Difference between revisions of "User:SofiPandaRights/Custom Weapons"
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m (→List of active weapons: Grammar check) |
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{{Pro}}On hit with your melee: Refills 2 Shurikens, up to 10 can be held<br> | {{Pro}}On hit with your melee: Refills 2 Shurikens, up to 10 can be held<br> | ||
− | {{Pro}}Mini-crits when fired target's back from close range<br> | + | {{Pro}}Mini-crits when fired at target's back from close range<br> |
{{Con}}No recharge rate<br> | {{Con}}No recharge rate<br> | ||
| | | | ||
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{{Pro}}+30% fire rate<br> | {{Pro}}+30% fire rate<br> | ||
{{Pro}}On hit: +15% evasiveness<br> | {{Pro}}On hit: +15% evasiveness<br> | ||
− | {{Con}} | + | {{Con}}For every 2 non-melee damage taken, 1% evasiveness is removed<br> |
− | {{Con}} | + | {{Con}}For every 3 melee damage taken, 1% evasiveness is removed<br> |
{{Con}}Minimal damage<br> | {{Con}}Minimal damage<br> | ||
{{Neutral}}Evasiveness is the chance to auto-dodge any damage taken<br> | {{Neutral}}Evasiveness is the chance to auto-dodge any damage taken<br> | ||
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{{Pro}}+60% fire rate<br> | {{Pro}}+60% fire rate<br> | ||
{{Pro}}On hit: +30% evasiveness<br> | {{Pro}}On hit: +30% evasiveness<br> | ||
− | {{Con}} | + | {{Con}}For every 2 non-melee damage taken, 1% evasiveness is removed<br> |
− | {{Con}} | + | {{Con}}For every 3 melee damage taken, 1% evasiveness is removed<br> |
{{Con}}Minimal damage<br> | {{Con}}Minimal damage<br> | ||
{{Neutral}}Evasiveness is the chance to auto-dodge any damage taken<br> | {{Neutral}}Evasiveness is the chance to auto-dodge any damage taken<br> | ||
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[http://steamcommunity.com/sharedfiles/filedetails/?id=521288092/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=521288092/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}25% push force against both enemy players and the user<br> | + | {{Pro}}+25% push force against both enemy players and the user<br> |
{{Con}}-25% projectile speed<br> | {{Con}}-25% projectile speed<br> | ||
{{Con}}-15% explosion radius<br> | {{Con}}-15% explosion radius<br> | ||
| | | | ||
− | {{Pro}}250% push force against both enemy players and the user<br> | + | {{Pro}}+250% push force against both enemy players and the user<br> |
{{Pro}}Wearer never takes falling damage<br> | {{Pro}}Wearer never takes falling damage<br> | ||
{{Con}}-50% projectile speed<br> | {{Con}}-50% projectile speed<br> | ||
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{{Neutral}}While active:<br> | {{Neutral}}While active:<br> | ||
− | {{Neutral}}Rockets are | + | {{Neutral}}Rockets are fully controllable and can be toggled by alt-fire<br> |
{{Con}}-25% explosion radius<br> | {{Con}}-25% explosion radius<br> | ||
{{Con}}+50% falloff damage penalty<br> | {{Con}}+50% falloff damage penalty<br> | ||
| | | | ||
{{Neutral}}While active:<br> | {{Neutral}}While active:<br> | ||
− | {{Neutral}}Rockets are | + | {{Neutral}}Rockets are fully controllable and can be toggled by alt-fire<br> |
|- | |- | ||
| align="center" | [[File: Splitfire.png|100px]]<br> | | align="center" | [[File: Splitfire.png|100px]]<br> | ||
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{{Neutral}}While active:<br> | {{Neutral}}While active:<br> | ||
{{Pro}}User performs an earthquake (350 hammer units) after landing an explosive jump to knockback and damage enemies (up to 50 damage)<br> | {{Pro}}User performs an earthquake (350 hammer units) after landing an explosive jump to knockback and damage enemies (up to 50 damage)<br> | ||
− | {{Pro}}The closer you are to enemies the more knockback and damage you will deal<br> | + | {{Pro}}The closer you are to enemies, the more knockback and damage you will deal<br> |
{{Con}}-25% fire rate<br> | {{Con}}-25% fire rate<br> | ||
{{Con}}-25% damage<br> | {{Con}}-25% damage<br> | ||
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{{Neutral}}While active:<br> | {{Neutral}}While active:<br> | ||
{{Pro}}User performs a large earthquake (700 hammer units) after landing an explosive jump to knockback and damage enemies (up to 50 damage)<br> | {{Pro}}User performs a large earthquake (700 hammer units) after landing an explosive jump to knockback and damage enemies (up to 50 damage)<br> | ||
− | {{Pro}}The closer you are to enemies the more knockback and damage you will deal<br> | + | {{Pro}}The closer you are to enemies, the more knockback and damage you will deal<br> |
{{Con}}-250% fire rate<br> | {{Con}}-250% fire rate<br> | ||
{{Con}}-99% damage<br> | {{Con}}-99% damage<br> | ||
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{{Pro}}+25% flame distance<br> | {{Pro}}+25% flame distance<br> | ||
− | {{Pro}}+100% afterburn damage<br> | + | {{Pro}}+100% [[Fire|afterburn]] damage<br> |
{{Con}}-75% damage vs players<br> | {{Con}}-75% damage vs players<br> | ||
{{Neutral}}Extinguishing teammates restores 10 health<br> | {{Neutral}}Extinguishing teammates restores 10 health<br> | ||
| | | | ||
{{Pro}}+50% flame distance<br> | {{Pro}}+50% flame distance<br> | ||
− | {{Pro}}+200% afterburn damage<br> | + | {{Pro}}+200% [[Fire|afterburn]] damage<br> |
{{Con}}-99% damage vs players<br> | {{Con}}-99% damage vs players<br> | ||
{{Neutral}}Extinguishing teammates restores 20 health<br> | {{Neutral}}Extinguishing teammates restores 20 health<br> | ||
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[http://gamebanana.com/skins/140768/ Gamebanana Link]<br /> | [http://gamebanana.com/skins/140768/ Gamebanana Link]<br /> | ||
| | | | ||
− | {{Pro}}On hit: Reset enemy afterburn duration<br> | + | {{Pro}}On hit: Reset enemy [[Fire|afterburn]] duration<br> |
{{Pro}}Shotgun and afterburn damage scales up to +66% if the enemy has been burning up to 15 seconds<br> | {{Pro}}Shotgun and afterburn damage scales up to +66% if the enemy has been burning up to 15 seconds<br> | ||
{{Con}}-20% fire rate<br> | {{Con}}-20% fire rate<br> | ||
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{{Con}}+50% falloff damage penalty<br> | {{Con}}+50% falloff damage penalty<br> | ||
| | | | ||
− | {{Pro}}On hit: Reset enemy afterburn duration<br> | + | {{Pro}}On hit: Reset enemy [[Fire|afterburn]] duration<br> |
{{Pro}}Shotgun and afterburn damage scales up to +132% if the enemy has been burning up to 30 seconds<br> | {{Pro}}Shotgun and afterburn damage scales up to +132% if the enemy has been burning up to 30 seconds<br> | ||
{{Con}}-40% fire rate<br> | {{Con}}-40% fire rate<br> | ||
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{{Pro}}+500% air control when sticky jumping<br> | {{Pro}}+500% air control when sticky jumping<br> | ||
{{Pro}}Never take fall damage<br> | {{Pro}}Never take fall damage<br> | ||
− | {{Con}}25% | + | {{Con}}25% increase in push force taken from damage and airblasts<br> |
{{Con}}-50 max health<br> | {{Con}}-50 max health<br> | ||
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{{Pro}}Full air control when sticky jumping<br> | {{Pro}}Full air control when sticky jumping<br> | ||
{{Pro}}Never take fall damage<br> | {{Pro}}Never take fall damage<br> | ||
− | {{Con}}250% | + | {{Con}}250% increase in push force taken from damage and airblasts<br> |
{{Con}}-500 max health<br> | {{Con}}-500 max health<br> | ||
|- | |- | ||
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[http://steamcommunity.com/sharedfiles/filedetails/?id=229943267/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=229943267/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}Damage dealt with this weapon generates rage | + | {{Pro}}Damage dealt with this weapon generates rage: press the Special-Attack key when fully charged to activate knockback for a short duration.<br> |
{{Pro}}Bullets penetrate all enemies<br> | {{Pro}}Bullets penetrate all enemies<br> | ||
{{Pro}}+300% bullets per shot<br> | {{Pro}}+300% bullets per shot<br> | ||
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{{Con}}Wearer cannot carry the intelligence briefcase<br> | {{Con}}Wearer cannot carry the intelligence briefcase<br> | ||
| | | | ||
− | {{Pro}}On hit: Gain a 2 speed boost<br> | + | {{Pro}}On hit: Gain a 2-second speed boost<br> |
{{Pro}}On kill: Increase move speed on wearer, up to +60% after 5 kills<br> | {{Pro}}On kill: Increase move speed on wearer, up to +60% after 5 kills<br> | ||
{{Con}}On kill: -2.5% damage, up to -12.5% in total after 5 kills<br> | {{Con}}On kill: -2.5% damage, up to -12.5% in total after 5 kills<br> | ||
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{{Pro}}On hit friendly building: +15 upgrade and +15 repair<br> | {{Pro}}On hit friendly building: +15 upgrade and +15 repair<br> | ||
{{Pro}}On hit friendly building: Restores 5% sentry ammo and 1 sentry rocket<br> | {{Pro}}On hit friendly building: Restores 5% sentry ammo and 1 sentry rocket<br> | ||
− | {{Pro}}Damage removes Sappers ( | + | {{Pro}}Damage removes Sappers (but requires 4 hits)<br> |
{{Con}}-25% metal from pickups or dispensers<br> | {{Con}}-25% metal from pickups or dispensers<br> | ||
{{Con}}-25% damage<br> | {{Con}}-25% damage<br> | ||
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{{Pro}}On hit friendly building: +150 upgrade and +150 repair<br> | {{Pro}}On hit friendly building: +150 upgrade and +150 repair<br> | ||
{{Pro}}On hit friendly building: Restores 10% sentry ammo and 2 sentry rocket<br> | {{Pro}}On hit friendly building: Restores 10% sentry ammo and 2 sentry rocket<br> | ||
− | {{Pro}}Damage removes Sappers ( | + | {{Pro}}Damage removes Sappers (but requires 4 hits)<br> |
{{Con}}No metal from pickups or dispensers<br> | {{Con}}No metal from pickups or dispensers<br> | ||
{{Con}}-25% damage<br> | {{Con}}-25% damage<br> | ||
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[http://steamcommunity.com/sharedfiles/filedetails/?id=622928860/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=622928860/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}Firing speed increases by 5% for each time your teleporter is used, up to +50% ( | + | {{Pro}}Firing speed increases by 5% for each time your teleporter is used, up to +50% (requires 10 uses for max fire rate)<br> |
{{Con}}+25% metal cost when constructing or upgrading teleporters<br> | {{Con}}+25% metal cost when constructing or upgrading teleporters<br> | ||
{{Con}}-20% damage<br> | {{Con}}-20% damage<br> | ||
{{Neutral}}Fire rate bonus is reset on death or if one of your Teleporters is destroyed<br> | {{Neutral}}Fire rate bonus is reset on death or if one of your Teleporters is destroyed<br> | ||
| | | | ||
− | {{Pro}}Firing speed increases by 10% for each time your teleporter is used, up to +100% ( | + | {{Pro}}Firing speed increases by 10% for each time your teleporter is used, up to +100% (requires 10 uses for max fire rate)<br> |
{{Con}}+50% metal cost when constructing or upgrading teleporters<br> | {{Con}}+50% metal cost when constructing or upgrading teleporters<br> | ||
{{Con}}-40% damage<br> | {{Con}}-40% damage<br> | ||
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{{Pro}}Hold *Mouse 1* to utilize a *Attraction* meter to move ammo/health packs in a large radius towards you (675 hammer units)<br> | {{Pro}}Hold *Mouse 1* to utilize a *Attraction* meter to move ammo/health packs in a large radius towards you (675 hammer units)<br> | ||
− | {{Neutral}}While using the *Attraction* meter, drains 20 metal per second. Attraction only | + | {{Neutral}}While using the *Attraction* meter, drains 20 metal per second. Attraction only lasts for 5 seconds and requires a 15 seconds cooldown.<br> |
| | | | ||
{{Pro}}Hold *Mouse 1* to utilize a *Attraction* meter to move ammo/health packs in a large radius towards you (1350 hammer units)<br> | {{Pro}}Hold *Mouse 1* to utilize a *Attraction* meter to move ammo/health packs in a large radius towards you (1350 hammer units)<br> | ||
− | {{Neutral}}While using the *Attraction* meter, drains 10 metal per second. Attraction only | + | {{Neutral}}While using the *Attraction* meter, drains 10 metal per second. Attraction only lasts for 10 seconds and requires a 7.5 seconds cooldown.<br> |
|- | |- | ||
| align="center" | [[File: Welder_Gun.png|100px]]<br> | | align="center" | [[File: Welder_Gun.png|100px]]<br> | ||
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[http://steamcommunity.com/sharedfiles/filedetails/?id=634068461/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=634068461/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}Deals up to +50% damage based on your current | + | {{Pro}}Deals up to +50% damage based on your current ÜberCharge<br> |
{{Pro}}Arrow can headshot for +100% damage<br> | {{Pro}}Arrow can headshot for +100% damage<br> | ||
− | {{Con}}Doesn't gain | + | {{Con}}Doesn't gain ÜberCharge on hit<br> |
{{Con}}Cannot heal teammates on hit<br> | {{Con}}Cannot heal teammates on hit<br> | ||
{{Neutral}}Weapon uses normal damage falloff and headshot is also affected by damage falloff<br> | {{Neutral}}Weapon uses normal damage falloff and headshot is also affected by damage falloff<br> | ||
| | | | ||
− | {{Pro}}Deals up to +100% damage based on your current | + | {{Pro}}Deals up to +100% damage based on your current ÜberCharge<br> |
{{Pro}}Arrow can headshot for +100% damage<br> | {{Pro}}Arrow can headshot for +100% damage<br> | ||
{{Con}}Cannot heal teammates on hit<br> | {{Con}}Cannot heal teammates on hit<br> | ||
− | {{Con}}Doesn't gain | + | {{Con}}Doesn't gain ÜberCharge on hit<br> |
{{Neutral}}Weapon uses normal damage falloff and headshot is also affected by damage falloff<br> | {{Neutral}}Weapon uses normal damage falloff and headshot is also affected by damage falloff<br> | ||
|- | |- | ||
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[http://steamcommunity.com/sharedfiles/filedetails/?id=439001431/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=439001431/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}5% of your damage dealt and 2.5% of your patient's damage dealt is converted to | + | {{Pro}}5% of your damage dealt and 2.5% of your patient's damage dealt is converted to ÜberCharge<br> |
− | {{Con}}-25% | + | {{Con}}-25% ÜberCharge rate<br> |
{{Neutral}}ÜberCharge provides all 3 banner effects for yourself and patient only<br> | {{Neutral}}ÜberCharge provides all 3 banner effects for yourself and patient only<br> | ||
| | | | ||
− | {{Pro}}25% of your damage dealt and 12.5% of your patient's damage dealt is converted to | + | {{Pro}}25% of your damage dealt and 12.5% of your patient's damage dealt is converted to ÜberCharge<br> |
− | {{Con}}-100% | + | {{Con}}-100% ÜberCharge rate<br> |
{{Neutral}}ÜberCharge provides all 3 banner effects for yourself and patient only<br> | {{Neutral}}ÜberCharge provides all 3 banner effects for yourself and patient only<br> | ||
|- | |- | ||
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[http://steamcommunity.com/sharedfiles/filedetails/?id=487422055/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=487422055/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}+20% | + | {{Pro}}+20% ÜberCharge rate<br> |
{{Pro}}+500% overheal time<br> | {{Pro}}+500% overheal time<br> | ||
− | {{Neutral}} | + | {{Neutral}}ÜberCharge: Increases overheal cap by 50% and overheal build rate by 200%<br> |
| | | | ||
− | {{Pro}}+200% | + | {{Pro}}+200% ÜberCharge rate<br> |
{{Pro}}No overheal decay<br> | {{Pro}}No overheal decay<br> | ||
− | {{Neutral}} | + | {{Neutral}}ÜberCharge: Increases overheal cap by 150% and overheal build rate by 200%<br> |
|- | |- | ||
| align="center" | [[File: Critical_Transmission.png|100px]]<br> | | align="center" | [[File: Critical_Transmission.png|100px]]<br> | ||
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[http://steamcommunity.com/sharedfiles/filedetails/?id=513923603/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=513923603/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}+20% | + | {{Pro}}+20% ÜberCharge rate<br> |
{{Pro}}While healing: User slowly becomes nearly fully transparent over 5 seconds<br> | {{Pro}}While healing: User slowly becomes nearly fully transparent over 5 seconds<br> | ||
− | {{Pro}}While healing: Grants transparency to any nearby allies or disguised Spies in a large radius (900 hammer units) | + | {{Pro}}While healing: Grants transparency to any nearby allies or disguised Spies in a large radius (900 hammer units); the amount is based on how close your allies are to you<br> |
− | {{Neutral}} | + | {{Neutral}}ÜberCharge: Grants invisibility to your patient and yourself against enemy players. Grants invisibility against enemy Sentry Guns until your patient attacks.<br> |
| | | | ||
− | {{Pro}}+200% | + | {{Pro}}+200% ÜberCharge rate<br> |
{{Pro}}While healing: User slowly becomes VERY nearly fully transparent over 2.5 seconds<br> | {{Pro}}While healing: User slowly becomes VERY nearly fully transparent over 2.5 seconds<br> | ||
− | {{Pro}}While healing: Grants transparency to any nearby allies or disguised Spies in a large radius (1800 hammer units) | + | {{Pro}}While healing: Grants transparency to any nearby allies or disguised Spies in a large radius (1800 hammer units); the amount is based on how close your allies are to you<br> |
− | {{Neutral}} | + | {{Neutral}}ÜberCharge: Grants invisibility to your patient and yourself against enemy players. Grants invisibility against enemy Sentry Guns until your patient attacks.<br> |
|- | |- | ||
| align="center" | [[File: Der_Schmerzschild.png|100px]]<br> | | align="center" | [[File: Der_Schmerzschild.png|100px]]<br> | ||
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{{Neutral}}While active:<br> | {{Neutral}}While active:<br> | ||
− | {{Pro}}Passively regenerates 1/2% | + | {{Pro}}Passively regenerates 1/2% Übercharge per second<br> |
{{Pro}}Any damage taken (except for mini-crit or critical damage) is split between your charge (25%) and health (75%)<br> | {{Pro}}Any damage taken (except for mini-crit or critical damage) is split between your charge (25%) and health (75%)<br> | ||
{{Con}}Move speed decreases based on charge, up to -15%<br> | {{Con}}Move speed decreases based on charge, up to -15%<br> | ||
− | {{Neutral}} | + | {{Neutral}}ÜberCharge: Automatically uses 30% charge when your patient goes below 20% health to restore 50% of their health and up to 10% of your health. ÜberCharge can be manually used without a patient to restore 20% of your health at the cost of 10% charge.<br> |
| | | | ||
{{Neutral}}While active:<br> | {{Neutral}}While active:<br> | ||
− | {{Pro}}Passively regenerates 1% | + | {{Pro}}Passively regenerates 1% Übercharge per second<br> |
{{Pro}}Any damage taken (except for mini-crit or critical damage) is split between your charge (75%) and health (25%)<br> | {{Pro}}Any damage taken (except for mini-crit or critical damage) is split between your charge (75%) and health (25%)<br> | ||
{{Con}}Move speed decreases based on charge, up to -30%<br> | {{Con}}Move speed decreases based on charge, up to -30%<br> | ||
− | {{Neutral}} | + | {{Neutral}}ÜberCharge: Automatically uses 15% charge when your patient goes below 20% health to restore 75% of their health and up to 15% of your health. ÜberCharge can be manually used without a patient to restore 40% of your health at the cost of 5% charge.<br> |
|- | |- | ||
| align="center" | [[File: Recycled_Replenisher.png|100px]]<br> | | align="center" | [[File: Recycled_Replenisher.png|100px]]<br> | ||
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{{Neutral}}User is able to heal multiple patients based on a radius from your main patient, but healing is reduced somewhat on your your main patient and more on the extras<br> | {{Neutral}}User is able to heal multiple patients based on a radius from your main patient, but healing is reduced somewhat on your your main patient and more on the extras<br> | ||
{{Neutral}}Your extra patients being healed will only heal if not at full health and you can only overheal your main patient<br> | {{Neutral}}Your extra patients being healed will only heal if not at full health and you can only overheal your main patient<br> | ||
− | {{Neutral}} | + | {{Neutral}}ÜberCharge: All nearby teammates gain +25% fire rate and reload speed. Your patient gains +60% fire rate, +60% reload speed, +100% clip size, and +75% move speed bonus.<br> |
| | | | ||
{{Pro}}+50% heal rate<br> | {{Pro}}+50% heal rate<br> | ||
{{Neutral}}User is able to heal multiple patients based on a radius from your main patient, but healing is reduced somewhat on your your main patient and more on the extras<br> | {{Neutral}}User is able to heal multiple patients based on a radius from your main patient, but healing is reduced somewhat on your your main patient and more on the extras<br> | ||
{{Neutral}}Your extra patients being healed will only heal if not at full health and you can only overheal your main patient<br> | {{Neutral}}Your extra patients being healed will only heal if not at full health and you can only overheal your main patient<br> | ||
− | {{Neutral}} | + | {{Neutral}}ÜberCharge: All nearby teammates gain +50% fire rate, +50% reload speed, +100% clip size, and +30% move speed. Your patient also gains additional +25% fire rate, +25% reload speed, speed bonus, and infinite air jumps.<br> |
|- | |- | ||
| align="center" | [[File: Bio_Syringe.png|100px]]<br> | | align="center" | [[File: Bio_Syringe.png|100px]]<br> | ||
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| | | | ||
{{Pro}}Allows you to see teammates and their health through walls<br> | {{Pro}}Allows you to see teammates and their health through walls<br> | ||
− | {{Pro}}Alt-fire to use your | + | {{Pro}}Alt-fire to use your ÜberCharge in 8% increments for a 4 second speed boost<br> |
{{Con}}Cannot switch away from your melee weapon while speed boosted<br> | {{Con}}Cannot switch away from your melee weapon while speed boosted<br> | ||
{{Con}}-25% fire rate<br> | {{Con}}-25% fire rate<br> | ||
| | | | ||
{{Pro}}Allows you to see teammates and their health through walls<br> | {{Pro}}Allows you to see teammates and their health through walls<br> | ||
− | {{Pro}}Alt-fire to use your | + | {{Pro}}Alt-fire to use your ÜberCharge in 4% increments for a 8 second speed boost<br> |
{{Con}}Cannot switch away from your melee weapon while speed boosted<br> | {{Con}}Cannot switch away from your melee weapon while speed boosted<br> | ||
{{Con}}-250% fire rate<br> | {{Con}}-250% fire rate<br> | ||
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| align="center" | [[File: UberSyringe.png|100px]]<br> | | align="center" | [[File: UberSyringe.png|100px]]<br> | ||
<small>[[Melee]]</small><br> | <small>[[Melee]]</small><br> | ||
− | ''' | + | '''ÜberSyringe''' |
| align="center" | | | align="center" | | ||
[http://gamebanana.com/skins/144706/ Gamebanana Link]<br /> | [http://gamebanana.com/skins/144706/ Gamebanana Link]<br /> | ||
| | | | ||
− | {{Pro}}On hit: +25% | + | {{Pro}}On hit: +25% ÜberCharge rate, up to +150%<br> |
− | {{Con}}Two | + | {{Con}}Two ÜberCharge stacks are lost when Uber is deployed<br> |
− | {{Con}}On hit: -10% | + | {{Con}}On hit: -10% ÜberCharge<br> |
| | | | ||
{{Pro}}On hit: +250% UberCharge rate, up to +1500%<br> | {{Pro}}On hit: +250% UberCharge rate, up to +1500%<br> | ||
{{Con}}One UberCharge stack is lost when Uber is deployed<br> | {{Con}}One UberCharge stack is lost when Uber is deployed<br> | ||
− | {{Con}}On hit: -100% | + | {{Con}}On hit: -100% ÜberCharge<br> |
|- | |- | ||
|} | |} | ||
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{{Pro}}+25% damage for each time an arrow bounces<br> | {{Pro}}+25% damage for each time an arrow bounces<br> | ||
{{Pro}}Arrows penetrates all enemies<br> | {{Pro}}Arrows penetrates all enemies<br> | ||
− | {{Con}}+25% falloff damage (including mini-crits and critical hits<br> | + | {{Con}}+25% falloff damage (including mini-crits and critical hits)<br> |
{{Con}}Mini-crits on headshots<br> | {{Con}}Mini-crits on headshots<br> | ||
| | | | ||
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{{Pro}}+50% damage for each time an arrow bounces<br> | {{Pro}}+50% damage for each time an arrow bounces<br> | ||
{{Pro}}Arrows penetrates all enemies<br> | {{Pro}}Arrows penetrates all enemies<br> | ||
− | {{Con}}+50% falloff damage (including mini-crits and critical hits<br> | + | {{Con}}+50% falloff damage (including mini-crits and critical hits)<br> |
{{Con}}Mini-crits on headshots<br> | {{Con}}Mini-crits on headshots<br> | ||
|- | |- | ||
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[http://steamcommunity.com/sharedfiles/filedetails/?id=309245150/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=309245150/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}+15% damage for primary and melee weapons ( | + | {{Pro}}+15% damage for primary and melee weapons (including debuffs you inflict on enemies)<br> |
{{Pro}}+40% max primary ammo on wearer<br> | {{Pro}}+40% max primary ammo on wearer<br> | ||
| | | | ||
− | {{Pro}}+30% damage for primary and melee weapons ( | + | {{Pro}}+30% damage for primary and melee weapons (including debuffs you inflict on enemies)<br> |
{{Pro}}+80% max primary ammo on wearer<br> | {{Pro}}+80% max primary ammo on wearer<br> | ||
|- | |- | ||
Line 2,023: | Line 2,023: | ||
{{Con}}While active: -25% critical damage (Demoman ONLY)<br> | {{Con}}While active: -25% critical damage (Demoman ONLY)<br> | ||
{{Con}}-10% fire rate<br> | {{Con}}-10% fire rate<br> | ||
− | {{Neutral}} | + | {{Neutral}}Bumper car hits will always mini-crit on hit and always crit if user is traveling fast enough<br> |
| | | | ||
{{Pro}}On kill: Gain a bumper car, *Strength* Mannpower powerup, and *Resistance* Mannpower powerup (including blocking backstabs) for 20 seconds<br> | {{Pro}}On kill: Gain a bumper car, *Strength* Mannpower powerup, and *Resistance* Mannpower powerup (including blocking backstabs) for 20 seconds<br> | ||
Line 2,029: | Line 2,029: | ||
{{Con}}While active: -25% critical damage (Demoman ONLY)<br> | {{Con}}While active: -25% critical damage (Demoman ONLY)<br> | ||
{{Con}}-100% fire rate<br> | {{Con}}-100% fire rate<br> | ||
− | {{Neutral}} | + | {{Neutral}}Bumper car hits will always critical hit<br> |
|- | |- | ||
| align="center" rowspan="2" | {{Icon class|class=Soldier|link=Soldier}}[[Soldier]], {{Icon class|class=Pyro|link=Pyro}}[[Pyro]], {{Icon class|class=Heavy|link=Heavy}}[[Heavy]] and {{Icon class|class=Engineer|link=Engineer}}[[Engineer]] | | align="center" rowspan="2" | {{Icon class|class=Soldier|link=Soldier}}[[Soldier]], {{Icon class|class=Pyro|link=Pyro}}[[Pyro]], {{Icon class|class=Heavy|link=Heavy}}[[Heavy]] and {{Icon class|class=Engineer|link=Engineer}}[[Engineer]] | ||
Line 2,059: | Line 2,059: | ||
{{Con}}-50% base clip size<br> | {{Con}}-50% base clip size<br> | ||
{{Neutral}}Engineer requires 120 damage to reload a shot (15% sentry damage counts towards the total)<br> | {{Neutral}}Engineer requires 120 damage to reload a shot (15% sentry damage counts towards the total)<br> | ||
− | {{Neutral}}Pyro requires 180 damage to reload a shot ( | + | {{Neutral}}Pyro requires 180 damage to reload a shot (including afterburn damage)<br> |
{{Neutral}}Heavy requires 150 damage to reload a shot<br> | {{Neutral}}Heavy requires 150 damage to reload a shot<br> | ||
{{Neutral}}Soldier requires 120 damage to reload a shot<br> | {{Neutral}}Soldier requires 120 damage to reload a shot<br> | ||
Line 2,068: | Line 2,068: | ||
{{Con}}-66% base clip size<br> | {{Con}}-66% base clip size<br> | ||
{{Neutral}}Engineer requires 60 damage to reload a shot (15% sentry damage counts towards the total)<br> | {{Neutral}}Engineer requires 60 damage to reload a shot (15% sentry damage counts towards the total)<br> | ||
− | {{Neutral}}Pyro requires 90 damage to reload a shot ( | + | {{Neutral}}Pyro requires 90 damage to reload a shot (including afterburn damage)<br> |
{{Neutral}}Heavy requires 75 damage to reload a shot<br> | {{Neutral}}Heavy requires 75 damage to reload a shot<br> | ||
{{Neutral}}Soldier requires 60 damage to reload a shot<br> | {{Neutral}}Soldier requires 60 damage to reload a shot<br> |
Revision as of 14:53, 23 April 2018
“ | 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, Cool Porygon, and CHAWLZ. 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 | EU
Custom Weapons x10 | EU
Custom Weapons MvM | EU
Custom Weapons Stop that Tank | EU
List of active weapons
Available on all official 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 |
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 |
Only available on the MvM servers
The following weapons were removed from the official servers, but now are only available to the supporters of CTF2W. Also, all 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: |
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
Cool Porygon - 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
Agent Silver - Custom Attribute Developer
CHAWLZ - 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
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