Difference between revisions of "User:SofiPandaRights/Custom Weapons"
(→List of weapons: Fixed a few errors since I added so much text with last edit) |
m (Auto: EnforceCapitalization(Jarate), EnforceCapitalization(Sapper), EnforceCapitalization(Demoman), EnforceCapitalization(Medic), EnforceCapitalization(Spies), EnforceCapitalization(Dispensers), WordFilter(Medi-?Gun → Medi Gun), WordFilter(Sentry ...) |
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{{Pro}}Melee damage charges the *Rampage* meter and requires 325 to charge<br> | {{Pro}}Melee damage charges the *Rampage* meter and requires 325 to charge<br> | ||
{{Pro}}Once charged, taunt while active to gain 75% damage resistance, full knockback resistance, and a massive speed boost for 10 seconds<br> | {{Pro}}Once charged, taunt while active to gain 75% damage resistance, full knockback resistance, and a massive speed boost for 10 seconds<br> | ||
− | {{Con}}During *Rampage*: No capture rate, cannot switch away, blocks | + | {{Con}}During *Rampage*: No capture rate, cannot switch away, blocks Medic healing, and -25% melee damage<br> |
| | | | ||
{{Neutral}}While active:<br> | {{Neutral}}While active:<br> | ||
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{{Pro}}Melee damage charges the *Rampage* meter and requires 325 to charge<br> | {{Pro}}Melee damage charges the *Rampage* meter and requires 325 to charge<br> | ||
{{Pro}}Once charged, taunt to gain 90% damage resistance, immunity to all critical hits, full knockback resistance, and a massive speed boost for 10 seconds<br> | {{Pro}}Once charged, taunt to gain 90% damage resistance, immunity to all critical hits, full knockback resistance, and a massive speed boost for 10 seconds<br> | ||
− | {{Con}}During *Rampage*: No capture rate, cannot switch away, blocks | + | {{Con}}During *Rampage*: No capture rate, cannot switch away, blocks Medic healing, and -75% melee damage<br> |
|- | |- | ||
<!-- DEMOMAN HERE --> | <!-- DEMOMAN HERE --> | ||
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{{Pro}}When you pick up a health pack, receive 1 pint of Moonshine<br> | {{Pro}}When you pick up a health pack, receive 1 pint of Moonshine<br> | ||
{{Pro}}When missing any health, taunting while active will restore 35 health per pint<br> | {{Pro}}When missing any health, taunting while active will restore 35 health per pint<br> | ||
− | {{Pro}}On hit: Apply | + | {{Pro}}On hit: Apply Jarate and disorientate the target for 2 seconds<br> |
− | {{Con}}On miss: Hit, | + | {{Con}}On miss: Hit, Jarate, and disorientate yourself for 2 seconds<br> |
| | | | ||
{{Pro}}When you pick up a health pack, receive 1 pint of Moonshine<br> | {{Pro}}When you pick up a health pack, receive 1 pint of Moonshine<br> | ||
{{Pro}}When missing any health, taunting while active will restore 35 health per pint<br> | {{Pro}}When missing any health, taunting while active will restore 35 health per pint<br> | ||
{{Pro}}While using Moonshine, you take no damage<br> | {{Pro}}While using Moonshine, you take no damage<br> | ||
− | {{Pro}}On hit: Apply | + | {{Pro}}On hit: Apply Jarate and disorientate the target for 4 seconds<br> |
− | {{Con}}On miss: Hit, | + | {{Con}}On miss: Hit, Jarate, and disorientate yourself for 4 seconds<br> |
|- | |- | ||
| align="center" | [[File:Eyelandertransparent.png|100px]]<br> | | align="center" | [[File:Eyelandertransparent.png|100px]]<br> | ||
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{{Con}}As Damage resistance increases, it increases a damage penalty up to -40%<br> | {{Con}}As Damage resistance increases, it increases a damage penalty up to -40%<br> | ||
{{Con}}Damage resistance and damage penalty are reset upon undeploying<br> | {{Con}}Damage resistance and damage penalty are reset upon undeploying<br> | ||
− | {{Con}}While spun up: No health from health packs, | + | {{Con}}While spun up: No health from health packs, Dispensers, and Medic healing<br> |
|- | |- | ||
| align="center" | [[File:Minigun_IMG.png|100px]]<br> | | align="center" | [[File:Minigun_IMG.png|100px]]<br> | ||
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| | | | ||
While active:<br> | While active:<br> | ||
− | {{Pro}}All nearby enemy | + | {{Pro}}All nearby enemy Spies are automatically de-cloaked and can't cloak while within the radius<br> |
{{Con}}No metal from pickups or dispensers<br> | {{Con}}No metal from pickups or dispensers<br> | ||
{{Con}}Drains 3 metal per second<br> | {{Con}}Drains 3 metal per second<br> | ||
| | | | ||
While active:<br> | While active:<br> | ||
− | {{Pro}}All enemy | + | {{Pro}}All enemy Spies in a large radius are automatically de-cloaked and can't cloak while within the radius<br> |
{{Con}}No metal from pickups or dispensers<br> | {{Con}}No metal from pickups or dispensers<br> | ||
{{Con}}Drains 30 metal per second<br> | {{Con}}Drains 30 metal per second<br> | ||
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| align="center" | | | align="center" | | ||
| | | | ||
− | {{Pro}}Gains one critical hit for each | + | {{Pro}}Gains one critical hit for each Sapper removed<br> |
{{Pro}}One hit destroys any sapper<br> | {{Pro}}One hit destroys any sapper<br> | ||
{{Pro}}+15% repair rate<br> | {{Pro}}+15% repair rate<br> | ||
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{{Con}}Critical damage does the same as mini-crit damage<br> | {{Con}}Critical damage does the same as mini-crit damage<br> | ||
| | | | ||
− | {{Pro}}Gains 10 critical hits for each | + | {{Pro}}Gains 10 critical hits for each Sapper removed<br> |
{{Pro}}One hit destroys any sapper<br> | {{Pro}}One hit destroys any sapper<br> | ||
{{Pro}}+150% repair rate<br> | {{Pro}}+150% repair rate<br> | ||
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| align="center" | | | align="center" | | ||
| | | | ||
− | {{Pro}}On hit: +5% | + | {{Pro}}On hit: +5% Medi Gun healing rate, up to +50%<br> |
{{Neutral}}The bonus healing rate will decay when healing teammates, but not when overhealing<br> | {{Neutral}}The bonus healing rate will decay when healing teammates, but not when overhealing<br> | ||
{{Con}}-25% fire rate<br> | {{Con}}-25% fire rate<br> | ||
{{Con}}-50% clip size<br> | {{Con}}-50% clip size<br> | ||
| | | | ||
− | {{Pro}}On hit: +50% | + | {{Pro}}On hit: +50% Medi Gun healing rate, up to +500%<br> |
{{Neutral}}The bonus healing rate will decay when healing teammates, but not when overhealing<br> | {{Neutral}}The bonus healing rate will decay when healing teammates, but not when overhealing<br> | ||
{{Con}}-250% fire rate<br> | {{Con}}-250% fire rate<br> | ||
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{{Neutral}}When you take damage, the transparency is removed<br> | {{Neutral}}When you take damage, the transparency is removed<br> | ||
{{Con}}No health from packs and healers<br> | {{Con}}No health from packs and healers<br> | ||
− | {{Neutral}}UberCharge: Grants invisibility to your patient and yourself against enemy players. Grants invisibility against enemy | + | {{Neutral}}UberCharge: Grants invisibility to your patient and yourself against enemy players. Grants invisibility against enemy Sentry Guns until your patient attacks.<br> |
| | | | ||
While active:<br> | While active:<br> | ||
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{{Neutral}}When you take damage, the transparency is removed<br> | {{Neutral}}When you take damage, the transparency is removed<br> | ||
{{Con}}No health from packs and healers<br> | {{Con}}No health from packs and healers<br> | ||
− | {{Neutral}}UberCharge: Grants invisibility to your patient and yourself against enemy players. Grants invisibility against enemy | + | {{Neutral}}UberCharge: Grants invisibility to your patient and yourself against enemy players. Grants invisibility against enemy Sentry Guns until your patient attacks.<br> |
|- | |- | ||
| align="center" | [[File:RED_Vaccinator.png|100px]]<br> | | align="center" | [[File:RED_Vaccinator.png|100px]]<br> | ||
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| | | | ||
{{Pro}}Restores a small amount of health when a sapped building is destroyed<br> | {{Pro}}Restores a small amount of health when a sapped building is destroyed<br> | ||
− | {{Con}}-20% | + | {{Con}}-20% Sapper damage<br> |
{{Neutral}}User gains more health depending on the building type and what current level it was when destroyed<br> | {{Neutral}}User gains more health depending on the building type and what current level it was when destroyed<br> | ||
| | | | ||
{{Pro}}Restores health when a sapped building is destroyed<br> | {{Pro}}Restores health when a sapped building is destroyed<br> | ||
− | {{Con}}-100% | + | {{Con}}-100% Sapper damage<br> |
{{Neutral}}User gains more health depending on the building type and what current level it was when destroyed<br> | {{Neutral}}User gains more health depending on the building type and what current level it was when destroyed<br> | ||
|- | |- | ||
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{{Pro}}+50% damage against buildings<br> | {{Pro}}+50% damage against buildings<br> | ||
{{Con}}The Engineer who built the building crits 100% of the time on YOU for 4 seconds after sapping a building<br> | {{Con}}The Engineer who built the building crits 100% of the time on YOU for 4 seconds after sapping a building<br> | ||
− | {{Con}}-50% | + | {{Con}}-50% Sapper health<br> |
| | | | ||
{{Pro}}+100% damage against buildings<br> | {{Pro}}+100% damage against buildings<br> | ||
{{Con}}The Engineer who built the building crits 100% of the time on YOU for 8 seconds after sapping a building<br> | {{Con}}The Engineer who built the building crits 100% of the time on YOU for 8 seconds after sapping a building<br> | ||
− | {{Con}}-99% | + | {{Con}}-99% Sapper health<br> |
|- | |- | ||
| align="center" | [[File:Cloak_and_Dagger.PNG|100px]]<br> | | align="center" | [[File:Cloak_and_Dagger.PNG|100px]]<br> | ||
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{{Pro}}On kill: Gain a bumper car and 50% damage resistance for 10 seconds<br> | {{Pro}}On kill: Gain a bumper car and 50% damage resistance for 10 seconds<br> | ||
{{Con}}While in a bumper car, user can only deal damage by bumping into enemies<br> | {{Con}}While in a bumper car, user can only deal damage by bumping into enemies<br> | ||
− | {{Con}}While active: No turning control while charging ( | + | {{Con}}While active: No turning control while charging (Demoman ONLY)<br> |
{{Neutral}}Bumber car hits will always mini-crit on hit and crit hit if user is traveling fast enough<br> | {{Neutral}}Bumber car hits will always mini-crit on hit and crit hit if user is traveling fast enough<br> | ||
| | | | ||
{{Pro}}On kill: Gain a bumper car, *Strength* Mannpower powerup, and *Resistance* Mannpower powerup for 10 seconds<br> | {{Pro}}On kill: Gain a bumper car, *Strength* Mannpower powerup, and *Resistance* Mannpower powerup for 10 seconds<br> | ||
{{Con}}While in a bumper car, user can only deal damage by bumping into enemies<br> | {{Con}}While in a bumper car, user can only deal damage by bumping into enemies<br> | ||
− | {{Con}}While active: No turning control while charging ( | + | {{Con}}While active: No turning control while charging (Demoman ONLY)<br> |
{{Neutral}}Bumber car hits will always crit hit if user is traveling fast enough<br> | {{Neutral}}Bumber car hits will always crit hit if user is traveling fast enough<br> | ||
|- | |- | ||
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| align="center" | | | align="center" | | ||
| | | | ||
− | {{Pro}}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 | + | {{Pro}}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<br> |
{{Con}}-33% damage<br> | {{Con}}-33% damage<br> | ||
{{Con}}-33% clip size<br> | {{Con}}-33% clip size<br> | ||
| | | | ||
− | {{Pro}}On hit: A percentage of victim's primary ammo (up to 50%), secondary ammo (up to 100%), metal (up to 20%), rage bar (up to 20%), cloak (up to 50%), and/or | + | {{Pro}}On hit: A percentage of victim's primary ammo (up to 50%), secondary ammo (up to 100%), metal (up to 20%), rage bar (up to 20%), cloak (up to 50%), and/or Medi Gun charge (up to 20%) are drained based on damage and current amounts<br> |
{{Con}}-33% damage<br> | {{Con}}-33% damage<br> | ||
{{Con}}-83% clip size<br> | {{Con}}-83% clip size<br> |
Revision as of 02:30, 29 July 2017
“ | 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, Crafting, Agent Silver, Cool Porygon, CHAWLZ.
Unlike Advanced Weaponiser, there is no loadout viewer nor a drop system because all weapons are available to the public.
Contents
Gameplay Demonstration
Custom Weapon Demonstration
Official Server List
Custom TF2 Weapons with Extended MvM Upgrades | USA
Custom TF2 Weapons with Extended MvM Upgrades | EU
Custom TF2 Weapons x10 | USA
Custom TF2 Weapons | USA
Custom TF2 Weapons | EU
TF2Data - Chdata's Custom Weapons | USA
List of weapons
Active weapons
The following weapons are currently available to be equipped.
Active Weapons | ||||
---|---|---|---|---|
Class | Weapon | Authors | Stats | x10 Stats |
Scout |
Primary |
25% life-leech, up to 200% overhealed health |
100% life-leech, up to 1250 overhealed health | |
Primary |
Based on the current shot when you hit an target, this applies a certain debuff for 10 seconds each
Reloading resets the combo |
+50% fire rate
Reloading resets the combo | ||
Primary |
On hit: +2 extra jumps stored |
On hit: +20 extra jumps stored | ||
100px Primary |
Weapon damage increases as health decreases, up to 50% |
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% | ||
100px Secondary |
Damage dealt with your primary weapon increases melee damage |
Damage dealt with your primary weapon increases melee damage | ||
Secondary |
+250% air control on wearer |
Full air control on wearer | ||
100px Secondary |
Minimal damage falloff |
Shot is crit-boosted | ||
Secondary |
On drink: Gain up to 125 health over a short period of time |
On drink: Gain up to 125 health over a short period of time | ||
100px Secondary |
On hit with your melee: Refills 2 Shurikens, up to 10 can be held |
Crits whenever it would normally mini-crit | ||
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 75% sentry bullet damage resistance and 100% reduction in push force taken from damage or airblasts for 10 seconds |
All damage charges the *Handiness* meter, alt-fire (while active) to gain 100% sentry bullet damage resistance and 100% reduction in push force taken from damage or airblasts for 10 seconds | ||
100px Melee |
On kill: Gain a speed boost for 6 seconds |
On kill: Gain a speed boost for 12 seconds | ||
100px Melee |
While active: |
While active: | ||
100px Melee |
While active: |
While active: | ||
Soldier |
Primary |
25% push force against both enemy players and the user |
250% push force against both enemy players and the user | |
Primary |
While active: |
While active: | ||
Primary |
Deals mini-crits on direct hits while explosive jumping |
Deals crits on direct hits while explosive jumping | ||
Primary |
20% bonus max primary ammo on wearer |
200% bonus max primary ammo on wearer | ||
Secondary |
+20% fire rate and +10% reload speed for your primary weapon |
+40% fire rate and +20% reload speed for your primary weapon | ||
Secondary |
10% damage taken by teammates in a large radius applies to you that can charge your *Rage* meter |
10% damage taken by teammates in a very large radius applies to you that can charge your *Rage* meter | ||
Secondary |
On wearer: User is able to see friendly players and buildings |
On wearer: User is able to see friendly players and buildings | ||
Secondary |
15% ammo regenerated every 5 seconds on wearer |
150% ammo regenerated every 5 seconds on wearer | ||
Secondary |
Immunity from all debuffs on wearer |
Immunity from all debuffs on wearer | ||
Secondary |
Deals crits and gains +25% fire rate while explosive jumping |
Deals crits and gains +100% fire rate while explosive jumping | ||
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 speed boost, up to 5 |
On kill with any weapon: Stores one speed boost, up to 5 | ||
Melee |
User performs an earthquake after landing an explosive jump to knockback enemies |
User performs an large earthquake after landing an explosive jump to knockback enemies | ||
Pyro |
Primary |
+66% afterburn damage |
+330% afterburn damage | |
Primary |
Alt-fire: Creates a Fireblast, it ignites players in the radius, and deals mini-crits vs burning players |
Alt-fire: Creates a Fireblast, it ignites players in the radius, and deals mini-crits vs burning players | ||
Primary |
Looking down (or jumping) while attacking will launch you (or pull you) through the air |
Full air control on wearer | ||
Secondary |
On hit: Reset enemy afterburn duration |
On hit: Reset enemy afterburn duration | ||
Secondary |
Shoots 4 extra flares |
Shoots 9 extra flares | ||
Secondary |
100% mini-crit hit vs burning players |
100% mini-crit hit vs burning players | ||
Secondary |
+40% switch speed to your melee from this weapon |
+100% switch speed to your melee from this weapon | ||
Melee |
+40% switch speed to your secondary from this weapon |
+100% switch speed to your secondary from this weapon | ||
Melee |
On hit: Generate +25% souls |
On hit: Generate +50% souls | ||
Melee |
While active: |
While active: | ||
Demoman |
Primary |
On wearer: |
On wearer: | |
Primary |
Performs a small earthquake after landing an explosive jump to knockback enemies |
Performs a small earthquake after landing an explosive jump to knockback enemies | ||
Primary |
+50% clip size |
+100% clip size | ||
Primary |
On hit: Recharge equipped shield by 20% |
On hit: Recharge equipped shield by 100% | ||
Primary |
On hit: Ignite target for up to 4 seconds |
On hit: Ignite target for up to 40 seconds | ||
Secondary |
While charging: 75% damage resistance and full knockback resistance |
While charging: 90% damage 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 15 damage from attacks that deal 40 damage or more |
This shield blocks 15 damage from attacks that deal 40 damage or more | ||
Secondary |
Up to +100% explosion radius based on charge |
Up to +1000% explosion radius based on charge | ||
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 pint of Moonshine |
When you pick up a health pack, receive 1 pint of Moonshine | ||
Melee |
While active: |
While active: | ||
Melee |
On kill: Gain a 5 second speed boost |
On kill: Gain a 25 second speed boost | ||
Heavy |
Primary |
While spun up: Grants immunity from all debuffs on wearer |
While spun up: Grants immunity from all debuffs on wearer | |
Primary |
+10% critical and mini-crit damage |
+100% critical and mini-crit damage | ||
Primary |
Bullets penetrate all enemies |
Bullets penetrate all enemies | ||
Primary |
While active: |
While active: | ||
Secondary |
All damage dealt charges the Electroshock meter and requires 750 damage |
All damage dealt charges the Electroshock meter and requires 375 damage | ||
Secondary |
25% headshot damage resistance on wearer |
50% headshot damage resistance on wearer | ||
Secondary |
On kill: Increase move speed on wearer to move as fast as a Scout after 5 kills |
On hit: Gain a 2 speed boost | ||
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 | ||
Melee |
While active: |
While active: | ||
Melee |
While active: |
While active: | ||
Engineer |
Primary |
On hit friendly building: +15 upgrade and +15 repair |
On hit friendly building: +150 upgrade and +150 repair | |
Primary |
On kill: +20 maximum metal and +5% damage, up to 10 stacks |
On kill: +20 maximum metal and +5% damage, up to 50 stacks | ||
Primary |
On kill: +20 maximum metal and +5% damage, up to 10 stacks |
On kill: +20 maximum metal and +5% damage, up to 50 stacks | ||
Secondary |
No self inflicted blast damage taken |
While active: | ||
Secondary |
While active: |
While active: | ||
Secondary |
While active: |
While active: | ||
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 | ||
Melee |
User gains charge when buildings are used effectively |
User gains charge when buildings are used effectively | ||
Medic |
Primary |
Deals up to +50% damage based on your current UberCharge |
Deals up to +100% damage based on your current UberCharge | |
Primary |
On hit: +5% Medi Gun healing rate, up to +50% |
On hit: +50% Medi Gun healing rate, up to +500% | ||
Secondary |
5% of your damage dealt and 2.5% of your patient's damage dealt is converted to UberCharge |
10% of your damage dealt and 5% of your patient's damage dealt is converted to UberCharge | ||
Secondary |
+200% overheal time |
+600% overheal time | ||
Secondary |
While active: |
While active: | ||
Secondary |
While active: |
While active: | ||
Secondary |
+25% heal rate |
+50% heal rate | ||
Melee |
On hit: Bleed for 6 seconds |
On hit: Bleed for 30 seconds | ||
Melee |
100% critical hit vs the enemy who killed your healing target for the next 8 seconds |
100% critical hit vs the enemy who killed your healing target for the next 40 seconds | ||
Melee |
While active: |
While active: | ||
Melee |
On hit: +20% UberCharge rate, up to +100% |
On hit: +200% UberCharge rate, up to +1000% | ||
Sniper |
Primary |
Arrows can bounce up to 3 times |
Arrows can bounce up to 30 times | |
Primary |
On scoped shot: Applies bleeding and fire for 1 second |
On scoped shot: Applies bleeding and fire for 5 second | ||
Primary |
While scoped: Slowly fade to be almost fully transparent |
While scoped: Slowly fade to be NEARLY fully transparent | ||
Primary |
On headshot: Deals 20% explosive damage to all nearby enemies in radius |
On headshot: Deals 50% explosive damage to all nearby enemies in a large radius | ||
Primary |
Damage combo system: |
Damage combo system: | ||
Secondary |
+15% damage for primary and melee weapons |
+30% damage for primary and melee weapons | ||
Secondary |
When you take damage from behind, Jarate all nearby enemies for 3 seconds with a 10 second cooldown |
When you take damage from behind, Jarate all nearby enemies for 6 seconds with a 5 second cooldown | ||
Secondary |
+25% damage |
+250% damage | ||
Secondary |
Damage increases by +5% on hit, up to maximum +100% |
Damage increases by +10% on hit, up to maximum +200% | ||
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 | ||
Melee |
This weapon deploys 25% faster |
This weapon deploys 100% faster | ||
Melee |
Wearer never take fall damage |
Wearer never take fall damage | ||
Melee |
On hit: Gain +25% charge rate for your primary weapon |
On hit: Gain +50% charge rate for your primary weapon | ||
Melee |
While active: |
While active: | ||
Spy |
Secondary |
This weapon deploys 25% faster |
This weapon deploys 100% faster | |
Secondary |
On hit: Target is marked for death, slowed down by 15%, and is highlighted to make them be seen through walls for 8 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 | ||
Secondary |
No ammo spent on successful hits |
Crits on headshot | ||
Melee |
Instantly cloak after a backstab and infect the victim with a plague |
Instantly cloak after a backstab and infect the victim with a plague | ||
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) | ||
Building |
Restores a small amount of health when a sapped building is destroyed |
Restores health when a sapped building is destroyed | ||
Building |
+50% damage against buildings |
+100% damage against buildings | ||
PDA 2 |
While cloaked: +5 health regenerated per second |
While cloaked: +50 health regenerated per second | ||
PDA 2 |
On use if moving: User will leap in the direction when used |
On use if moving: User will leap in the direction when used | ||
Scout, Soldier, Pyro, Demoman, Heavy, Medic, Sniper | Melee |
+25% damage against the same class type |
+100% damage against the same class type | |
Melee |
On kill: Gain a bumper car and 50% damage resistance for 10 seconds |
On kill: Gain a bumper car, *Strength* Mannpower powerup, and *Resistance* Mannpower powerup for 10 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 50%), secondary ammo (up to 100%), metal (up to 20%), rage bar (up to 20%), cloak (up to 50%), and/or Medi Gun charge (up to 20%) are drained based on damage and current amounts | ||
On kill: Increase clip size by 1 shot, up to 8 shots |
Hold fire to load up your shots and release fire to unleash the barrage |
Current Development Team
Chdata - Main Plugin Developer
Crafting - Main Developer, YouTube, Steam Group, & Server Owner
KarmaCharger - Team Fortress 2 Wiki Contributor and Weapon Demonstrator
Agent Silver - Custom Attribute Developer
Cool Porygon - Custom Attribute Developer
CHAWLZ - Custom Attribute Developer
Former Development Members
MasterOfTheXP - Original Author and Main Plugin Developer
Theray070696 - Custom Attribute Developer & Main Plugin Developer
404 - Developer
Deathreus - 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 Steam Group
- Official YouTube Channel
- Official Discord Channel
- Official Twitch Channel
- Official Twitter
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