weapon | Workshop 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 |
Stickies are connected by tripwires and attached stickies can't be moved | |
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 60% 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 |
Heavy - Custom Weapons | ||
---|---|---|
Weapon | Workshop 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 |
Engineer - Custom Buildings | ||
---|---|---|
Weapon | Changes | |
Sticky Mini-Sentry |
Able to throw with SPECIAL-ATTACK to attach to most surfaces or walls |
Engineer - Custom Weapons | ||
---|---|---|
Weapon | Workshop 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 900 Hu that will stay in place for 15 seconds | |
100px Secondary |
On third hit without missing: Guaranteed critical bullets
+1000% bullets per shot | |
Secondary |
On hit: Gain metal back based on damage by 50% | |
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 | |
100px Melee |
Up to +4 health regenerated per second on wearer |
Medic - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
On hit: Increases Secondary healing rate by +20% (Up to +60%) | |
100px Primary |
On hit enemy: Decreases healing given and/or gained from every healing source or weapon effect by 20% for 4 seconds | |
100px Primary |
Fires special bolts that applies knockback. Gain more knockback for each 25% of UberCharge you have. | |
100px Primary |
On hit: +3% UberCharge added | |
100px Primary |
Any nearby teammates (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 Secondary |
Keeping your cursor on an enemy (within 1200 Hu) with your Secondary active will increase all knockback taken (damage/airblast) by +50% and for 4 seconds after | |
100px Melee |
Assists with your Secondary grants crits for this weapon (up to 35) | |
100px Melee |
On hit teammate: Boost their firing rate and reload time by 15% for 6 seconds |
Sniper - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
Applies knockback to the target and increases based on charge. Knockback increases on headshot. | |
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 4-12 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 and +50% reserve ammo
40% 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 |
Spy - Custom Weapons | ||
---|---|---|
Weapon | Workshop 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 |
On backstab: Plant a bomb and keep your current disguise | |
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 |
CURRENTLY CAN'T USE CUSTOM WATCH MODELS |
While cloaked: User can pass through enemy players and buildings with no cloak blink when damaged or bumped |
PDA 2 |
CURRENTLY CAN'T USE CUSTOM WATCH MODELS |
Cloak Type: Jump |
PDA 2 |
CURRENTLY CAN'T USE CUSTOM WATCH MODELS |
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. |
Multi-Class - Custom Weapons | ||
---|---|---|
Weapon | Workshop 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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