User:SofiPandaRights/Custom Weapons
“ | Yes. I like this new weapon.
Click to listen
— The Heavy.
|
” |
Custom Weapons, also known as Custom TF2 Weapons and CTF2W, is a SourceMod server plugin which adds "new" weapons to Team Fortress 2 and was developed by MasterOfTheXP. It is currently maintained by Chdata, and Crafting. Unlike Advanced Weaponiser, there is no loadout viewer nor a drop system because all weapons are available to the public.
Contents
Official Server List
Custom Weapons | USA
Custom Weapons x10 | USA
Custom Weapons MvM | USA
Custom Weapons Stop that Tank | USA
Custom Weapons Testing | USA
Custom Weapons | EU
Custom Weapons x10 | EU
Custom Weapons MvM | EU
Custom Weapons Stop that Tank | EU
Custom Weapons Testing | EU
List of new/modified weapons
Available Custom Weapons
The following weapons are available on the official "CTF2W" servers.
Scout Custom Weapons | ||||
---|---|---|---|---|
Class | Weapon | Download Link | Stats | x10 Stats |
Scout |
Primary |
On kill: Gain a resistance shield that blocks 30% of all incoming damage and the shield is destroyed when the user takes 30 damage or more from a single attack |
On kill: Gain a resistance shield that blocks 60% of all incoming damage and the shield is destroyed when the user takes 60 damage or more from a single attack | |
Primary |
On wearer: +50% debuff damage dealt on wearer
Reloading resets the combo |
On wearer: +100% debuff damage dealt on wearer
Reloading resets the combo | ||
100px Primary |
Weapon damage increases as health decreases, up to 25% |
Weapon damage increases as health decreases, up to 100% | ||
100px Primary |
On hit: Recharges all rechargeable weapons on wearer by up to 25% |
On hit: Recharges all rechargeable weapons on wearer by up to 100% | ||
Secondary |
While your melee weapon is out, -10% damage taken from the front |
While your melee weapon is out, -20% damage taken from the front | ||
Secondary |
Jump height increases as the user becomes injured, up to +100% |
Jump height increases as the user becomes injured, up to +1000% | ||
100px Secondary |
Minimal damage falloff |
Minimal damage falloff | ||
Secondary |
On drink: Fully heal yourself over a short period of time (8 seconds) |
On drink: Fully heal yourself over a short period of time (4 seconds) | ||
100px Secondary |
On hit with your melee: Refills 2 Shurikens, up to 10 can be held |
On hit with your melee: Refills 10 Shurikens, up to 50 can be held | ||
100px Secondary |
While under the effects: You are reduced 25% in size and receive a speed boost for 15 seconds |
While under the effects: You are reduced 25% in size and receive a speed boost for 15 seconds | ||
Melee |
All damage charges the *Handiness* meter, alt-fire (while active) to gain a speed boost, 75% reduction in push force taken from damage or airblasts, 75% sentry bullet damage resistance, and +100% damage vs buildings for 10 seconds |
All damage charges the *Handiness* meter, alt-fire (while active) to gain a speed boost, 100% reduction in push force taken from damage or airblasts, 100% sentry bullet damage resistance, and +1000% damage vs buildings for 10 seconds | ||
100px Melee |
While your melee weapon is out, -20% damage taken from the front |
While your melee weapon is out, -40% damage taken from the front | ||
100px Melee |
CURRENTLY NO PUBLIC LINK |
While active: |
While active: |
Soldier Custom Weapons | ||||
---|---|---|---|---|
Class | Weapon | Download Link | Stats | x10 Stats |
Soldier |
100px Primary |
+25% push force against both enemy players and the user |
+250% push force against both enemy players and the user | |
100px Primary |
While active: |
While active: | ||
Primary |
Deals mini-crits on direct hits while explosive jumping |
Crits whenever it would normally mini-crit | ||
Primary |
20% bonus max primary ammo on wearer |
200% bonus max primary ammo on wearer | ||
Secondary |
10% ammo regenerated every 5 seconds on wearer |
100% ammo regenerated every 5 seconds on wearer | ||
Secondary |
10% damage taken by teammates in a large radius (450 hammer units) applies to you that can charge your *Rage* meter |
20% damage taken by teammates in a very large radius (900 hammer units) applies to you that can charge your *Rage* meter | ||
Secondary |
On kill with any weapon: A small health pack is dropped |
On kill with any weapon: A small health pack is dropped | ||
Secondary |
-50% duration from all debuffs on wearer |
-75% duration from all debuffs on wearer | ||
Secondary |
Deals mini-crits while explosive jumping |
Deals crits while explosive jumping | ||
100px Secondary |
+30% fire rate |
+60% fire rate | ||
Melee |
On kill with any weapon OR assist kill: Enemy players killed drop cursed gibs that heals any player |
On kill with any weapon: Heals you for 20% of the enemy's maximum health (You can overheal yourself) | ||
Melee |
On kill with any weapon: Stores one *buffs* stack, up to 5 |
On kill with any weapon: Stores one *buffs* stack, up to 10 | ||
Melee |
While active: |
While active: |
Pyro Custom Weapons | ||||
---|---|---|---|---|
Class | Weapon | Download Link | Stats | x10 Stats |
Pyro |
Primary |
+25% flame distance |
+50% flame distance | |
Primary |
+25% flamethrower (and afterburn) damage if enemy is higher than 1/2 health |
+100% flamethrower (and afterburn) damage if enemy is higher than 1/2 health | ||
Primary |
Reflected projectiles are full crit instead of mini-crit |
Reflected projectiles are full crit instead of mini-crit | ||
Secondary |
On hit: Reset enemy afterburn duration |
On hit: Reset enemy afterburn duration | ||
100px Secondary |
100% mini-crits vs burning players |
100% mini-crits vs burning players | ||
Secondary |
Shoots 4 extra flares |
Shoots 9 extra flares | ||
Secondary |
100% mini-crit hit vs burning players |
100% mini-crit hit vs burning players | ||
100px Secondary |
+50% switch speed to your melee from this weapon |
+100% switch speed to your melee from this weapon | ||
100px Melee |
+50% switch speed to your secondary from this weapon |
+100% switch speed to your secondary from this weapon | ||
100px Melee |
On hit: Generate +25% souls |
On hit: Generate +50% souls | ||
Melee |
While active: |
While active: | ||
100px Melee |
On hit: Freezes target for 5 seconds and decreases movement speed by 40% |
On hit: Freezes target for 10 seconds and decreases movement speed by 80% |
Demoman Custom Weapons | ||||
---|---|---|---|---|
Class | Weapon | Download Link | Stats | x10 Stats |
Demoman |
Primary |
On wearer: |
On wearer: | |
100px Primary |
User performs a earthquake after landing an explosive jump to damage enemies (up to 33 damage) and pulls enemies towards you |
User performs a earthquake after landing an explosive jump to damage enemies (up to 66 damage) and pulls enemies towards you | ||
100px Primary |
+50% clip size |
+100% clip size | ||
100px Primary |
When a shield is equipped: |
When a shield is equipped: | ||
Primary |
On direct hit: User's direct hits against that enemy deal +75% damage for the next 3 seconds |
On direct hit: User's direct hits against that enemy deal +225% damage for the next 6 seconds | ||
100px Secondary |
While charging: 75% damage resistance and full knockback resistance |
While charging: 90% damage resistance, full critical resistance, and full knockback resistance | ||
Secondary |
While charging: Grants invisibility against enemy players and enemy sentries |
Attacking doesn't cancel your charge | ||
Secondary |
This shield blocks 10 damage from attacks that deal 40 damage or more |
This shield blocks 15 damage from attacks that deal 60 damage or more | ||
Secondary |
Up to +100% explosion radius based on charge |
Up to +1000% explosion radius based on charge | ||
100px Secondary |
When a stickybomb explodes (or when destroyed), it spawns 3 *Iron Bomber* grenades |
When a stickybomb explodes (or when destroyed), it spawns 15 *Iron Bomber* grenades | ||
Melee |
When you pick up a health pack, receive 1 glass of Wine |
When you pick up a health pack, receive 1 glass of Wine | ||
Melee |
While active: |
While active: | ||
Melee |
On kill: Gain a 5 second speed boost |
On hit: Gain a 5 second speed boost |
Heavy Custom Weapons | ||||
---|---|---|---|---|
Class | Weapon | Download Link | Stats | x10 Stats |
Heavy |
100px Primary |
While spun up: Receive no move speed penalty and gain a +15% move speed bonus |
While spun up: Receive no move speed penalty and gain a +30% move speed bonus | |
Primary |
While spun up: 15% of the damage taken adds to a damage resistance meter up to +50% |
While spun up: 25% of the damage taken adds to a damage resistance meter up to +75% | ||
100px Primary |
This weapon deploys & holsters 25% faster |
This weapon deploys & holsters 100% faster | ||
Primary |
Damage dealt with this weapon generates rage: press the Special-Attack key when fully charged to activate knockback for a short duration. |
Damage dealt with this weapon generates rage, press the Special-Attack key when fully charged to activate knockback for a short duration. | ||
Primary |
While active:
After upgrading: Gain 75% damage resistance for a brief duration and slightly increases with each level |
While active:
After upgrading: Gain 75% damage resistance for a brief duration and slightly increases with each level | ||
Secondary |
-15% damage taken from behind |
-30% damage taken from behind | ||
100px Secondary |
On kill: Increase move speed on wearer, up to +60% after 5 kills |
On hit: Gain a 2-second speed boost | ||
100px Melee |
Your 3rd hit will always crit and can be stored until it's used |
Your 3rd hit will always crit and can be stored until it's used | ||
100px Melee |
On Wearer: User cannot carry the intelligence |
On Wearer: User cannot carry the intelligence | ||
100px Melee |
On Wearer: User cannot carry the intelligence |
On Wearer: User cannot carry the intelligence |
Engineer Custom Weapons | ||||
---|---|---|---|---|
Class | Weapon | Download Link | Stats | x10 Stats |
Engineer |
Primary |
On hit friendly building: +15 upgrade and +15 repair |
On hit friendly building: +150 upgrade and +150 repair | |
100px Primary |
On kill with any weapon: Gain 2 stacks |
On kill with any weapon: Gain 2 stacks | ||
Primary |
Firing speed increases by 5% for each time your teleporter is used, up to +50% (requires 10 uses for max fire rate) |
Firing speed increases by 10% for each time your teleporter is used, up to +100% (requires 10 uses for max fire rate) | ||
100px Secondary |
While active: |
While active: | ||
100px Secondary |
While active: |
While active: | ||
100px Secondary |
Hold *Mouse 1* to utilize a *Attraction* meter to move ammo/health packs in a large radius towards you (675 hammer units) |
Hold *Mouse 1* to utilize a *Attraction* meter to move ammo/health packs in a large radius towards you (1350 hammer units) | ||
Secondary |
On hit: Gain metal based on damage, up to 20 |
On hit: Gain metal based on damage, up to 200 | ||
100px Melee |
All damage dealt fills the *Building Upgrade* meter, press your *Special-Attack* key to upgrade all of your buildings to level 3 |
All damage dealt fills the *Building Upgrade* meter, press your *Special-Attack* key to upgrade all of your buildings to level 3 | ||
Melee |
Gains one critical hit for each Sapper removed |
Gains 10 critical hits for each Sapper removed |
Medic Custom Weapons | ||||
---|---|---|---|---|
Class | Weapon | Download Link | Stats | x10 Stats |
Medic |
100px Primary |
Deals up to +50% damage based on your current ÜberCharge |
Deals up to +100% damage based on your current ÜberCharge | |
100px Primary |
On hit: +5% Medi Gun healing rate, up to +50% |
On hit: +50% Medi Gun healing rate, up to +500% | ||
100px Secondary |
5% of your damage dealt and 2.5% of your patient's damage dealt is converted to ÜberCharge |
25% of your damage dealt and 12.5% of your patient's damage dealt is converted to ÜberCharge | ||
100px Secondary |
+20% ÜberCharge rate |
+200% ÜberCharge rate | ||
Secondary |
+20% ÜberCharge rate |
+200% ÜberCharge rate | ||
Secondary |
While active: |
While active: | ||
Secondary |
+25% heal rate |
+50% heal rate | ||
100px Melee |
On hit: Target bleeds, slowed down by 15%, and you gain +6 health for 6 seconds |
On hit: Target bleeds, slowed down by 75%, and you gain +30 health for 30 seconds | ||
100px Melee |
Assists from your Medi Gun gains crits for this weapon, up to 10 |
Assists from your Medi Gun gains crits for this weapon, up to 100 | ||
Melee |
Allows you to see teammates and their health through walls |
Allows you to see teammates and their health through walls | ||
100px Melee |
On hit: +25% ÜberCharge rate, up to +150% |
On hit: +250% UberCharge rate, up to +1500% |
Sniper Custom Weapons | ||||
---|---|---|---|---|
Class | Weapon | Download Link | Stats | x10 Stats |
Sniper |
100px Primary |
Arrows can bounce up to 2 times |
Arrows can bounce up to 10 times | |
Primary |
On scoped shots: Applies bleed and fire with the duration based on charge, up to 8 seconds |
On scoped shots: Applies bleed and fire with the duration based on charge, up to 16 seconds | ||
100px Primary |
While scoped: Slowly fade to be almost fully transparent |
While scoped: Slowly fade to be nearly fully transparent | ||
100px Primary |
On headshot: Deals 25% explosive damage to all nearby enemies in radius (225 hammer units) |
On headshot: Deals 50% explosive damage to all nearby enemies in a large radius (450 hammer units) | ||
100px Primary |
Damage combo system:
Crits on headshots deals +25% damage |
Damage combo system:
Crits on headshots deals +250% damage | ||
Secondary |
+15% damage for primary and melee weapons (including debuffs you inflict on enemies) |
+30% damage for primary and melee weapons (including debuffs you inflict on enemies) | ||
100px Secondary |
-25% damage taken from behind |
-50% damage taken from behind | ||
100px Secondary |
+25% damage |
+250% damage | ||
100px Secondary |
Damage increases by +5% on hit, up to maximum +100% |
Damage increases by +10% on hit, up to maximum +200% | ||
100px Secondary |
Initial damage impact does 30 damage and enemies bleed for 5 seconds |
Initial damage impact does 60 damage and enemies bleed for 10 seconds | ||
100px Melee |
This weapon deploys 25% faster |
This weapon deploys 100% faster | ||
100px Melee |
Wearer never takes fall damage |
Wearer never takes fall damage | ||
100px Melee |
On hit: Gain +25% charge rate for your primary weapon |
On hit: Gain +50% charge rate for your primary weapon | ||
100px Melee |
While active: |
While active: |
Spy Custom Weapons | ||||
---|---|---|---|---|
Class | Weapon | Download Link | Stats | x10 Stats |
Spy |
100px Secondary |
Mini-crits targets when fired at their back from close range |
Crits whenever it would normally mini-crit | |
Secondary |
On hit: Target is marked for death, slowed down by 15%, and is highlighted to make them be seen through walls for 7.5 seconds |
On hit: Target is marked for death, slowed down by 30%, and is highlighted to make them be seen through walls for 15 seconds | ||
100px Secondary |
On backstab: Recovers 2 shots |
On backstab: Recovers 10 shots | ||
100px Melee |
On backstab: Enemies in a radius is marked for death for 3 seconds |
On backstab: Enemies in a radius is marked for death for 15 seconds | ||
Melee |
On backstab kill: Gain +3% move speed, +6% cloaking speed, and +3% decloaking speed (up to 5 stacks) |
On backstab kill: Gain +6% move speed, +12% cloaking speed, and +6% decloaking speed (up to 5 stacks) | ||
100px Building |
+2 health regenerated per second for each active sapper |
+10 health regenerated per second for each active sapper | ||
Building |
+60% damage against buildings |
+120% damage against buildings | ||
PDA 2 |
CURRENTLY CAN'T USE CUSTOM WATCH MODELS |
While cloaked: +5 health regenerated per second |
While cloaked: +50 health regenerated per second | |
PDA 2 |
CURRENTLY CAN'T USE CUSTOM WATCH MODELS |
On use: Removes any negative debuff |
On use: Removes any negative debuff |
Multi-Class Custom Weapons | ||||
---|---|---|---|---|
Class | Weapon | Download Link | Stats | x10 Stats |
Scout, Soldier, Pyro, Demoman, Heavy, Medic, Sniper | 100px Melee |
+37% melee range |
+37% melee range | |
100px Melee |
On kill: Gain a bumper car and the *Resistance* Mannpower powerup (including blocking backstabs) for 10 seconds |
On kill: Gain a bumper car, *Strength* Mannpower powerup, and *Resistance* Mannpower powerup (including blocking backstabs) for 20 seconds | ||
Soldier, Pyro, Heavy and Engineer |
On hit: A percentage of victim's primary ammo (up to 25%), secondary ammo (up to 50%), metal (up to 10%), rage bar (up to 10%), cloak (up to 25%), and/or Medi Gun charge (up to 10%) are drained based on damage and current amounts |
On hit: A percentage of victim's primary ammo (up to 37.5%), secondary ammo (up to 75%), metal (up to 15%), rage bar (up to 15%), cloak (up to 37.5%), and/or Medi Gun charge (up to 15%) are drained based on damage and current amounts | ||
150px |
Damage dealt with other weapons reloads a shot for this weapon |
Damage dealt with other weapons reloads a shot for this weapon |
Removed/Unused Custom Weapons
The following weapons are only available to the supporters of CTF2W on the MvM servers. Also, the Custom Weapons below do not have a custom model attached.
Scout Custom Weapons | ||
---|---|---|
Class | Weapon | Stats |
Scout |
Primary Hand Cannon |
+1000% bullets per shot |
Primary Jump-Action Shotgun |
On hit: +2 extra jumps stored | |
Primary Shotgun Bride |
Hold fire to load up to 3 arrows and release fire to unleash the barrage | |
Secondary Pegasus' Wing (Wearable) |
+10% move speed on wearer | |
Melee Fan Support |
On hit: Mark up to 3 targets for 15 seconds each and take less damage from them | |
Melee Finicky Stick |
On hit: 20% chance to one-shot enemy |
Soldier Custom Weapons | ||
---|---|---|
Class | Weapon | Stats |
Soldier |
Primary Danger Ranger |
+25% damage while explosive jumping |
Primary L.A.W. |
Shoots 2 extra rockets per shot | |
Secondary Long Fall Boots (Wearable) |
Wearer never takes fall damage | |
Melee Crowd Control |
This weapon deploys & holsters 25% faster | |
Melee Pick.exe |
While active: |
Pyro Custom Weapons | ||
---|---|---|
Class | Weapon | Stats |
Pyro |
Secondary Flare Jumper |
+200% self damage force |
Melee Culling Blade |
Instantly kills an enemy who is below 10% of their max health | |
Melee Uncontainable Reaction |
Damage combo system:
100% critical hits vs burning players from behind |
Demoman Custom Weapons | ||
---|---|---|
Class | Weapon | Stats |
Demoman |
Primary Long Fall Boots (Wearable) |
Wearer never takes fall damage |
Secondary Modern Drunkfare |
On mini-crit or critical hit: Stuns the target for 3 seconds | |
Melee Bloody Axe |
+100% damage vs bleeding players | |
Melee Brute Force |
On hit: Mark 1 target for 5 seconds and take 50% less damage from them | |
Melee Eternal Sleeper |
100% critical hit against charging demoman | |
Melee Jumpin Jehosaphat |
While active: |
Heavy Custom Weapons | ||
---|---|---|
Class | Weapon | Stats |
Heavy |
Primary Black Hole |
On hit: Sucks your enemies towards you |
Primary Leviathan |
Bullets destroy rockets and grenades while in-flight | |
Primary Olga, the Killing Machine |
75% damage resistance when below 50% health and spun up | |
Primary Sufficient Factory |
On kill with any weapon: A small health pack is dropped | |
Secondary Mann Snack |
This weapon deploys & holsters 50% faster |
Engineer Custom Weapons | ||
---|---|---|
Class | Weapon | Stats |
Engineer |
Primary Bulldog |
100% mini-crit vs cloaked spies |
Secondary Scrap Collector |
20 metal regenerated every 5 seconds on wearer | |
Secondary Southern Six Shooter |
Damage is based on current metal amount | |
Secondary Texan Heatmaker |
On hit: Target is engulfed in flames at close range for 8 seconds | |
Melee Heavy Artillery Wrench |
+50% sentry damage | |
PDA Brawn Over Brains |
+75 max health on wearer | |
PDA Metal Shield |
All damage taken is divided evenly between your metal supply and health |
Medic Custom Weapons | ||
---|---|---|
Class | Weapon | Stats |
Medic |
Primary Exchange |
On hit: 2% UberCharge added |
Primary Syringe Roller |
On hit: 100% chance to slow target | |
Secondary Speed Booster |
Alt-fire: Applies a healing effect to all nearby teammates, plus applies speed boost UberCharge while in use | |
Melee Hostitalian Revenge |
Gain 25% damage resistance & 100% critical chance against the enemy who killed your patient for the next 8 seconds | |
Melee Real Overdose |
While active: |
Sniper Custom Weapons | ||
---|---|---|
Class | Weapon | Stats |
Sniper |
Primary Outback Outlaw |
On hit: 10% chance to apply a negetive debuff to enemy |
Secondary Ol' Shelly (Wearable) |
-75% damage taken from behind | |
Secondary Aussie Possie Trap |
On hit: Apply Jarate for 5 seconds | |
Melee Killer Kujang |
-75% damage taken from melee sources while active | |
Melee Waved Farewell |
Always mini-crit hit from behind |
Spy Custom Weapons | ||
---|---|---|
Class | Weapon | Stats |
Spy |
Secondary Deadly Rose |
This weapon deploys 25% faster |
Secondary Fire Retardant Suit (Wearable) |
While on fire: User gains a speed boost | |
Melee Infection (Older Verison) |
Infection disables the victim after 5 seconds and the victim is killed after another 5 seconds | |
Melee Not-so Longsword |
On kill: +100% melee range for 8 seconds | |
Melee Stab-n-Away |
Instant cloak upon a backstab | |
PDA 2 Absorbed |
50% total damage reduction while cloaked | |
PDA 2 Plot Hook |
On cloak: Hooks you to a nearby wall or ceiling | |
PDA 2 Stealth Cloak |
Receive a speed boost while cloaked |
Multi-Class Custom Weapons | ||
---|---|---|
Class | Weapon | Stats |
Scout, Soldier, Pyro, Demoman, Heavy, Medic, Sniper | Melee Supply Chain |
While active: |
Official Weapon Changes
The official weapons below are currently only available on the Testing servers.
Overall Changes |
---|
-Reduced deploy/holster speed penalties to -66% (0.833 second) from -100% (1 second) for all swords |
Scout - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) +50% overall weapon switching" |
(Ability) User can double jump |
Scout - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGE |
NO CHANGE |
Primary |
-Increased bullets per shot to +100% from +20% |
Applies knockback on the target and shooter |
Primary |
-Added "When weapon is active & while doing the objective" |
When weapon is active & while doing the objective:
|
Primary |
-Added "When Hype is used: User gains full air strafe control" |
On hit any weapon: Builds Hype |
Primary |
-Reduced boost lost on hit to 1% from 4% |
On hit any weapon: Builds Boost that increases your move speed on wearer |
Primary |
-Removed "Mini-crits targets when fired at their back from close range" |
On kill: Reduced weapon attack noise |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-Added "+25% move speed while under effects" |
While under the effects, become invulnerable and gain a 25% speed boost for 8 seconds. |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-Reduced Mad Milk healing percentage to 35% from 60% |
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" |
On hit: Gain up to +4 health |
Secondary |
-Removed "No random critical hits" |
On hit: Bleed for 5 seconds |
Melee |
NO CHANGE |
NO CHANGE |
Melee |
-Decreased damage from ball when at point blank to 10 from 15 |
Alt-Fire: Launches a ball that slows targets depending on travel distance, between 1–7 seconds. The slow-down effect is based on target's base move speed. Additional, the damage from the ball impact increases the further it travels. |
Melee |
-Removed "25% explosive damage vulnerability on wearer" |
On kill with any weapon OR assist kill: A small health pack is dropped |
Melee |
-Added "+100% bleed damage bonus" |
On hit: Bleed for 3 seconds |
Melee |
-Increased damage penalty to -35% from -25% |
Alt-Fire: Spontaneous Combustion |
Melee |
-Removed "Crits whenever it would normally mini-crit" |
On hit (up to 2): Target is marked for 10 seconds causing all damage taken from your teammates to be mini-crits |
Melee |
-Removed "Grants Triple Jump while deployed" |
While airborne: Melee attacks mini-crit and slams target into the ground |
Melee |
-Removed "+25% increase in recharge rate" |
Alt-Fire: Launches a festive ornament that causes bleeding depending on travel distance, between 1–10 seconds |
Soldier - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) +50% increased air control when blast jumping" |
(Ability) +50% increased air control when blast jumping |
Soldier - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGE |
NO CHANGE |
Primary |
-Removed "+25% damage" |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs |
Primary |
-Added new bonuses/penalties if the user does or doesn't have a Banner equipped |
When a banner is equipped:
|
Primary |
-Added "+50% clip size bonus" |
+50% clip size bonus |
Primary |
-Decreased clip size to -50% from +25% |
This weapon deploys 60% faster and holsters 30% faster |
Primary |
-Decreased charged shot move speed penalty to -50% from -66% |
Does not require ammo |
Primary |
-Removed "-25% clip size penalty" |
Hold fire to load up to 4 rockets |
Primary |
-Increased rocket jump reduction to -20% from -15% |
-20% blast damage from rocket jumps |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-Added "This weapon deploys 30% faster and holsters 15% faster" |
This weapon deploys 30% faster and holsters 15% faster |
Secondary |
-Reduced blast damage reduction to -40% from -60% |
-40% blast damage from rocket jumps |
Secondary |
-Added "This weapon deploys 30% faster and holsters 15% faster" |
This weapon deploys 30% faster and holsters 15% faster |
Secondary |
-Added "This weapon deploys 30% faster and holsters 15% faster" |
This weapon deploys 30% faster and holsters 15% faster |
Secondary |
-Increased reduction to -80% from -75% |
-80% reduction in push force taken from damage and airblasts |
Secondary |
-Removed hidden clip size penalty |
Does not require ammo |
Melee |
NO CHANGE |
NO CHANGE |
Melee |
-Removed "Damage increases as the user becomes injured" |
When weapon is active: Bonus healing from all sources increases as the user becomes injured, up to +100% |
Melee |
-Flipped the speed boost numbers |
On hit ally: Boosts player's speed for 2 seconds and boosts ally's speed for 4 seconds |
Melee |
-Removed "No random critical hits" |
50% increased air strafe control while blast jumping while active |
Melee |
-Reduced max move speed bonus to 50% from +60%, additional it now constantly scales down to 1 hp instead of "blocks of health" |
When weapon is active:
|
Pyro - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) +50% faster debuff timers on wearer" |
(Ability) +50% faster debuff timers on wearer |
Pyro - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-Removed "Direct damage will reduce Medi Gun healing and shield resists by 25%" debuff |
Extinguishing teammates restores 20 health |
Primary |
-Fixed "Extinguishing teammates restores 20 health" |
Extinguishing teammates restores 20 health |
Primary |
-Increased afterburn damage penalty to -75% from -66% |
Extinguishing teammates restores 20 health |
Primary |
-Removed "No random critical hits" |
Does not require ammo |
Primary |
-Increased primary ammo penalty to -85% from -80% |
Extinguishing teammates restores 30 health |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-Added "+10% faster firing speed" |
100% critical hit vs burning players |
Secondary |
-Increased detonate flare radius to 146 Hu from 100 |
100% mini-crits vs burning players |
Secondary |
-Alt-Fire now removes all debuffs on teammates and gives 1 guaranteed crit per teammate cleaned. Plus cleaning a teammate restores 20 health. |
Does not require ammo |
Secondary |
-No longer allows flare jumps and removed self damage from flare |
100% mini-crits vs burning players |
Secondary |
-Increased hostler speed to .8333 from .8 |
Able to re-launch while airborne |
Secondary |
-Decreased damage to charge to 400 from 750 |
Meter builds with any damage done |
Melee |
NO CHANGE |
NO CHANGE |
Melee |
-Reduced holster penalty to 25% from 35%, but can't be bypassed and or sped up |
Mini-crits burning targets and extinguishes them |
Melee |
-Increased bonus damage vs buildings to +150% from +100% |
When weapon is active:
|
Melee |
-Removed "+25 health restored on kill" |
+33% faster move speed while active |
Melee |
-Increased damage bonus to +30% from +25% |
+30% damage bonus |
Melee |
-Removed "On hit: Target is engulfed in flames" |
On hit: Target is engulfed in eternal flames for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or Manmelter effects |
Melee |
-Added "20% damage resistance VS overhealed players on wearer" |
20% damage resistance VS overhealed players on wearer |
Melee |
-Removed "Damage removes Sappers" |
While active: Grants user the ability to breath underwater |
Melee |
-Increased damage penalty to -35% from -15% |
Slap system:
Switching targets resets the system and/or after 1 second if you don't damage an enemy. Bonuses and effects are removed if system resets. |
Demoman - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Spawn a Dynamite Pack on Death" |
(Ability) Unknown amount of blast damage reduction while blast jumping |
Demoman - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-Added "Grenades do not randomly spin when fired" |
Grenades do not randomly spin when fired |
Primary |
-Added a new Grenade model |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs |
-Added "When a shield is not equipped: +20% faster firing speed and 10% faster reload time for your secondary" |
When a shield is equipped: | |
Primary |
NO CHANGE |
NO CHANGE |
Primary |
-Added "-10% damage penalty on direct hits" |
Grenades have very little bounce/roll and do not randomly spin when fired |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-Now while charging will grant immunity to all debuffs, additional now includes "mark for death" and the "Gas Passer effect" |
+60% fire damage resistance on wearer |
Secondary |
-Removed "Able to destroy enemy stickybombs" |
Detonates stickybombs near the crosshair and directly under your feet |
Secondary |
-Added "+50% clip size bonus" |
+50% clip size bonus |
Secondary |
-Now while charging will grant immunity to all debuffs, additional now includes "mark for death" and the "Gas Passer effect" |
+30% fire damage resistance on wearer |
Secondary |
-Now while charging will grant immunity to all debuffs, additional now includes "mark for death" and the "Gas Passer effect" |
Gain a 1 second speed boost with no cooldown anytime you take damage |
Secondary |
-Removed "Able to destroy enemy stickybombs" |
Max charge time decreased by 75% |
Melee |
NO CHANGE |
NO CHANGE |
Melee |
-Removed "No random critical hits" |
On kill (up to 4): Increase move speed (7.5%) and max health (15) on wearer |
Melee |
-Increased damage bonus to +30% from +20% |
+30% damage bonus |
Melee |
-Reduced deploy/holster speed to -66% from -100% |
Ammo boxes collected also refill your charge meter |
Melee |
-Removed "No random critical hits" |
When a shield is not equipped: +75% melee damage bonus |
Melee |
-Removed "Ammo collected from ammo boxes becomes health" |
Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack |
Heavy - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Grants the accelerated UberCharge rate for your Medic constantly" |
(Ability) Grants the accelerated UberCharge rate for your Medic constantly |
Heavy - Minigun Changes |
---|
Miniguns will be 50% more accurate |
Heavy - Edible Changes |
---|
-Increased number of bites to 5 from 4 |
Heavy - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Heavy Minigun Changes" tab |
When spun up: Gain 15% damage resistance |
Primary |
-Removed "20% damage resistance when below 50% health and spun up" |
When spun up: Gain 15% damage resistance |
Primary |
-Removed "20% damage resistance when below 50% health and spun up" |
When spun up: Gain 30% damage resistance |
Primary |
-Increased accurate bonus to +50% from +20% |
When spun up: Gain 15% damage resistance |
Primary |
-Added "-75% afterburn damage penalty" |
When spun up: Gain 15% damage resistance |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-See additional changes in "Heavy Edible Changes" tab |
Extinguishing teammates (or disguised enemy Spies) restores 80 health |
Secondary |
-See additional changes in "Heavy Edible Changes" tab |
Extinguishing teammates (or disguised enemy Spies) restores 80 health |
Secondary |
-See additional changes in "Heavy Edible Changes" tab |
Extinguishing teammates (or disguised enemy Spies) restores 80 health |
Secondary |
-Increased damage penalty to -20% from -15% |
20% more accurate |
Secondary |
-See additional changes in "Heavy Edible Changes" tab |
Extinguishing teammates (or disguised enemy Spies) restores 80 health |
Melee |
-Added "+33% melee range" |
+33% melee range |
Melee |
-Added "+33% melee range" |
On kill: Gain 6 seconds of 100% critical chance for all of your weapons |
Melee |
-Added "+33% melee range" |
+33% melee range |
Melee |
-Added "+33% melee range" |
+33% melee range |
Melee |
-Added "+33% melee range" |
+33% melee range |
Melee |
-Removed "+40% faster firing speed" |
On teammate or enemy hit: Boosts user's speed for 4 seconds and boosts teammate's speed for 2 seconds |
Melee |
-Added "+33% melee range" |
While active: User is able to pick up their own edible for 80 health |
Engineer - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) User is able to see any type of health & ammo sources through walls that are spawned with an outline within a very large radius, including friendly Dispensers" (900 Hu, AKA x2 Soldier banner radius) |
(Ability) User is able to see any type of health & ammo sources through walls that are spawned with an outline within a very large radius, including friendly Dispensers |
Engineer - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGE |
NO CHANGE |
Primary |
-Added "20% more accurate" |
Gain 2 revenge crits for each sentry kill and 1 for each sentry assist when your sentry is destroyed |
Primary |
-Increased bonus damage to your Sentry Gun's target to +20% from 10% |
On hit: Damage dealt is returned as ammo |
Primary |
-Removed "On Hit: Victim loses up to 10% Medi Gun charge" |
Does not require ammo |
Primary |
NO CHANGE |
NO CHANGE |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-Reduced shield resistance to 33% from 66% |
The Sentry Gun gains double firing rate and a laser pointer to assist in aiming |
Secondary |
-Removed "No random critical hits" |
Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack |
Melee |
NO CHANGE |
NO CHANGE |
Melee |
-Increased the punch combo timer to 1.5 seconds from ~.8 seconds |
+25 max health on wearer |
Melee |
-Removed "No random critical hits" |
One hit destroys any sapper |
Melee |
NO CHANGE |
NO CHANGE |
Melee |
-Added "User gains a 3 second speed boost after using the teleport taunt or after naturally using your teleporter" |
Press your reload key to choose to teleport to spawn or your exit teleporter |
PDA |
-Added "Able to build Dispensers in Medieval mode" |
Able to build Dispensers in Medieval mode |
Medic - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Able to see enemy health" |
(Ability) Able to see enemy health |
Engineer - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-Added "This weapon will reload automatically when not active" |
This weapon will reload automatically when not active |
Primary |
-Removed "On Hit: Gain up to +3 health" |
This weapon will reload automatically when not active |
Primary |
-Reduced point blank heal to 50 from 75 (max is still 150) |
This weapon will reload automatically when not active |
Primary |
-Added "This weapon will reload automatically when not active" |
This weapon will reload automatically when not active |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-Added "On taunt: Removes all debuffs on user" |
On taunt: Removes all debuffs and self-heals for 25 |
Secondary |
-Added "Gain full air strafe control when blast jumping" |
While healing: User mirrors blast jumps and shield charges. User gains full air strafe control and full turning control when this happens. |
Secondary |
-Reduced UberCharge rate to +25% from +67% |
Press your reload key to cycle through resist types. |
Melee |
NO CHANGE |
NO CHANGE |
Melee |
-Added "-20% UberCharge rate for secondary" |
On hit: 25% UberCharge added |
Melee |
-Removed "Collect the organs of people you hit" |
While healing and with an assist kill: Steal 25% of the current UberCharge amount of an enemy Medic |
Melee |
-Added "Taunt is loopable and can be canceled at any time by moving" |
When weapon is active:
|
Melee |
-Added "Allows your Patient to see enemy health" |
Allows your Patient to see enemy health |
Sniper - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) When primary is fully charged, user doesn't flinch when damaged" |
(Ability) When primary is fully charged, user doesn't flinch when damaged |
Sniper - Rifle Changes | |
---|---|
Changes | Full New Stats |
-Increased move speed while aiming to 100 Hu from 80 with all Rifles |
30 bodyshot uncharged (from 50) |
Sniper - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Sniper Rifle Changes" tab |
-See additional changes in "Sniper Rifle Changes" tab |
Primary |
-Increase minimal projectile speed (uncharged) to 2000 Hu from 1812.1 |
The longer you aim, the more damage and faster the arrow travels |
Primary |
-See additional changes in "Sniper Rifle Changes" tab |
25% faster reload time |
Primary |
-See additional changes in "Sniper Rifle Changes" tab |
-See additional changes in "Sniper Rifle Changes" tab |
Primary |
-See additional changes in "Sniper Rifle Changes" tab |
Shots penetrate all enemies |
Primary |
-See additional changes in "Sniper Rifle Changes" tab |
Gain Focus with kills/assists even while using Focus |
Primary |
-See additional changes in "Sniper Rifle Changes" tab |
Charge and fire shots independent of zoom |
Secondary |
-Added "20% more accurate" |
20% more accurate |
Secondary |
-Added "Allowed in Medieval mode" |
Coated enemies take mini-crits from all sources |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-Removed "No flinching when aiming and fully charged" |
Up to +4 health regenerated per second on wearer |
Secondary |
-Added "20% more accurate" |
Dealing damage with this weapon fills a charge meter. Alt-Fire when charged to gain mini-crits for all weapons for 8 seconds. |
Melee |
NO CHANGE |
NO CHANGE |
Melee |
-Removed "-50% damage penalty" |
On hit: Bleed for 10 seconds |
Melee |
-Removed "No random critical hits" |
Crits whenever it would normally mini-crit |
Melee |
-Increased damage bonus to +30% from +25% |
This weapon deploys +30% faster when health >50% of max |
Spy - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Any killled players or destroyed buildings will not be shown in the kill-feed for other enemies to see" |
(Ability) Able to see enemy health |
Spy - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-Increased fire rate penalty to -40% from -20% |
Crits on headshot |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-Removed "+20% damage bonus while disguised" |
Attacks pierce damage resistance effects and bonuses |
Secondary |
-Removed "-15% damage penalty" |
Gives one guaranteed critical hit for each building destroyed with your Sapper attached or backstab kill |
Melee |
NO CHANGE |
NO CHANGE |
Melee |
-Removed "+33 cloak drain rate" penalty |
Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed. |
Melee |
-Added "While cloaked: Any overheal on wearer doesn't decay" |
On backstab kill: Absorbs the health from your victim |
Melee |
-Speed boost & cloak "on kill" is now "on kill with any weapon" |
On kill with any weapon: Gain a 2 speed boost & +25% cloak |
Melee |
-Reduced recharge to 10 seconds from 15 |
On hit by fire while active: Become fireproof for 1 second, then gain +25% fire resistance and afterburn immunity for 8 seconds |
Primary PDA |
-Added "Gain 20% damage resistance against the class type you are currently disguised as" |
Gain 20% damage resistance against the class type you are currently disguised as |
Secondary PDA |
-Fixed the "While cloaked: +50% faster debuff timers" (Increased to 50% from ~42%) |
While cloaked: Gain 20% damage resistance from all sources and +50% faster debuff timers |
Secondary PDA |
-Fixed the "While cloaked: +50% faster debuff timers" (Increased to 50% from ~42%) |
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 |
-Increased building construction speed to 2.25 seconds from 3 |
Disables and reverses enemy building construction |
Mult-Class - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Secondary |
-Increased deploy bonus to +30% from +20% |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs |
Melee |
-Removed "10% bullet damage vulnerability on wearer" |
When weapon is active & while doing the objective:
|
Melee |
-Reduced deploy/holster speed to -66% from -100% |
On kill: Gain 50% of base health and a 2 second speed boost |
-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 | |
NO CHANGE |
NO CHANGE |
Custom Weapon Demonstration
Current Development Team
Chdata - Main Plugin Developer
Crafting - Main Developer, YouTube, Steam Group, & Server Owner
KarmaCharger - Team Fortress 2 Wiki Contributor and Weapon Demonstrator
Former Development Members
MasterOfTheXP - Original Author and Main Plugin Developer
Theray070696 - Custom Attribute Developer & Main Plugin Developer
404 - Developer
Deathreus - Developer
Agent Silver - Custom Attribute Developer
Cool Porygon - Custom Attribute Developer
CHAWLZ - Custom Attribute Developer
Orion™ - Custom Attribute Developer
The655 - Custom Attribute Developer
Nergal - Custom Attribute Developer
Known Bugs
- The more custom weapons you equip, certain cosmetics will disappear from your player model. It only disappears only for you, but other players somewhat still see your cosmetics. Unusual effects don't disappear from your view.
External links
- Official AlliedMods Page
- Official YouTube Channel
- Official Steam Group
- Official Discord Channel
- Official Patreon Page
- Official Twitch Channel
- Official Twitter
|