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{{Quotation|'''The Heavy'''.|Yes. I like this new weapon.|sound=Heavy_specialweapon09.wav}}
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'''Custom Weapons 2''' is the name of a [[SourceMod]] server plugin which adds additional weapons to ''Team Fortress 2''. It was developed by [http://steamcommunity.com/id/MasterOfTheXP MasterOfTheXP], and is currently at version beta 2 since 03/12/14.
 
 
 
Currently maintained by [http://steamcommunity.com/id/Chdata/ Chdata], [http://steamcommunity.com/id/404UNFGaming/ 404] and [http://steamcommunity.com/id/Theray070696/ Theray070696].
 
 
 
Unlike [[Advanced Weaponiser]], there is no loadout viewer nor a drop system because all weapons are available to the public.
 
 
 
<!--                                                 
 
== Gameplay Demonstration ==
 
''WBA.''
 
 
 
== Basic Use ==
 
''WBA.''
 
-->
 
 
 
== Commands / Cvar ==
 
All players can equip custom weapons by saying '''!custom''', '''!cus''', or '''!c'''.
 
 
 
* Admin commands
 
** '''custom_addattribute <client> <slot> <"attribute name"> <"value"> <"plugin">''' - Adds a custom attribute onto any weapon.
 
***    Want your melee weapon to ignite whoever it crits on? custom_addattribute @me 2 "crits ignite" "1" "basic-attributes"
 
 
 
* Cvars
 
** '''sm_customweapons_enable (1/0, def. 1)''' Enables the plugin, of course! Set to 0 to remove all active custom weapons.
 
** '''sm_customweapons_onlyinspawn (1/0, def. 1)''' Only allow /custom to be used inside of a spawn room.
 
** '''sm_customweapons_arena_time (def. 20)''' Time, in seconds, to allow /custom after spawning in Arena.
 
** '''sm_customweapons_bots (def. 0.15) Percent chance, per slot, that bots will equip a random custom weapon.
 
** '''sm_customweapons_menu (1/0, def. 1)''' Clients are allowed to say /custom to equip weapons manually. Set to 0 to disable manual weapon selection without disabling the entire plugin.
 
** '''sm_customweapons_killwearablesondeath (1/0, def. 1)''' Removes custom weapon models when the user dies. Recommended unless bad things start happening.
 
** '''sm_customweapons_sethealth (1/0, def. 1)''' When a custom weapon is equipped, the user's health will be set to their maximum.
 
** '''sm_customweapons_onlyteam (def. 0)''' If non-zero, custom weapons can only be equipped by one team; 2 = RED, 3 = BLU.
 
<br><br>
 
== How to make custom weapons ==
 
Creating a new custom weapon is plain easy. Simply duplicate a custom weapon's config file, and fill out its info with your own.
 
 
 
* The weapon's name goes right at the top, in "quotes".
 
* "classes" is the array of player classes the weapon should be available for; the number next to each class is the weapon slot (0 = Primary, 1 = Secondary, 2 = Melee)
 
* "baseclass" is the classname of the weapon, without "tf_weapon_".
 
* "baseindex" is the item index of the base weapon, see above classname link. If unsure, stick within the 0-30s.
 
* If it uses ammo (i.e. most non-melee weapons) it should have "mag" and "ammo" keys with the intended starting ammo.
 
* "logname" will be displayed in client consoles when a kill is made with the weapon. Not currently implemented.
 
* "killicon", also not implemented yet, will be able to change the weapon's icon in the kill feed.
 
* "description" is the stat list that players will see when selecting the weapon. \n = Newline. "\n \n" will skip an entire line.
 
* "attributes"; the bread-n-butter. Each attribute has:
 
** An identifier, to set what attribute it is. This will either be a case-sensitive name (Custom Weapons, TF2Attributes) or an attribute index (TF2Items).
 
** "plugin": Who will provide the attribute's functionality?
 
*** For official Valve attributes, you'll usually want to use TF2Attributes, so put "tf2attributes". A select few attributes require "tf2attributes.int" instead.
 
*** If TF2Attributes doesn't work for said attribute (so far I've only seen "alt-fire is vampire" not work with TF2Att) then try "tf2items" instead, with the identifier being the number beside the attribute's name. (e.g. "move speed penalty" should instead be "54")
 
*** Or, of course, a custom attribute! In which case, "plugin" should be set to the name of the attributes plugin, minus ".smx". The starter pack includes "basic-attributes" and "custom-attributes".
 
** And of course, a value. Most attributes are multipliers; with "damage bonus/penalty", "2.0" is double (+100%), and "0.5" is halved (-50%). With time-based attributes such as "Reload time increased/decreased", "0.5" is half time (good), whereas "2.0" makes it take twice as long (bad). And some attributes are simply "1.0 = on, 0.0 = off".
 
** If you're unsure about values, check out a weapon that already has that attribute (Ctrl+F the official weapon's name in tf/scripts/items_game.txt, or just look at the custom weapon's config)
 
<br><br>
 
== How to make custom attributes ==
 
To be able to make custom attributes, all you need to know are the basics of SourcePawn. That's it! (Also, you need customweaponstf.inc from the bottom of this post)
 
Take a look at basic-attributes.sp in the Starter Weapons Pack; it's fairly simple, and has some comments here, there, and everywhere to explain things. Think of it as somewhat of a template for attributes plugins.
 
<br><br>
 
== Q&A ==
 
'''How is this different from Advanced Weaponiser?'''
 
You (who runs the game server) can change around the weapons in whatever ways you'd like. The weapons are always equippable, and not tied to any "master server". Also, this plugin isn't abandoned, private, or what have you.
 
 
 
'''I gave my custom weapon a model, can other players besides the user see it?'''
 
Nope. The player will be able to see it in both first and third person, though.
 
 
 
'''<weapon name> is overpowered/underpowered! Fix it!'''
 
No u! Change its stats, or disable it (after all, that's the point of this plugin!) and perhaps suggest a tweak to its stats once you've done so.
 
 
 
'''Was there a Custom Weapons 1?'''
 
Yes. It was 100% hard coded, and terrible. Thankfully, it was private.
 
 
 
'''Why is it called "customweaponstf.smx"?'''
 
I actually, for some reason, originally made this for CS:GO; as a proof of concept, and because bot matches were getting a bit stale with CS:GO's plain, realistic weapons.
 
So, this is the "TF2 edition" of Custom Weapons.
 
<br><br>
 
== Installation ==
 
Your server needs both TF2Items and TF2Attributes loaded.
 
* 1. Install customweaponstf.smx into your sourcemod/plugins/ directory.
 
* 2. Install tf2items.randomizer.txt into your sourcemod/gamedata/ directory.
 
* 3. Install whatever custom weapons/attributes/packs you'd like. You need at least one custom weapon for this to work, and most likely, that weapon will require an attributes plugin.
 
* 4. sm plugins load customweaponstf, or sm plugins reload customweaponstf when you install more.
 
* 5. Done!
 
<br><br>
 
== List of weapons ==
 
=== Active weapons ===
 
The following weapons are currently available to be equipped.
 
 
 
{| class="wikitable grid collapsible" width="100%"
 
! colspan="5" class="header" | Active Weapons
 
|-
 
! class="header" width="15%" | Class
 
! class="header" width="15%" | Weapon
 
! class="header" width="30%" | Authors
 
! class="header" width="40%" | Attributes/Notes
 
|-
 
<!-- SCOUT HERE -->
 
| align="center" rowspan="11" | {{Icon class|class=Scout|link=Scout}}<br>[[Scout]]
 
| align="center" | [[File:Babyfaceblaster.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Boston Bulldog'''
 
| align="center" |
 
|
 
{{Pro}}20% life-leech, up to 200% overhealed health<br>
 
{{Pro}}Overheal does not decay<br>
 
{{Con}}Unable to be overhealed, except by this weapon<br>
 
{{Con}}10% less health from packs and healers<br>
 
{{Con}}25 less max health on wearer<br>
 
{{Con}}+100% falloff damage penalty<br>
 
|-
 
| align="center" | [[File:Shortstop.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Condiment Cannon'''
 
| align="center" |
 
|
 
{{Pro}}On hit: applies hotsauce for 4 seconds (Mad milk, jarate, bleeding, and fire)<br>
 
{{Con}}90% less base damage<br>
 
{{Con}}75% less clip size<br>
 
{{Con}}100% slower reload<br>
 
|-
 
| align="center" | [[File:Babyfaceblaster.png |100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Rage Scatter'''
 
| align="center" |
 
|
 
{{Pro}}Weapon damage increases as health decreases, up to 50%<br>
 
{{Pro}}Attacks pierce damage resistance effects and bonuses<br>
 
{{Con}}Weapon spread increases as health decreases, up to 100%<br>
 
{{Con}}Reload and fire rate decreases as health decreases, up to 25%<br>
 
{{Con}}No random critical hits<br>
 
{{Con}}Cannot be crit or mini-crit boosted<br>
 
|-
 
| align="center" | [[File:Back_Scatter.png |100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Shotgun Scatter'''
 
| align="center" |
 
|
 
{{Neutral}} Hold fire to load up to 4 shots and release fire to unleash held shots instantly<br>
 
{{Pro}}more shots held, increases more bullets per shot<br>
 
{{Con}}100% slower reload speed<br>
 
{{Con}}100% less accurate<br>
 
{{Con}}78% less base damage<br>
 
|-
 
| align="center" | [[File:Babyfaceblaster.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Solid Slugger'''
 
| align="center" |
 
|
 
{{Pro}}On kill: Recharge all rechargeable weapons by 50%<br>
 
{{Pro}}34% bonus clip size<br>
 
{{Con}}25% slower recharge rate on all rechargeable weapons on wearer<br>
 
{{Con}}25% less damage<br>
 
|-
 
| align="center" | [[File:Flying_Guillotine.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Six Point Shuriken'''
 
| align="center" |
 
|
 
{{Pro}}On hit: Increases damage by +25%, up to +100%<br>
 
{{Pro}}On hit with your melee: Refills 2 Shurikens, up to 10 can be held<br>
 
{{Pro}}Mini-crits targets when fired at their back from close range<br>
 
{{Pro}}Long distance hits will always mini-crit<br>
 
{{Con}}All bonus damage drains within 4 seconds if you haven't damaged a target within 6 seconds<br>
 
{{Con}}No access to primary weapon<br>
 
{{Con}}No random critical hits<br>
 
{{Con}}Only the last Shuriken will naturally recharge<br>
 
|-
 
| align="center" | [[File:Backpack_Buck_Turner_All-Stars.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Super Sneakers'''
 
| align="center" |
 
|
 
{{Pro}}250% increased air control on wearer<br>
 
{{Pro}}Deals 3x falling damage to the player you land on<br>
 
{{Pro}}Jump height increases as the user becomes injured, up to 100%<br>
 
|-
 
| align="center" | [[File:Pistol.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Conventional'''
 
| align="center" |
 
|
 
{{Pro}}No damage falloff<br>
 
{{Pro}}No bullet spread<br>
 
{{Con}}You are marked for death while active, and for short period after switching weapons<br>
 
{{Con}}50% less clip size<br>
 
{{Con}}20% less damage<br>
 
|-
 
| align="center" | [[File:Frying_Pan.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Handymann'''
 
| align="center" |
 
|
 
{{Pro}}All melee damage charges the Handiness meter, alt-fire (while active) to gain 80% sentry bullet damage resistance and 50% reduction in push force taken from damage or airblasts for 10 seconds<br>
 
{{Pro}}You can switch away and keep the bonuses during the 10 seconds<br>
 
{{Neutral}}This requires 280 melee damage dealt to charge<br>
 
{{Con}}20% less damage<br>
 
|-
 
| align="center" | [[File:RED_Atomizer.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Slammer'''
 
| align="center" |
 
|
 
{{Pro}}Mini-crits targets launched airborne by explosions, grapple hooks or enemy attacks<br>
 
{{Pro}}On hit: stun airborne target for 5 seconds if the hit is below the belt<br>
 
{{Pro}}Airborne enemies hit are slammed into the ground<br>
 
{{Con}}100% slower fire rate<br>
 
{{Neutral}}This weapon has a large melee range and deploys/holsters slower<br>
 
|-
 
| align="center" | [[File:Three-Rune_Blade.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Silent Slicer'''
 
| align="center" |
 
|
 
{{Pro}}On kill: Gain a speed boost for 6 seconds<br>
 
{{Pro}}Always critical hit from behind<br>
 
{{Pro}}Silent killer: No death noise from kills<br>
 
{{Con}}No access to primary weapon<br>
 
{{Con}}No random critical hits<br>
 
{{Con}}15% less base damage<br>
 
{{Con}}50% less damage against enemies that have more than 50% health<br>
 
|-
 
<!-- SOLDIER HERE -->
 
| align="center" rowspan="10" | {{Icon class|class=Soldier|link=Soldier}}<br>[[Soldier]]
 
| align="center" | [[File:Directhittransparent.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Battering Cannon'''
 
| align="center" |
 
|
 
{{Pro}}25% bonus push force against both enemy players and the user<br>
 
{{Con}}25% less projectile speed<br>
 
{{Con}}15% less explosion radius<br>
 
|-
 
| align="center" | [[File: Beggar%27s_Bazooka.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Battering Cannon'''
 
| align="center" |
 
|
 
{{Pro}}On hit: Gain 1 stack<br>
 
{{Pro}}On kill: Gain 2 stacks<br>
 
{{Pro}}20% bonus max primary ammo on wearer<br>
 
{{Neutral}} Each stack grants 5% fire rate, 2.5% reload speed, 15% projectile speed, but loses 10% explosion radius<br>
 
{{Neutral}} These can stacked up to 10 times and start to decay 6 seconds without damaging or killing an enemy with a 3 second interval<br>
 
{{Con}}+50% falloff damage penalty<br>
 
{{Con}}20% increased damage to self<br>
 
{{Con}}No random critical hits<br>
 
|-
 
| align="center" | [[File:Backpack_Battalion%27s_Backup.png |100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Busted Booster'''
 
| align="center" |
 
|
 
{{Pro}}10% bonus fire rate and reload speed for your primary weapon<br>
 
{{Pro}}When used: The user and teammates are given a bonus +20% fire rate and reload speed with any weapons while within range for 12 seconds<br>
 
{{Neutral}} Requires 600 damage dealt to charge<br>
 
|-
 
| align="center" | [[File:Backpack_Buff_Banner.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Winter Warmth'''
 
| align="center" |
 
|
 
{{Pro}}Immunity from all debuffs on wearer<br>
 
{{Pro}}When used: All nearby allies gain immunity from all debuffs for 10 seconds<br>
 
{{Pro}}When used: Heals the user 10 hp for every teammate that was in the radius<br>
 
{{Neutral}}Requires 400 damage dealt to charge<br>
 
{{Con}}No banner duration<br>
 
|-
 
| align="center" | [[File:Backpack_Concheror.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Gunner’s Goody Bag'''
 
| align="center" |
 
|
 
{{Pro}}All damage dealt and taken charges the Berzerk meter, taunt to activate several buffs once at 100%<br>
 
{{Neutral}} This provides ONLY you with the Buff Banner, Battallion's Backup, and Concheror effects for 8 seconds<br>
 
{{Neutral}} This requires 750 damage dealt and/or taken to charge<br>
 
|-
 
| align="center" | [[File:Backpack_Buff_Banner.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Merasmus' Private Stash'''
 
| align="center" |
 
|
 
{{Pro}}All damage dealt and taken charges the Berzerk meter, taunt to activate several buffs once at 100%<br>
 
{{Neutral}} This provides ONLY you with the Buff Banner, Battallion's Backup, and Concheror effects for 8 seconds<br>
 
{{Neutral}} This requires 750 damage dealt and/or taken to charge<br>
 
{{Neutral}} List of Positive/Neutral Effects:<br>
 
{{Neutral}} ÜberCharge<br>
 
{{Neutral}} Mini-Crits<br>
 
{{Neutral}} Small Defense Buff<br>
 
{{Neutral}} Full knock back/movement immunity<br>
 
{{Neutral}} Speed Boost<br>
 
{{Neutral}} Big Defense Buff<br>
 
{{Neutral}} Invisibility<br>
 
{{Neutral}} Minify Magic spell<br>
 
{{Neutral}} Self-Healing<br>
 
{{Neutral}} Big Head and Low Gravity<br>
 
{{Neutral}} Swim in the air<br>
 
{{Neutral}} Friendly Glow Outlines<br>
 
|-
 
| align="center" | [[File: RED_Crossing_Guard.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Crowd Control'''
 
| align="center" |
 
|
 
{{Pro}}On hit: target is launched into the air<br>
 
{{Pro}}On hit: mark 1 target for death for 5 seconds<br>
 
{{Pro}}On hit: mark 1 target for 5 seconds and take 10% more damage from them<br>
 
{{Con}}You cannot mark another target until the previous is no longer marked<br>
 
{{Con}}50% less damage<br>
 
{{Neutral}} This weapon has a large melee range and deploys/holsters slower<br>
 
|-
 
| align="center" | [[File: Escape_Plan.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Pick.exe'''
 
| align="center" |
 
|
 
{{Pro}}On hit: +10 health<br>
 
{{Pro}}Fire rate increases as the user becomes injured, up to +75%<br>
 
{{Con}}90% less healing from Medic sources<br>
 
{{Con}}25% less base damage<br>
 
{{Con}}25% less non-critical damage<br>
 
|-
 
| align="center" | [[File:Shovel_IMG.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Catacomb Cleanser'''
 
| align="center" |
 
|
 
{{Pro}}On kill with any weapon OR assist kill: Enemy players killed drop cursed gibs that heals any player<br>
 
{{Con}}User cannot pick up ammo packs dropped by players<br>
 
{{Con}}10% less max primary and secondary ammo on wearer<br>
 
|-
 
| align="center" | [[File:Paintrain.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Grim Charger'''
 
| align="center" |
 
|
 
{{Pro}}On kill with any weapon: Stores one speed boost, up to 5 speed boosts can be stored<br>
 
{{Pro}}Alt-fire while active to activate the speed boost for 6 seconds<br>
 
{{Neutral}} This weapon has a large melee range and deploys/holsters slower<br>
 
{{Con}}10% less movement speed on wearer<br>
 
|-
 
<!-- PYRO HERE -->
 
| align="center" rowspan="6" | {{Icon class|class=Pyro|link=Pyro}}<br>[[Pyro]]
 
| align="center" | [[File:RedBackburnerTilt.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Afterburner'''
 
| align="center" |
 
|
 
{{Pro}}50% bonus afterburn damage<br>
 
{{Pro}}20% longer afterburn duration<br>
 
{{Con}}50% less direct flame damage<br>
 
{{Neutral}}Extinguishing teammates restores 10 health, instead of 20<br>
 
|-
 
| align="center" | [[File:RedFlamethrowerTilt.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Push Over'''
 
| align="center" |
 
|
 
{{Pro}}Reflected projectiles are full crit instead of mini-crit<br>
 
{{Pro}}Extinguishing teammates restores 100 health<br>
 
{{Pro}}25% reduced damage from ranged sources<br>
 
{{Pro}}100% bonus airblast push force<br>
 
{{Con}}Cannot primary attack<br>
 
{{Con}}75% slower airblast speed<br>
 
{{Con}}25% increased airblast vulnerability<br>
 
|-
 
| align="center" | [[File:Detonator_RED.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Wreck-Ignition'''
 
| align="center" |
 
|
 
{{Pro}}100% mini-crit hit vs burning players<br>
 
{{Pro}}Gain a speed boost on hit for 5 seconds<br>
 
{{Con}}Unable to flare jump<br>
 
{{Con}}25% less damage<br>
 
|-
 
| align="center" | [[File:Shotgun_IMG.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Sharp Shooter'''
 
| align="center" |
 
|
 
{{Pro}}40% faster switch speed to your melee from this weapon (Sharp Shooter in Melee slot required)<br>
 
{{Pro}}Gain a speed boost for 5 seconds on kill<br>
 
{{Pro}}On kill: 5 seconds of 50% bonus secondary fire speed<br>
 
{{Pro}}On kill: 5 seconds of 25% bonus secondary reload speed<br>
 
{{Pro}}On kill: 5 seconds of 50% bonus melee fire rate<br>
 
{{Con}}25% less damage<br>
 
{{Con}}33% less clip size<br>
 
|-
 
| align="center" | [[File:Axtinguisher.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Psycho’s Axe'''
 
| align="center" |
 
|
 
{{Neutral}}While active:<br>
 
{{Pro}}All melee damage charges the Rampage meter, taunt to activate for 75% damage reduction, full knockback resistance, and speed boost for 10 seconds<br>
 
{{Pro}}The less health you have, more meter charge on hit<br>
 
{{Neutral}}This weapon has a large melee range and deploys/holsters slower<br>
 
{{Con}}During rampage: No capture rate, cannot switch away, and -25% melee damage<br>
 
{{Con}}While overhealed: Minimal charge for meter on hit<br>
 
{{Con}}No random critical hits<br>
 
{{Con}}-75% health from packs<br>
 
{{Con}}-25% health from healers<br>
 
|-
 
| align="center" | [[File:Axe_IMG.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Sharp Shooter'''
 
| align="center" |
 
|
 
{{Pro}}40% faster switch speed to your melee from this weapon (Sharp Shooter in secondary slot required)<br>
 
{{Pro}}Gain a speed boost for 5 seconds on kill<br>
 
{{Pro}}On kill: 5 seconds of 50% bonus secondary fire speed<br>
 
{{Pro}}On kill: 5 seconds of 25% bonus secondary reload speed<br>
 
{{Pro}}On kill: 5 seconds of 50% bonus melee fire rate<br>
 
{{Con}}25% less damage<br>
 
{{Con}}25% slower base fire rate<br>
 
|-
 
<!-- DEMOMAN HERE -->
 
| align="center" rowspan="10" | {{Icon class|class=Demoman|link=Demoman}}<br>[[Demoman]]
 
| align="center" | [[File:Iron_Bomber.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Drunkard’s Wrath'''
 
| align="center" |
 
|
 
{{Pro}}50% bonus clip size<br>
 
{{Pro}}15% bonus reload speed<br>
 
{{Con}}25% less blast radius<br>
 
{{Con}}25% less damage<br>
 
{{Neutral}}Press your Special Attack key to switch between 2 modes<br>
 
{{Neutral}}Mode 1: Default firing rate, projectile speed, and movement speed<br>
 
{{Neutral}}Mode 2: 25% faster fire rate, 100% bonus projectile speed, and 25% less movement speed while active<br>
 
|-
 
| align="center" | [[File:LochnLoad.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Ka-Boom Stick'''
 
| align="center" |
 
|
 
{{Pro}}50% bonus clip size<br>
 
{{Pro}}Enemies are pulled towards the explosion<br>
 
{{Pro}}100% bonus explosion radius<br>
 
{{Con}}50% less max primary ammo<br>
 
{{Con}}No random critical hits<br>
 
{{Con}}Launched bombs shatter on surfaces<br>
 
|-
 
| align="center" | [[File:LochnLoad.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Number 13'''
 
| align="center" |
 
|
 
{{Pro}}On hit: ignite target for up to 4 seconds<br>
 
{{Pro}}100% mini-crits vs burning players<br>
 
{{Con}}No random critical hits<br>
 
{{Con}}On hit self: ignite self for up to 4 seconds<br>
 
{{Con}}25% less damage vs non-burning players<br>
 
{{Con}}25% less explosion radius<br>
 
{{Con}}66% less afterburn damage<br>
 
|-
 
| align="center" | [[File:YellowTarge.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Defense Push'''
 
| align="center" |
 
|
 
{{Pro}}While charging: 75% damage resistance and full knockback resistance<br>
 
{{Pro}}40% melee damage resistance on wearer<br>
 
{{Con}}25% decreased in charge recharge rate<br>
 
{{Con}}No turning control while charging<br>
 
|-
 
| align="center" | [[File:Splendid_Screen.PNG|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Vanguard'''
 
| align="center" |
 
|
 
{{Pro}}This shield blocks 15 damage from attacks that deal 50 damage or more<br>
 
{{Pro}}This shield gives you and all nearby allies 10% lifesteal with any weapon<br>
 
{{Pro}}On kill with any weapon: You gain a Bloodpact stack and each stack grants you 1 health regen per second<br>
 
{{Neutral}}On death: You lose all Bloodpact stacks and heal all alive teammates based on the number of Bloodpact, regardless of distance. Stacks up to five times.<br>
 
|-
 
| align="center" | [[File:Sticky_IMG.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Groundbreaker'''
 
| align="center" |
 
|
 
{{Pro}}When a stickybomb explodes, it spawns 3 mini-bombs<br>
 
{{Neutral}}Each mini-bomb splits the damage and explosion radius between the 3 mini-bombs<br>
 
{{Con}}3 less default stickybombs out<br>
 
{{Con}}15% less base damage<br>
 
{{Con}}15% less explosion radius<br>
 
|-
 
| align="center" | [[File:Scottish_Handshake.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Berserker’s Brew'''
 
| align="center" |
 
|
 
{{Pro}}When you pick up a health pack, you will receive 1 pint of Moonshine<br>
 
{{Pro}}+5% damage and -10% fire rate per pint, up to 5 pints<br>
 
{{Pro}}Taunting will restore 35 health, and removes 1 pint until back to near full health<br>
 
{{Con}}-50% health from packs on wearer<br>
 
|-
 
| align="center" | [[File:BottleScreen.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Drunken Grail'''
 
| align="center" |
 
|
 
{{Pro}}This weapon deploys and holsters 25% faster<br>
 
{{Pro}}On hit: player will be disorientated for 2 seconds<br>
 
{{Pro}}On hit: apply jarate for 2 seconds<br>
 
{{Con}}On miss: hit yourself, jarate yourself, and disorientate yourself for 2 seconds<br>
 
{{Con}}No random critical hits<br>
 
|-
 
| align="center" | [[File:RED_Claidheamh_Mòr.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Landsknecht's Long-knife'''
 
| align="center" |
 
|
 
{{Pro}}On kill: gain a 5 second speed boost<br>
 
{{Pro}}Each kill increases your melee attack speed with a maximum of 3 kills, up to 50% fire rate bonus<br>
 
{{Con}}15 less max health on wearer<br>
 
{{Con}}No random critical hits<br>
 
{{Con}}15% less damage<br>
 
{{Neutral}}This weapon has a large melee range and deploys/holsters slower<br>
 
|-
 
| align="center" | [[File:Eyelandertransparent.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Highlander'''
 
| align="center" |
 
|
 
{{Pro}}On kill: Store +1 head, with maximum of 4 heads<br>
 
{{Pro}}When you reach 1/3 health, you will use one head and your health is fully restored<br>
 
{{Con}}When a stored head is used, you will be marked for death for 5 seconds, can't use another stored head, and you can't store new heads until you are not longer self-marked for death<br>
 
{{Con}}No random critical hits<br>
 
{{Neutral}}This weapon has a large melee range and deploys/holsters slower<br>
 
|-
 
 
 
<!-- HEAVY HERE -->
 
| align="center" rowspan="8" | {{Icon class|class=Heavy|link=Heavy}}<br>[[Heavy]]
 
| align="center" | [[File:Tomislav.PNG|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Heavy Artillery Minigun'''
 
| align="center" |
 
|
 
{{Pro}}Bullets penetrate all enemies<br>
 
{{Pro}}Damage dealt with this weapon generates rage, press the Special-Attack key to activate knockback<br>
 
{{Pro}}While spun up, fire rate is increased every second, up to 50% in 15 seconds<br>
 
{{Con}}While spun up, damage vulnerability is increased every second, up to 25% in 15 seconds<br>
 
{{Con}}No random critical hits<br>
 
{{Con}}50% less accurate<br>
 
|-
 
| align="center" | [[File:Brass_Beast.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Immobile Sentry'''
 
| align="center" |
 
|
 
{{Pro}}Full knockback resistance while spun up<br>
 
{{Pro}}Immunity from all debuffs while spun up<br>
 
{{Pro}}While spun up: Damage resistance increases whenever the user takes each type of damage, up to +50%<br>
 
{{Con}}Damage resistance is reset upon undeploying<br>
 
{{Con}}Unable to be overhealed on wearer<br>
 
{{Con}}No move speed while spun up<br>
 
{{Con}}No capture rate while spun up<br>
 
|-
 
| align="center" | [[File:Minigun_IMG.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Graphite Perisher'''
 
| align="center" |
 
|
 
{{Pro}}On melee kill: Gain mini-crits for your minigun for 5 seconds<br>
 
{{Pro}}On secondary kill: Gain mini-crits for your minigun for 3 seconds<br>
 
{{Neutral}}The mini-crit timer starts when you spin up and can't be stacked<br>
 
{{Pro}}10% bonus critical and mini-crit damage for your minigun<br>
 
{{Con}}25% less non-critical or non-mini-crit damage on your minigun<br>
 
{{Con}}25% less max primary ammo on wearer<br>
 
|-
 
| align="center" | [[File:Natascha.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Etakerina'''
 
| align="center" |
 
|
 
{{Pro}}10% faster spin up time<br>
 
{{Pro}}On hit: Restores +1 HP<br>
 
{{Neutral}}Alt-fire also attacks and restores additional 4 HP on hit<br>
 
{{Con}}Alt-fire attacking deals 50% less damage<br>
 
{{Con}}10% less base damage<br>
 
|-
 
| align="center" | [[File:Shotgun_IMG.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Full Throttle'''
 
| align="center" |
 
|
 
{{Pro}}10% bonus base movement speed on wearer<br>
 
{{Pro}}On kill: increase movement speed on wearer, move as fast as a scout after 5 kills<br>
 
{{Con}}On kill: -5% damage, up to -25% with 5 kills<br>
 
{{Con}}No access to primary weapon<br>
 
{{Con}}Wearer cannot carry the intelligence briefcase<br>
 
|-
 
| align="center" | [[File:Fists_of_Steel_RED.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Hydraulic Hammers'''
 
| align="center" |
 
|
 
{{Pro}}On hit: knocks back the target<br>
 
{{Pro}}On critical hit: 100% bonus knockback<br>
 
{{Pro}}25% faster fire rate<br>
 
{{Con}}50% less damage<br>
 
{{Neutral}}This weapon has a large melee range and deploys/holsters slower<br>
 
|-
 
| align="center" | [[File:Fists_of_Steel_RED.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Jaws of Steel'''
 
| align="center" |
 
|
 
{{Neutral}}While active and wet:<br>
 
{{Pro}}25% bonus move speed<br>
 
{{Pro}}25% bonus damage<br>
 
{{Pro}}25% bonus attack speed<br>
 
{{Neutral}}While active and not wet:<br>
 
{{Con}}50% slower move speed<br>
 
{{Con}}25% less damage<br>
 
{{Con}}25% slower attack speed<br>
 
{{Neutral}}While active:<br>
 
{{Pro}}All melee damage charges the Shark meter, press your Reload key to gain the ability to swim in the air for 15 seconds<br>
 
{{Con}}User cannot switch away when *Shark* meter is active<br>
 
{{Con}}Wearer cannot carry the intelligence<br>
 
|-
 
| align="center" | [[File:RedKGB.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Terminal Killocity'''
 
| align="center" |
 
|
 
{{Neutral}}While active:<br>
 
{{Pro}}100% bonus jump height<br>
 
{{Pro}}Semi air movement control<br>
 
{{Con}}Slower falling speed<br>
 
{{Con}}25% less damage<br>
 
{{Con}}25% less movement speed<br>
 
|-
 
<!-- ENGINEER HERE -->
 
| align="center" rowspan="11" | {{Icon class|class=Engineer|link=Engineer}}<br>[[Engineer]]
 
| align="center" | [[File:Widowmaker.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Defender'''
 
| align="center" |
 
|
 
{{Pro}}On hit: reduce 25% of enemy's current offhand ammo supply for both primary and secondary weapons<br>
 
{{Pro}}100% mini-crit vs cloaked spies<br>
 
{{Con}}No random critical hits<br>
 
{{Con}}25% slower reload<br>
 
{{Con}}25% slower fire rate<br>
 
|-
 
| align="center" | [[File:RED_Rescue_Ranger.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Hole Puncher'''
 
| align="center" |
 
|
 
{{Pro}}On kill: +20 maximum metal and +5% bonus damage vs players, up to 10 times for both<br>
 
{{Neutral}}Damage vs players is based on your current metal supply<br>
 
{{Con}}50% less base damage vs players when out of metal<br>
 
{{Con}}50% less clip size<br>
 
|-
 
| align="center" | [[File:RED_Rescue_Ranger.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Frontal Lobe'''
 
| align="center" |
 
|
 
{{Pro}}On hit friendly building: +20 upgrade<br>
 
{{Pro}}On hit friendly building: +24 repair<br>
 
{{Neutral}}Damage removes sappers, requires 5 hits<br>
 
{{Neutral}}20 shots in the clip, but only holds 20 shots<br>
 
{{Con}}75% slower fire rate<br>
 
{{Con}}40% less damage<br>
 
{{Con}}Unable to upgrade friendly buildings unless at full health<br>
 
|-
 
| align="center" | [[File:Pistol.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Texan Heatmaker'''
 
| align="center" |
 
|
 
{{Pro}}On hit: target is engulfed in flames at close range for 8 seconds<br>
 
{{Pro}}100% critical hit vs burning players at VERY close range<br>
 
{{Con}}No random critical hits<br>
 
{{Con}}75% slower fire rate<br>
 
|-
 
| align="center" | [[File:Wrangler_RED.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Signal Booster'''
 
| align="center" |
 
|
 
{{Neutral}}While active:<br>
 
{{Pro}}100% bonus sentry damage<br>
 
{{Con}}50% slower sentry firing speed<br>
 
{{Con}}50% less sentry radius<br>
 
|-
 
| align="center" | [[File:Wrangler_RED.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Sentry Jumper'''
 
| align="center" |
 
|
 
{{Pro}}No self inflicted blast damage taken<br>
 
{{Pro}}25% higher sentry rocket jumps<br>
 
{{Pro}}Wearer cannot carry the intelligence<br>
 
{{Con}}Cannot primary attack<br>
 
|-
 
| align="center" | [[File:Wrench_IMG.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Old Reliable'''
 
| align="center" |
 
|
 
{{Neutral}}While active:<br>
 
{{Pro}}Nearby enemy spies are automatically decloaked and can't cloak<br>
 
{{Pro}}One hit destroys any sapper<br>
 
{{Pro}}20% bonus repair rate<br>
 
{{Con}}50% slower fire rate<br>
 
{{Con}}20% slower upgrade rate<br>
 
|-
 
| align="center" | [[File:Eureka_Effect_RED.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Support Wrench'''
 
| align="center" |
 
|
 
{{Neutral}}Press your reload key to choose to teleport to spawn or your exit teleporter<br>
 
{{Pro}}10% bonus movement speed when carrying buildings<br>
 
{{Pro}}Teleporters can be used in both directions<br>
 
{{Pro}}300% faster building build rate<br>
 
{{Pro}}+2500% dispenser range<br>
 
{{Con}}No sentry damage<br>
 
|-
 
| align="center" | [[File:EngineerPDA.png|100px]]<br>
 
<small>[[PDA]]</small><br>
 
'''Brawn Over Brains PDA'''
 
| align="center" |
 
|
 
{{Pro}}50 bonus health on wearer<br>
 
{{Con}}Carry any buildings<br>
 
|-
 
| align="center" | [[File:EngineerPDA.png|100px]]<br>
 
<small>[[PDA]]</small><br>
 
'''Max Level PDA'''
 
| align="center" |
 
|
 
{{Pro}}All buildings are level 3 when built<br>
 
{{Con}}25% slower construction rate for all buildings<br>
 
{{Con}}50% less max building health<br>
 
|-
 
| align="center" | [[File:EngineerPDA.png|100px]]<br>
 
<small>[[PDA]]</small><br>
 
'''Metal Shield PDA'''
 
| align="center" |
 
|
 
{{Neutral}}50% damage taken is removed from metal supply
 
|-
 
<!-- MEDIC HERE -->
 
| align="center" rowspan="8" | {{Icon class|class=Medic|link=Medic}}<br>[[Medic]]
 
| align="center" | [[File:Overdose_RED.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Maniac's Maschinenpistole'''
 
| align="center" |
 
|
 
{{Pro}}On hit: +5% bonus medigun healing rate<br>
 
{{Pro}}This effect can stack up to 10 times, up to 50% bonus healing rate<br>
 
{{Neutral}}The bonus healing rate will decay when healing teammates, but not when overhealing<br>
 
{{Con}}25% slower fire rate<br>
 
{{Con}}50% less clip size<br>
 
|-
 
| align="center" | [[File:RED_Kritzkrieg.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Blitzstorm'''
 
| align="center" |
 
|
 
{{Pro}}ÜberCharge rate increases as health decreases, up to 50%<br>
 
{{Pro}}10% ÜberCharge gained with an assist kill, including during ÜberCharge deployed to extend the duration<br>
 
{{Neutral}}ÜberCharge provides all 3 banner effects for yourself and patient only<br>
 
|-
 
| align="center" | [[File:RED_Medigun.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Booster Shot'''
 
| align="center" |
 
|
 
{{Pro}}50% bonus overheal<br>
 
{{Pro}}100% longer overheal time<br>
 
{{Pro}}ÜberCharge duration increased by 2 seconds<br>
 
{{Con}}25% less base heal rate<br>
 
{{Neutral}}Übercharge increases overheal cap by 100%, overheal decay time by 100%, increased heal rate by 100%, and you can overheal yourself<br>
 
|-
 
| align="center" | [[File:RED_Vaccinator.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Tank'''
 
| align="center" |
 
|
 
{{Neutral}}While active:<br>
 
{{Pro}}Damage resistance increases as the user becomes injured, up to 85%<br>
 
{{Pro}}Healing teammates builds energy<br>
 
{{Pro}}When charged, press your Special-Attack key to deploy a shield to block enemy projectiles and knockback on hit<br>
 
{{Con}}Move speed decreases as the user becomes injured, up to 20%<br>
 
{{Con}}10% less base movement speed<br>
 
{{Con}}Übercharge stops at 99%<br>
 
|-
 
| align="center" | [[File:RED_Medigun.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Chiropractor’s Chameleon'''
 
| align="center" |
 
|
 
{{Neutral}}While active:<br>
 
{{Pro}}You will slowly become almost fully transparent over 3 seconds<br>
 
{{Pro}}While healing a patient: Your patient will become slightly transparent<br>
 
{{Neutral}}After you take damage, the transparency is removed (including from your patient)<br>
 
{{Pro}}If your patient takes damage, the transparency isn't removed<br>
 
{{Con}}No health from packs and healers<br>
 
{{Neutral}}ÜberCharge: Grants invisibility to your patient and yourself<br>
 
|-
 
| align="center" | [[File:Bonesaw_IMG.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Hostitalian Revenge'''
 
| align="center" |
 
|
 
{{Pro}}100% critical hit vs the enemy who killed your healing target for the next 8 seconds<br>
 
{{Pro}}25% damage resistance from enemy who killed your healing target for the next 8 seconds<br>
 
{{Con}}25% less damage<br>
 
|-
 
| align="center" | [[File:RED_Überneedle.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Sixth Sense'''
 
| align="center" |
 
|
 
{{Neutral}}While active:<br>
 
{{Pro}}Allows you to see teammates and their health through walls<br>
 
{{Pro}}Alt-fire to use your ÜberCharge in 10% increments for a 3 second speed boost<br>
 
{{Con}}Cannot switch away from your melee weapon while speed boosted<br>
 
{{Con}}25% slower fire rate<br>
 
|-
 
| align="center" | [[File:Solemn_Vow.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Oathbreaker'''
 
| align="center" |
 
|
 
{{Pro}}On hit: +25% bonus ÜberCharge rate, up to 100%<br>
 
{{Pro}}Deals up to 65 bonus damage based on your current ÜberCharge<br>
 
{{Pro}}Deals up to 33 bonus damage based on enemy Medic's ÜberCharge<br>
 
{{Con}}One ÜberCharge stack is lost when uber is deployed<br>
 
{{Con}}On hit: -25% ÜberCharge<br>
 
{{Con}}No random critical hits<br>
 
|-
 
<!-- SNIPER HERE -->
 
| align="center" rowspan="9" | {{Icon class|class=Sniper|link=Sniper}}<br>[[Sniper]]
 
| align="center" | [[File:Sniper_rifle.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''High Noon'''
 
| align="center" |
 
|
 
{{Pro}}While scoped in: slowly fade to be almost fully transparent<br>
 
{{Pro}}Silent killer: No death noise from kills<br>
 
{{Pro}}On headshot: Your next shot will charge 50% faster<br>
 
{{Neutral}}On bodyshot: Your next shot will charge at default speed<br>
 
{{Con}}On miss: Your next shot will charge 25% slower<br>
 
|-
 
| align="center" | [[File:Machina.png|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Manncannon'''
 
| align="center" |
 
|
 
{{Pro}}On headshot: deals 25% explosive damage to all nearby enemies<br>
 
{{Con}}33% less maximum charge damage<br>
 
|-
 
| align="center" | [[File:Bazaar_Bargain.PNG|100px]]<br>
 
<small>[[Primary]]</small><br>
 
'''Didgeridoom'''
 
| align="center" |
 
|
 
{{Pro}}On scoped shot: Applies mad milk, jarate, bleeding, and fire for 1 second<br>
 
{{Pro}}The duration scales with rifle charge, up to 10 seconds<br>
 
{{Con}}No charge damage<br>
 
{{Con}}No headshots<br>
 
|-
 
| align="center" | [[File:SMG_IMG.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Lil’ Mate'''
 
| align="center" |
 
|
 
{{Pro}}While firing, fire rate is increased, up to 50% bonus fire rate<br>
 
{{Con}}Bonus fire rate is lost after reloading and/or switching weapons<br>
 
{{Con}}25% slower base fire rate<br>
 
{{Con}}100% slower reload<br>
 
|-
 
| align="center" | [[File:Cleaner%27s_Carbine.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Little Bugger'''
 
| align="center" |
 
|
 
{{Pro}}20 damage on head-shots<br>
 
{{Pro}}No bullet spread while crouching<br>
 
{{Con}}100% increased bullet spread while not crouching<br>
 
{{Con}}5 damage on body-shots<br>
 
{{Con}}No random critical hits<br>
 
|-
 
| align="center" | [[File:Razorback.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Urine Trouble'''
 
| align="center" |
 
|
 
{{Pro}}When you take damage from behind, jarate all nearby enemies for 3 seconds with a 10 second cooldown<br>
 
{{Pro}}On death: cover all nearby enemies for 5 seconds with jarate<br>
 
{{Pro}}When backstabbed: the Spy will be jarated for 10 seconds<br>
 
|-
 
| align="center" | [[File:Jarate.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Melf’s Magic Potion'''
 
| align="center" |
 
|
 
{{Pro}}Initial damage impact does 25 damage and enemies are damaged for 10 seconds<br>
 
{{Pro}}This can be used to extinguish fires and extinguishing teammates reduces cooldown by 10%<br>
 
{{Pro}}+25% increase in recharge rate<br>
 
{{Neutral}}This effect can only be removed by a medkit<br>
 
{{Con}}Deals 2 each damage tick during the 10 seconds<br>
 
|-
 
| align="center" | [[File:Bushwacka.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Bushman’s Butterfly'''
 
| align="center" |
 
|
 
{{Pro}}This weapon deploys & holsters 25% faster<br>
 
{{Pro}}This weapon stores 1 guaranteed critical hit for every headshot kill you get with your primary, up to 35 crits<br>
 
{{Con}}No random critical hits<br>
 
{{Con}}25% less damage<br>
 
|-
 
| align="center" | [[File:Kukri_IMG.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Heat Wave'''
 
| align="center" |
 
|
 
{{Pro}}On hit: Gain 25% bonus charge rate for your primary weapon<br>
 
{{Pro}}On kill: Gain 50% bonus charge rate for your primary weapon<br>
 
{{Neutral}}Gain up to +100% charge for rifles and up to +90% charge for bows<br>
 
{{Con}}On primary attack: Removes 25% of stored bonus charge rate<br>
 
{{Con}}20% slower move speed while aiming with your primary weapon<br>
 
{{Con}}25% slower firing speed<br>
 
|-
 
<!-- SPY HERE -->
 
| align="center" rowspan="10" | {{Icon class|class=Spy|link=Spy}}<br>[[Spy]]
 
| align="center" | [[File:Revolver_IMG.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Duke'''
 
| align="center" |
 
|
 
{{Pro}}On hit: gain speed boost for 3 seconds<br>
 
{{Pro}}On kill: gain mini-crits for 3 seconds<br>
 
{{Pro}}On kill: adds 25% cloak<br>
 
{{Pro}}75% bonus cloaking and decloaking speed<br>
 
{{Con}}No access to knife or disguise kit<br>
 
{{Con}}1/2 sec longer cloak blink time<br>
 
|-
 
| align="center" | [[File:L'Étranger.png|100px]]<br>
 
<small>[[Secondary]]</small><br>
 
'''Turnabout'''
 
| align="center" |
 
[http://steamcommunity.com/id/MasterOfTheXP/ MasterOfTheXP] (Original Weapon Stats)
 
|
 
{{Pro}}No ammo spent on successful hits<br>
 
{{Pro}}Last shot is a guaranteed critical hit<br>
 
{{Neutral}}Can only refill ammo at a resupply or with successful hits<br>
 
{{Con}}Only holds 15 shots<br>
 
{{Con}}No random critical hits<br>
 
{{Con}}25% slower fire rate<br>
 
{{Con}}25% less damage<br>
 
|-
 
| align="center" | [[File:Knife_Weapon.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Infection'''
 
| align="center" |
 
|
 
{{Pro}}Instant cloak upon a backstab and infect the victim<br>
 
{{Pro}}After 5 seconds, the victim is slowed by 25% and starts to lose 20% of their max health per second<br>
 
{{Con}}Infection can be removed by a healing supply, medic, health kit, or resupply<br>
 
{{Con}}Backstabs do not instantly kill victims<br>
 
|-
 
| align="center" | [[File:Backpack_Sharp_Dresser.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''La Dettonaire'''
 
| align="center" |
 
|
 
{{Pro}}On backstab: Plants a bomb on the target<br>
 
{{Pro}}The first current active bomb arms in 4 seconds, with all other bombs with instant arm time<br>
 
{{Pro}}Alt-fire activates all active bombs<br>
 
{{Pro}}Detonated bombs will kill all planted targets and deals 60 explosive damage to nearby enemies<br>
 
{{Con}}You are also hurt by the explosive damage<br>
 
{{Con}}Only 3 bombs can be activated at once<br>
 
{{Con}}All bombs disappear on death, after 16 seconds, or when a bomb enters a respawn room<br>
 
{{Con}}Unable to cloak & decloak while a bomb is planted<br>
 
|-
 
| align="center" | [[File:Black_Rose_Mystery_and_True_Love.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Secretive Service'''
 
| align="center" |
 
|
 
{{Neutral}}On backstab kill: Gain 4% bonus movement speed, 4% bonus cloaking and decloaking speed, but decreases 15% sapper power (These effects can stack up to 5 times)<br>
 
{{Pro}}On kill: 100% bonus melee range for 5 seconds<br>
 
{{Con}}10% less movement speed on wearer<br>
 
{{Con}}25% slower fire rate<br>
 
|-
 
| align="center" | [[File:Knife_Weapon.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Stealth Attack'''
 
| align="center" |
 
|
 
{{Pro}}On backstab: remove 50% of victim's ammo supply for both weapons<br>
 
{{Pro}}On backstab: removes 10% medigun charge<br>
 
{{Neutral}}You can attack while invisible, but you will instantly become visible after attacking<br>
 
{{Con}}Backstabs do minimal damage<br>
 
{{Con}}No direct damage<br>
 
|-
 
| align="center" | [[File:Sapper_IMG.png|100px]]<br>
 
<small>[[Weapons|Building]]</small><br>
 
'''Shredder'''
 
| align="center" |
 
|
 
{{Pro}}50% bonus 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}}50% less sapper health<br>
 
|-
 
| align="center" | [[File:Red-Tape_Recorder.png|100px]]<br>
 
<small>[[Weapons|Building]]</small><br>
 
'''Transmission'''
 
| align="center" |
 
|
 
{{Pro}}5 health regenerated per second for each active sapper<br>
 
{{Pro}}50% bonus sapper health<br>
 
{{Pro}}You can overheal yourself<br>
 
{{Con}}25% less sapper damage<br>
 
|-
 
| align="center" | [[File:Cloak_and_Dagger.PNG|100px]]<br>
 
<small>[[Weapons|PDA 2]]</small><br>
 
'''Eternal Youth Maiden'''
 
| align="center" |
 
|
 
{{Pro}}While cloaked: User has a 75% chance to dodge any damage when taken<br>
 
{{Con}}While cloaked: 10% less movement speed, no natural cloak damage resistance, and no cloak meter from ammo boxes<br>
 
{{Con}}Unable to cloak unless cloak meter is full<br>
 
|-
 
| align="center" | [[File:Invisibilitywatch.PNG|100px]]<br>
 
<small>[[Weapons|PDA 2]]</small><br>
 
'''Stealth Cloak'''
 
| align="center" |
 
|
 
{{Pro}}Receive a speed boost while cloaked<br>
 
{{Pro}}100% bonus jump height while cloaked<br>
 
{{Neutral}}Unlimited cloak as long as you have health<br>
 
{{Con}}5 health drained per second while cloaked<br>
 
|-
 
 
 
 
 
 
 
| align="center" rowspan="1" | {{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" | [[File:Shotgun_IMG.png|150px]]<br>
 
<small>[[Primary]] and [[Secondary]]</small> <br>
 
'''Raiding Aid'''
 
| align="center" |
 
|
 
{{Pro}}On kill: Increase clip size by 1 shot, up to 8 shots in total can be held<br>
 
{{Con}}50% less clip size<br>
 
{{Con}}75% slower reload<br>
 
|-
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
| align="center" rowspan="3" | {{Icon class|class=Scout|link=Scout}}[[Scout]], {{Icon class|class=Soldier|link=Soldier}}[[Soldier]], {{Icon class|class=Pyro|link=Pyro}}[[Pyro]], {{Icon class|class=Demoman|link=Demoman}}[[Demoman]],  {{Icon class|class=Heavy|link=Heavy}}[[Heavy]], {{Icon class|class=Medic|link=Medic}}[[Medic]], {{Icon class|class=Sniper|link=Sniper}}[[Sniper]]
 
| align="center" | [[File:Freedom_Staff.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Action Hale'''
 
| align="center" |
 
|
 
{{Pro}}25% bonus damage against the same class type<br>
 
{{Con}}25% less damage against other class types<br>
 
{{Neutral}}This weapon has a large melee range and deploys/holsters slower<br>
 
|-
 
| align="center" | [[File:Conscientious_Objector.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Merasmus’ Staff'''
 
| align="center" |
 
|
 
{{Neutral}}On kill: gain a bumper car and Battalion's Backup effect for 15 seconds<br>
 
{{Con}}No random critical hits<br>
 
{{Con}}While active: no turning control while charging (Demoman only, shield required)<br>
 
|-
 
| align="center" | [[File:Frying_Pan.png|100px]]<br>
 
<small>[[Melee]]</small><br>
 
'''Practitioner’s Promoter'''
 
| align="center" |
 
|
 
{{Neutral}}While active:<br>
 
{{Pro}}25% bonus ubercharge rate for the medic healing you<br>
 
{{Con}}Requires both patient and Medic to be outside of spawn room<br>
 
{{Con}}75% less healing from Medic sources<br>
 
|-
 
| align="center" rowspan="1" | {{Icon class|class=All classes|link=Classes}}<br>[[Classes|All Classes]]
 
| align="center" | [[File:RED_Cozy_Camper.png|100px]]<br>
 
<small>[[Primary]] and [[Secondary]]</small><br>
 
'''Survival Gear'''
 
| align="center" |
 
|
 
{{Pro}}On kill with any weapon as any class except Engineer: Heals you for 15% of that enemy's maximum health, which can overheal<br>
 
{{Pro}}On kill with any weapon as Engineer: Heals you for 10% of that enemy's maximum health, which can overheal<br>
 
{{Pro}}10% bonus max primary ammo for every class except Medic and Spy<br>
 
{{Neutral}}Scout: <br>
 
{{Pro}} +25 bonus max health on wearer<br>
 
{{Neutral}}Soldier: <br>
 
{{Pro}}+20% bonus move speed on wearer<br>
 
{{Neutral}}Heavy: <br>
 
{{Pro}}+25% headshot damage resistance on wearer<br>
 
{{Pro}}Only 200 health lost on backstabs<br>
 
{{Neutral}}Engineer: <br>
 
{{Pro}}+20 metal regenerated every 5 seconds on wearer<br>
 
{{Neutral}}Medic: <br>
 
{{Pro}}On kill with melee weapon: Heals you for 15% of that enemy's maximum health, you can overheal yourself<br>
 
{{Pro}}When an enemy is killed near you: Heals you for 15% of that enemy's maximum health, which cannot overheal<br>
 
{{Pro}}Passively regenerates 1/2% UberCharge per second<br>
 
{{Neutral}}Sniper: <br>
 
{{Pro}}+10% bonus damage for primary and melee weapons<br>
 
{{Neutral}}Spy: <br>
 
{{Pro}}-1/10 second less cloak blink time<br>
 
{{Pro}}-10% bonus cloak meter from ammo boxes<br>
 
{{Pro}}-10% bonus cloak regen rate and cloak duration<br>
 
|-
 
|}
 
 
 
<!--
 
 
 
For later ?
 
 
 
=== Changed weapons ===
 
following weapons have either been repacked or a model change.
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="4" class="header" | Changed Weapons
 
|-
 
! class="header" width="15%" | Class
 
! class="header" width="15%" | Weapon
 
! class="header" width="30%" | Authors
 
! class="header" width="40%" | Attributes/Notes
 
|-
 
| align="center" rowspan="1"| {{Icon class|class=Scout|link=Scout}}<br />[[Scout]]
 
| align="center" | [[File:Aw-Atomic bat.png|100px]]<br />
 
<Small>[[Melee]]</small><br />
 
'''Atomic Bat'''
 
| align="center" |
 
[http://www.steamcommunity.com/id/kooookie BANG!] (Model)<br />
 
[http://www.steamcommunity.com/id/mechatheslag MekuCube] (Script)
 
|
 
{{Pro}}30% faster firing speed<br />
 
{{Neutral}}On Hit: +7.0% evasiveness<br />
 
{{Pro}}Evasiveness is subtracted from damage taken<br />
 
{{Con}}Evasiveness is ineffective against melee<br />
 
{{Con}}-60% damage penalty<br />
 
{{Con}}No random [[critical hits]]<br />
 
{{Info}}'''''Repackaged as the Slugger's Face-off'''''
 
|-
 
|}
 
 
 
=== REMOVED WEAPONS ===
 
following weapons were removed from Advanced Weaponiser for various reasons.
 
 
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="4" class="header" | Removed Weapons
 
|-
 
! class="header" width="15%" | Class
 
! class="header" width="15%" | Weapon
 
! class="header" width="30%" | Authors
 
! class="header" width="40%" | Attributes/Notes
 
|-
 
| align="center" rowspan="3"| {{Icon class|class=Scout|link=Scout}}<br />[[Scout]]
 
| align="center"| [[File:FILE.png|100px]]<br />
 
<small>[[Primary]]</small><br />
 
'''Bloody Hurtland'''
 
| align="center"|
 
[http://www.steamcommunity.com/id/ViperSnake Felonious Melonious] (Model/Script)<br />
 
[http://www.steamcommunity.com/id/lei-lei «tCo» Lei Lei] (Texture)
 
|
 
{{Pro}}On hit: Bleed for 5 seconds<br />
 
{{Con}}-25% damage penalty<br />
 
{{Con}}-10% smaller clip size<br />
 
{{Con}}-80% slower fire rate<br />
 
{{Con}}-20% slower reload<br />
 
{{Info}}'''''This was the first gun to be added to AW. Later on, Mecha the Slag scrapped Viper Snake's stats and changed the name to the Backdoor Bandit.'''''
 
|-
 
|}
 
-->
 
 
 
== Development team ==
 
 
 
[http://steamcommunity.com/id/MasterOfTheXP/ MasterOfTheXP] - Author and Main Developer.<br />
 
[http://steamcommunity.com/id/Chdata/ Chdata] - Main Developer.<br />
 
[http://steamcommunity.com/id/404UNFGaming/ 404] - Main Developer.<br />
 
[http://steamcommunity.com/id/Theray070696/ Theray070696] - Creator of the (WIP)Advanced Weaponiser 2 Attributes Pack and main developer.<br />
 
<!-- Can't find his Steam Account. D: -->Nergal - Creator of the Nergalpak Attributes Pack.<br />
 
[http://steamcommunity.com/id/CreamBacon/ Orion™] - Creator of the Orion's Attributes Pack, More Advanced Weaponiser 2 Attributes Pack and Dota 2 Attributes Pack.<br />
 
[http://steamcommunity.com/id/Crazyscout/ KarmaCharger] - Team Fortress 2 Wiki Contributor and Weapon Demonstrator.
 
 
 
<!--
 
== Known Bugs ==
 
There might be some.
 
-->
 
 
 
== Update history ==
 
{{Update history|1=
 
''BETA 2 March 12, 2014''
 
* Added support for Arena
 
* Added 9 natives for other plugins to use
 
* Added 3 more cvars to configure the plugin
 
* Added error message for when there are no custom weapons for the player's class
 
* Added warning message to server console for when there are no custom weapons installed at all
 
* Added simple output for typing "custom" into the server console
 
* Added version cvar (whoops!)
 
* "nobots" "1" may now be placed in weapon configs to prevent bots from equipping them
 
* Fixed weapons that changed maximum health not having health updated upon equip
 
* Fixed being able to equip weapons that players already had equipped
 
* Released the WIP Weapons Pack! Contains a few unbalanced/unfinished weapons. Try 'em, and see if you can get them working/balanced!
 
* Starter Weapons Pack
 
** Hell-Sap
 
*** Increased damage bonus to 80% (up from 65%)
 
*** Decreased length of both effects (cooldown and rage) to 10 seconds (was 20 seconds)
 
* HL2 Weapons
 
** Annabelle
 
*** Reversed self-aimpunch (now recoils upwards instead of downwards)
 
* Custom Attributes
 
** Fixed the effects of "sapper causes rage" never ending (the user would take crits from the victim for the rest of the match)
 
** "fires lasers" now accepts a value, which will set the base damage of the laser (formerly always 25)
 
** Added missing documentation for a few attributes to the top of the .sp
 
 
}}
 
}}
 
== External links ==
 
* [https://forums.alliedmods.net/showthread.php?t=236242 Custom Weapons 2 Official AlliedMods Page]
 
* [http://steamcommunity.com/groups/ctf2w cTF2w Steam Group]
 
 
{{ModNav}}
 

Latest revision as of 19:01, 4 November 2023