Difference between revisions of "User:SofiPandaRights/Custom Weapons"
(→Active weapons: First half of updating to the newest information due to our major community update happening in 2 days) |
(→Active weapons: Second half of updating to the newest information due to our major community update happening tomorrow) |
||
Line 1,191: | Line 1,191: | ||
{{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 (But requires 4 hits)<br> |
− | |||
{{Con}}Unable to upgrade friendly buildings unless at full health<br> | {{Con}}Unable to upgrade friendly buildings unless at full health<br> | ||
+ | {{Con}}-25% metal from pickups or dispensers<br> | ||
{{Con}}-25% damage<br> | {{Con}}-25% damage<br> | ||
+ | {{Neutral}}20 shots in the clip, but only holds 20 shots<br> | ||
| | | | ||
{{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 (But requires 4 hits)<br> |
{{Con}}Unable to upgrade friendly buildings unless at full health<br> | {{Con}}Unable to upgrade friendly buildings unless at full health<br> | ||
− | {{Con}}- | + | {{Con}}-50% metal from pickups or dispensers<br> |
− | {{Con}}- | + | {{Con}}-25% damage<br> |
+ | {{Neutral}}10 shots in the clip, but only holds 10 shots<br> | ||
|- | |- | ||
| align="center" | [[File: Lakeside_Pride.png|100px]]<br> | | align="center" | [[File: Lakeside_Pride.png|100px]]<br> | ||
Line 1,209: | Line 1,211: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=835350550/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=835350550/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}On kill: +20 maximum metal and +5% damage, up to 10 stacks<br> | + | {{Pro}}On kill: +20 maximum metal and +2.5% damage, up to 10 stacks<br> |
{{Neutral}}Bonus damage is based on your current metal supply<br> | {{Neutral}}Bonus damage is based on your current metal supply<br> | ||
{{Con}}-25% base damage when out of metal<br> | {{Con}}-25% base damage when out of metal<br> | ||
{{Con}}-50% clip size<br> | {{Con}}-50% clip size<br> | ||
| | | | ||
− | {{Pro}}On kill: +20 maximum metal and +5% damage, up to 50 stacks<br> | + | {{Pro}}On kill: +20 maximum metal and +2.5% damage, up to 50 stacks<br> |
{{Neutral}}Bonus damage is based on your current metal supply<br> | {{Neutral}}Bonus damage is based on your current metal supply<br> | ||
{{Con}}-25% base damage when out of metal<br> | {{Con}}-25% base damage when out of metal<br> | ||
Line 1,225: | Line 1,227: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=622928860/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=622928860/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}} | + | {{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}}- | + | {{Con}}-20% damage<br> |
− | {{ | + | {{Neutral}}Fire rate bonus is reset on death or if one of your teleporters is destroyed<br> |
| | | | ||
− | {{Pro}} | + | {{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}}- | + | {{Con}}-40% damage<br> |
− | {{ | + | {{Neutral}}Fire rate bonus is reset on death or if one of your teleporters is destroyed<br> |
|- | |- | ||
| align="center" | [[File: Signal_Booster.png|100px]]<br> | | align="center" | [[File: Signal_Booster.png|100px]]<br> | ||
Line 1,241: | Line 1,243: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=656022532/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=656022532/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | While active:<br> | + | {{Neutral}}While active:<br> |
− | {{Pro}} | + | {{Pro}}The closer you are to your sentry, this increases your sentry's damage by up to +50%<br> |
− | {{Con}} | + | {{Con}}The closer you are to your sentry, the more damage you take from all sources by up to +20%<br> |
− | |||
− | |||
| | | | ||
− | While active:<br> | + | {{Neutral}}While active:<br> |
− | {{Pro}} | + | {{Pro}}The closer you are to your sentry, this increases your sentry's damage by up to +500%<br> |
− | + | {{Con}}The closer you are to your sentry, the more damage you take from all sources by up to +200%<br> | |
− | {{Con}} | ||
− | |||
− | |||
|- | |- | ||
| align="center" | [[File: Swifty_Swiper.png|100px]]<br> | | align="center" | [[File: Swifty_Swiper.png|100px]]<br> | ||
Line 1,260: | Line 1,257: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=1267/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=1267/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | While active:<br> | + | {{Neutral}}While active:<br> |
− | {{Pro}}All nearby enemy | + | {{Pro}}All enemies within the radius will take 10% more damage from all sources and 4 seconds after leaving the radius<br> |
+ | {{Pro}}All nearby enemy spies are automatically de-cloaked and can't cloak while within the radius<br> | ||
{{Con}}No metal from pickups or dispensers<br> | {{Con}}No metal from pickups or dispensers<br> | ||
− | {{Con}}Drains | + | {{Con}}Drains 10 metal per second<br> |
+ | {{Neutral}}Does not stack with other *Swifty Swiper*s<br> | ||
| | | | ||
− | While active:<br> | + | {{Neutral}}While active:<br> |
− | {{Pro}}All enemy | + | {{Pro}}All enemies within the radius will take 20% more damage from all sources and 8 seconds after leaving the radius<br> |
+ | {{Pro}}All nearby enemy spies are automatically de-cloaked and can't cloak while within the radius<br> | ||
{{Con}}No metal from pickups or dispensers<br> | {{Con}}No metal from pickups or dispensers<br> | ||
− | {{Con}}Drains | + | {{Con}}Drains 5 metal per second<br> |
+ | {{Neutral}}Does not stack with other *Swifty Swiper*s<br> | ||
|- | |- | ||
| align="center" | [[File: Magnetic_Horseshoe.png|100px]]<br> | | align="center" | [[File: Magnetic_Horseshoe.png|100px]]<br> | ||
Line 1,278: | Line 1,279: | ||
{{Pro}}All damage dealt fills the *Building Upgrade* meter, press your *Special-Attack* key to upgrade all of your buildings to level 3<br> | {{Pro}}All damage dealt fills the *Building Upgrade* meter, press your *Special-Attack* key to upgrade all of your buildings to level 3<br> | ||
{{Pro}}Using the *Building Upgrade* meter also heals all of your buildings if already level 3<br> | {{Pro}}Using the *Building Upgrade* meter also heals all of your buildings if already level 3<br> | ||
− | {{ | + | {{Pro}}10% of the damage dealt from your sentry will convert to your meter<br> |
− | {{Con}}- | + | {{Con}}-30% construction speed for all buildings<br> |
{{Con}}-20% repair rate<br> | {{Con}}-20% repair rate<br> | ||
| | | | ||
{{Pro}}All damage dealt fills the *Building Upgrade* meter, press your *Special-Attack* key to upgrade all of your buildings to level 3<br> | {{Pro}}All damage dealt fills the *Building Upgrade* meter, press your *Special-Attack* key to upgrade all of your buildings to level 3<br> | ||
{{Pro}}Using the *Building Upgrade* meter also heals all of your buildings if already level 3<br> | {{Pro}}Using the *Building Upgrade* meter also heals all of your buildings if already level 3<br> | ||
− | {{ | + | {{Pro}}50% of the damage dealt from your sentry will convert to your meter<br> |
− | {{Con}}- | + | {{Con}}-60% construction speed for all buildings<br> |
{{Con}}-40% repair rate<br> | {{Con}}-40% repair rate<br> | ||
|- | |- | ||
Line 1,296: | Line 1,297: | ||
{{Pro}}Gains one critical hit for each Sapper removed<br> | {{Pro}}Gains one critical hit for each Sapper removed<br> | ||
{{Pro}}One hit destroys any sapper<br> | {{Pro}}One hit destroys any sapper<br> | ||
− | {{Pro}}+ | + | {{Pro}}+20% repair rate & upgrade rate<br> |
+ | {{Con}}Critical damage does the same as mini-crit damage<br> | ||
{{Con}}-50% base move speed while hauling buildings<br> | {{Con}}-50% base move speed while hauling buildings<br> | ||
− | {{Con}} | + | {{Con}}-20% fire rate<br> |
| | | | ||
{{Pro}}Gains 10 critical hits for each Sapper removed<br> | {{Pro}}Gains 10 critical hits for each Sapper removed<br> | ||
{{Pro}}One hit destroys any sapper<br> | {{Pro}}One hit destroys any sapper<br> | ||
− | {{Pro}}+ | + | {{Pro}}+200% repair rate & upgrade rate<br> |
+ | {{Con}}Critical damage does the same as mini-crit damage<br> | ||
{{Con}}-99% base move speed while hauling buildings<br> | {{Con}}-99% base move speed while hauling buildings<br> | ||
− | {{Con}} | + | {{Con}}-200% fire rate<br> |
|- | |- | ||
Line 1,317: | Line 1,320: | ||
| | | | ||
{{Pro}}Deals up to +50% damage based on your current UberCharge<br> | {{Pro}}Deals up to +50% damage based on your current UberCharge<br> | ||
− | {{Pro}}Arrow can headshot<br> | + | {{Pro}}Arrow can headshot for +100% damage<br> |
+ | {{Con}}Doesn't gain UberCharge on hit<br> | ||
{{Con}}Cannot heal teammates on hit<br> | {{Con}}Cannot heal teammates on hit<br> | ||
− | + | {{Neutral}}Normal damage falloff and headshot is also affected by damage falloff<br> | |
− | {{Neutral}}Normal damage falloff<br> | ||
| | | | ||
{{Pro}}Deals up to +100% damage based on your current UberCharge<br> | {{Pro}}Deals up to +100% damage based on your current UberCharge<br> | ||
− | {{Pro}}Arrow can headshot<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 UberCharge on hit<br> | {{Con}}Doesn't gain UberCharge on hit<br> | ||
− | {{Neutral}}Normal damage falloff<br> | + | {{Neutral}}Normal damage falloff and headshot is also affected by damage falloff<br> |
|- | |- | ||
| align="center" | [[File: Maniac_Maschinenpistole.png|100px]]<br> | | align="center" | [[File: Maniac_Maschinenpistole.png|100px]]<br> | ||
Line 1,351: | Line 1,354: | ||
| | | | ||
{{Pro}}5% of your damage dealt and 2.5% of your patient's damage dealt is converted to UberCharge<br> | {{Pro}}5% of your damage dealt and 2.5% of your patient's damage dealt is converted to UberCharge<br> | ||
− | + | {{Con}}-25% UberCharge rate<br> | |
− | {{Con}}- | ||
{{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}} | + | {{Pro}}25% of your damage dealt and 12.5% of your patient's damage dealt is converted to UberCharge<br> |
− | |||
{{Con}}-100% UberCharge rate<br> | {{Con}}-100% UberCharge 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> | ||
Line 1,368: | Line 1,369: | ||
{{Pro}}+200% overheal time<br> | {{Pro}}+200% overheal time<br> | ||
{{Pro}}+2 seconds UberCharge duration<br> | {{Pro}}+2 seconds UberCharge duration<br> | ||
− | + | {{Neutral}}UberCharge: Increases overheal cap by 50%, overheal decay time by 100%, and heal rate by 50HP per second<br> | |
− | {{Neutral}}UberCharge: Increases overheal cap by | ||
| | | | ||
− | {{Pro}}+ | + | {{Pro}}+400% overheal time<br> |
{{Pro}}+12 seconds UberCharge duration<br> | {{Pro}}+12 seconds UberCharge duration<br> | ||
− | + | {{Neutral}}UberCharge: Increases overheal cap by 100%, overheal decay time by 200%, and heal rate by 100HP per second<br> | |
− | {{Neutral}}UberCharge: Increases overheal cap by | ||
|- | |- | ||
| align="center" | [[File: Critical_Transmission.png|100px]]<br> | | align="center" | [[File: Critical_Transmission.png|100px]]<br> | ||
Line 1,382: | Line 1,381: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=513923603/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=513923603/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | + | {{Pro}}While healing: User slowly becomes nearly fully transparent over 5 seconds<br> | |
− | {{Pro}}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) and the amount is based how close your allies are to you<br> |
− | {{ | ||
− | |||
{{Neutral}}UberCharge: Grants invisibility to your patient and yourself against enemy players. Grants invisibility against enemy Sentry Guns until your patient attacks.<br> | {{Neutral}}UberCharge: Grants invisibility to your patient and yourself against enemy players. Grants invisibility against enemy Sentry Guns until your patient attacks.<br> | ||
| | | | ||
− | + | {{Pro}}While healing: User slowly becomes VERY nearly fully transparent over 2.5 seconds<br> | |
− | {{Pro}}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) and the amount is based how close your allies are to you<br> |
− | {{ | ||
− | |||
{{Neutral}}UberCharge: Grants invisibility to your patient and yourself against enemy players. Grants invisibility against enemy Sentry Guns until your patient attacks.<br> | {{Neutral}}UberCharge: Grants invisibility to your patient and yourself against enemy players. Grants invisibility against enemy Sentry Guns until your patient attacks.<br> | ||
|- | |- | ||
Line 1,400: | Line 1,395: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=492151433/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=492151433/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | While active:<br> | + | {{Neutral}}While active:<br> |
− | {{Pro}}Any damage taken (except for | + | {{Pro}}Passively regenerates 1/2% Ubercharge per second<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 | + | {{Neutral}}UberCharge: Automatically uses 30% charge when your patient goes below 25% health to restore 50% of their health and up to 10% of your health. UberCharge can be manually used without a patient to restore 20% of your health at the cost of 10% charge.<br> |
− | {{ | ||
| | | | ||
− | While active:<br> | + | {{Neutral}}While active:<br> |
− | {{Pro}}Any damage taken (except for | + | {{Pro}}Passively regenerates 1% Ubercharge per second<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 | + | {{Neutral}}UberCharge: Automatically uses 15% charge when your patient goes below 25% health to restore 75% of their health and up to 15% of your health. UberCharge 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> | ||
Line 1,422: | Line 1,415: | ||
{{Pro}}+25% heal rate<br> | {{Pro}}+25% 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 | + | {{Neutral}}Your extra patients being healed will only heal if not at full health and you can only overheal your main patient<br> |
− | |||
{{Neutral}}UberCharge: 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> | {{Neutral}}UberCharge: 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 | + | {{Neutral}}Your extra patients being healed will only heal if not at full health and you can only overheal your main patient<br> |
− | |||
{{Neutral}}UberCharge: 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> | {{Neutral}}UberCharge: 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> | ||
|- | |- | ||
Line 1,438: | Line 1,429: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=151944240/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=151944240/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}On hit: | + | {{Pro}}On hit: Target bleeds, slowed down by 15%, and you gain +6 health for 6 seconds<br> |
− | |||
− | |||
{{Con}}-50% fire rate<br> | {{Con}}-50% fire rate<br> | ||
{{Con}}-75% damage<br> | {{Con}}-75% damage<br> | ||
| | | | ||
− | {{Pro}}On hit: | + | {{Pro}}On hit: Target bleeds, slowed down by 75%, and you gain +30 health for 30 seconds<br> |
− | |||
− | |||
{{Con}}-500% fire rate<br> | {{Con}}-500% fire rate<br> | ||
{{Con}}-99% damage<br> | {{Con}}-99% damage<br> | ||
Line 1,456: | Line 1,443: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=632296368/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=632296368/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}100% critical | + | {{Pro}}Gain 25% damage resistance & 100% critical chance against the enemy who killed your patient for the next 8 seconds<br> |
− | {{Pro}} | + | {{Pro}}Gain a speed boost when your patient dies for the next 8 seconds<br> |
{{Con}}-25% damage<br> | {{Con}}-25% damage<br> | ||
| | | | ||
− | {{Pro}}100% critical | + | {{Pro}}Gain 100% damage resistance & 100% critical chance against the enemy who killed your patient for the next 40 seconds<br> |
− | {{Pro}} | + | {{Pro}}Gain a speed boost when your patient dies for the next 40 seconds<br> |
− | {{Con}}-100% non- | + | {{Con}}-100% non-critical damage<br> |
|- | |- | ||
| align="center" | [[File: Oathbreaker.png|100px]]<br> | | align="center" | [[File: Oathbreaker.png|100px]]<br> | ||
Line 1,470: | Line 1,457: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=509880303/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=509880303/ TF2 Workshop Link]<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 UberCharge in | + | {{Pro}}Alt-fire to use your UberCharge 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 UberCharge in | + | {{Pro}}Alt-fire to use your UberCharge 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> | ||
Line 1,496: | Line 1,481: | ||
{{Con}}On hit: -100% UberCharge<br> | {{Con}}On hit: -100% UberCharge<br> | ||
|- | |- | ||
− | |||
<!-- SNIPER HERE --> | <!-- SNIPER HERE --> | ||
| align="center" rowspan="14" | {{Icon class|class=Sniper|link=Sniper}}<br>[[Sniper]] | | align="center" rowspan="14" | {{Icon class|class=Sniper|link=Sniper}}<br>[[Sniper]] | ||
Line 1,505: | Line 1,489: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=480956552/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=480956552/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}Arrows can bounce up to | + | {{Pro}}Arrows can bounce up to 2 times<br> |
+ | {{Pro}}+25% damage for each time an arrow bounces<br> | ||
{{Pro}}Arrows penetrates all enemies<br> | {{Pro}}Arrows penetrates all enemies<br> | ||
− | {{Con}} | + | {{Pro}}+25% falloff damage (including mini-crits and critical hits<br> |
+ | {{Con}}Mini-crits on headshots<br> | ||
| | | | ||
− | {{Pro}}Arrows can bounce up to | + | {{Pro}}Arrows can bounce up to 10 times<br> |
+ | {{Pro}}+125% damage for each time an arrow bounces<br> | ||
{{Pro}}Arrows penetrates all enemies<br> | {{Pro}}Arrows penetrates all enemies<br> | ||
− | {{Con}} | + | {{Pro}}+125% falloff damage (including mini-crits and critical hits<br> |
+ | {{Con}}Mini-crits on headshots<br> | ||
|- | |- | ||
| align="center" | [[File: Didgeridoom.PNG|100px]]<br> | | align="center" | [[File: Didgeridoom.PNG|100px]]<br> | ||
Line 1,537: | Line 1,525: | ||
{{Pro}}While scoped: Slowly fade to be almost fully transparent<br> | {{Pro}}While scoped: Slowly fade to be almost fully transparent<br> | ||
{{Pro}}Silent killer: No death noise from kills<br> | {{Pro}}Silent killer: No death noise from kills<br> | ||
− | {{Pro}}On headshot: Your next shot will charge | + | {{Pro}}On headshot: Your next shot will charge 40% faster<br> |
− | {{ | + | {{Con}}On bodyshot: Your next shot will charge 10% slower<br> |
− | {{Con}}On miss: Your next shot will charge | + | {{Con}}On miss: Your next shot will charge 20% slower<br> |
− | {{Con}}- | + | {{Con}}-10% damage<br> |
| | | | ||
− | {{Pro}}While scoped: Slowly fade to be | + | {{Pro}}While scoped: Slowly fade to be nearly fully transparent<br> |
{{Pro}}Silent killer: No death noise from kills<br> | {{Pro}}Silent killer: No death noise from kills<br> | ||
− | {{Pro}}On headshot: Your next shot will charge | + | {{Pro}}On headshot: Your next shot will charge 80% faster<br> |
− | {{ | + | {{Con}}On bodyshot: Your next shot will charge 20% slower<br> |
− | {{Con}}On miss: Your next shot will charge | + | {{Con}}On miss: Your next shot will charge 40% slower<br> |
{{Con}}-99% damage on body shots<br> | {{Con}}-99% damage on body shots<br> | ||
|- | |- | ||
Line 1,555: | Line 1,543: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=412389904/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=412389904/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}On headshot: Deals | + | {{Pro}}On headshot: Deals 25% explosive damage to all nearby enemies in radius (225 hammer units)<br> |
− | {{Con}}- | + | {{Pro}}On kill: Gain +100% charge rate for your next shot<br> |
+ | {{Con}}-20% damage<br> | ||
| | | | ||
− | {{Pro}}On headshot: Deals 50% explosive damage to all nearby enemies in a large radius<br> | + | {{Pro}}On headshot: Deals 50% explosive damage to all nearby enemies in a large radius (450 hammer units)<br> |
− | {{Con}}- | + | {{Pro}}On kill: Gain +100% charge rate for your next shot<br> |
+ | {{Con}}-99% damage on body shots<br> | ||
|- | |- | ||
| align="center" | [[File: Prototype_S_8.png|100px]]<br> | | align="center" | [[File: Prototype_S_8.png|100px]]<br> | ||
Line 1,568: | Line 1,558: | ||
| | | | ||
{{Pro}}Damage combo system:<br> | {{Pro}}Damage combo system:<br> | ||
− | + | * 1st hit: 75<br> | |
− | + | * 2nd hit: 100<br> | |
− | + | * 3rd hit: 125<br> | |
{{Pro}}Crits on headshots deals +25% damage<br> | {{Pro}}Crits on headshots deals +25% damage<br> | ||
{{Neutral}}Combo is reset on the 3rd hit<br> | {{Neutral}}Combo is reset on the 3rd hit<br> | ||
− | {{Con}}+25% falloff damage | + | {{Con}}+25% falloff damage (including mini-crits and critical hits)<br> |
{{Con}}Unable to zoom<br> | {{Con}}Unable to zoom<br> | ||
| | | | ||
{{Pro}}Damage combo system:<br> | {{Pro}}Damage combo system:<br> | ||
− | + | * 1st hit: 75<br> | |
− | + | * 2nd hit: 100<br> | |
− | + | * 3rd hit: 125<br> | |
{{Pro}}Crits on headshots deals +250% damage<br> | {{Pro}}Crits on headshots deals +250% damage<br> | ||
{{Neutral}}Combo is reset on the 3rd hit<br> | {{Neutral}}Combo is reset on the 3rd hit<br> | ||
− | {{Con}}+50% falloff damage | + | {{Con}}+50% falloff damage (including mini-crits and critical hits)<br> |
{{Con}}Unable to zoom<br> | {{Con}}Unable to zoom<br> | ||
|- | |- | ||
Line 1,591: | Line 1,581: | ||
[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<br> | + | {{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<br> | + | {{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 1,603: | Line 1,593: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=510852236/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=510852236/ TF2 Workshop Link]<br /> | ||
| | | | ||
+ | {{Pro}}-25% damage taken from behind<br> | ||
{{Pro}}When you take damage from behind, Jarate all nearby enemies for 3 seconds with a 10 second cooldown<br> | {{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}}On death: Cover all nearby enemies for 5 seconds with Jarate<br> | ||
{{Pro}}When backstabbed: The Spy will be Jarated for 10 seconds<br> | {{Pro}}When backstabbed: The Spy will be Jarated for 10 seconds<br> | ||
| | | | ||
+ | {{Pro}}-50% damage taken from behind<br> | ||
{{Pro}}When you take damage from behind, Jarate all nearby enemies for 6 seconds with a 5 second cooldown<br> | {{Pro}}When you take damage from behind, Jarate all nearby enemies for 6 seconds with a 5 second cooldown<br> | ||
{{Pro}}On death: Cover all nearby enemies for 10 seconds with Jarate<br> | {{Pro}}On death: Cover all nearby enemies for 10 seconds with Jarate<br> | ||
Line 1,667: | Line 1,659: | ||
{{Pro}}This weapon deploys 25% faster<br> | {{Pro}}This weapon deploys 25% faster<br> | ||
{{Pro}}This weapon stores 1 guaranteed critical hit for every headshot kill you get with your primary, up to 35<br> | {{Pro}}This weapon stores 1 guaranteed critical hit for every headshot kill you get with your primary, up to 35<br> | ||
− | {{Con}}20% damage | + | {{Con}}While this weapon is out, +20% damage taken from the front<br> |
{{Con}}-25% damage<br> | {{Con}}-25% damage<br> | ||
| | | | ||
{{Pro}}This weapon deploys 100% faster<br> | {{Pro}}This weapon deploys 100% faster<br> | ||
{{Pro}}This weapon stores 10 guaranteed critical hit for every headshot kill you get with your primary, up to 350<br> | {{Pro}}This weapon stores 10 guaranteed critical hit for every headshot kill you get with your primary, up to 350<br> | ||
− | {{Con}}200% damage | + | {{Con}}While this weapon is out, +200% damage taken from the front<br> |
− | {{Con}}-100% non- | + | {{Con}}-100% non-critical damage<br> |
|- | |- | ||
| align="center" | [[File: Camper_Climber.png|100px]]<br> | | align="center" | [[File: Camper_Climber.png|100px]]<br> | ||
Line 1,697: | Line 1,689: | ||
{{Pro}}On hit: Gain +25% charge rate for your primary weapon<br> | {{Pro}}On hit: Gain +25% charge rate for your primary weapon<br> | ||
{{Pro}}On kill: Gain +50% charge rate for your primary weapon<br> | {{Pro}}On kill: Gain +50% charge rate for your primary weapon<br> | ||
− | |||
{{Con}}On primary attack: Removes 25% of stored bonus charge rate<br> | {{Con}}On primary attack: Removes 25% of stored bonus charge rate<br> | ||
− | {{Con}} | + | {{Con}}While your primary weapon is out, +10% damage taken from the front<br> |
{{Con}}-25% firing speed<br> | {{Con}}-25% firing speed<br> | ||
+ | {{Neutral}}Gain up to +100% charge for rifles and up to +90% charge for bows<br> | ||
| | | | ||
{{Pro}}On hit: Gain +50% charge rate for your primary weapon<br> | {{Pro}}On hit: Gain +50% charge rate for your primary weapon<br> | ||
{{Pro}}On kill: Gain +100% charge rate for your primary weapon<br> | {{Pro}}On kill: Gain +100% charge rate for your primary weapon<br> | ||
− | |||
{{Con}}On primary attack: Removes 12.5% of stored bonus charge rate<br> | {{Con}}On primary attack: Removes 12.5% of stored bonus charge rate<br> | ||
− | {{Con}} | + | {{Con}}While your primary weapon is out, +20% damage taken from the front<br> |
{{Con}}-250% firing speed<br> | {{Con}}-250% firing speed<br> | ||
+ | {{Neutral}}Gain up to +100% charge for rifles and up to +90% charge for bows<br> | ||
|- | |- | ||
| align="center" | [[File: Hewer_Hatchet.png|100px]]<br> | | align="center" | [[File: Hewer_Hatchet.png|100px]]<br> | ||
Line 1,715: | Line 1,707: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=387/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=387/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | While active:<br> | + | {{Neutral}}While active:<br> |
{{Pro}}Any overheal does not decay<br> | {{Pro}}Any overheal does not decay<br> | ||
{{Pro}}On draw: +50 health<br> | {{Pro}}On draw: +50 health<br> | ||
{{Con}}On holster: -60 health<br> | {{Con}}On holster: -60 health<br> | ||
| | | | ||
− | While active:<br> | + | {{Neutral}}While active:<br> |
{{Pro}}Any overheal does not decay<br> | {{Pro}}Any overheal does not decay<br> | ||
{{Pro}}On draw: +100 health<br> | {{Pro}}On draw: +100 health<br> | ||
{{Con}}On holster: -120 health<br> | {{Con}}On holster: -120 health<br> | ||
|- | |- | ||
− | |||
<!-- SPY HERE --> | <!-- SPY HERE --> | ||
| align="center" rowspan="9" | {{Icon class|class=Spy|link=Spy}}<br>[[Spy]] | | align="center" rowspan="9" | {{Icon class|class=Spy|link=Spy}}<br>[[Spy]] | ||
Line 1,754: | Line 1,745: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=269037564/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=269037564/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}On hit: Target is marked for death, slowed down by 15%, and is highlighted to make them be seen through walls for | + | {{Pro}}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<br> |
{{Con}}Fires tracer rounds<br> | {{Con}}Fires tracer rounds<br> | ||
{{Con}}-83% clip size<br> | {{Con}}-83% clip size<br> | ||
Line 1,772: | Line 1,763: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=229520384/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=229520384/ TF2 Workshop Link]<br /> | ||
| | | | ||
+ | {{Pro}}On backstab: Recovers 2 shots<br> | ||
{{Pro}}No ammo spent on successful hits<br> | {{Pro}}No ammo spent on successful hits<br> | ||
{{Pro}}Last shot is a guaranteed critical hit<br> | {{Pro}}Last shot is a guaranteed critical hit<br> | ||
− | {{Con}}Only holds | + | {{Con}}Only holds 10 shots<br> |
{{Con}}-25% fire rate<br> | {{Con}}-25% fire rate<br> | ||
{{Con}}-25% damage<br> | {{Con}}-25% damage<br> | ||
{{Neutral}}Can only refill ammo at a resupply or with successful hits<br> | {{Neutral}}Can only refill ammo at a resupply or with successful hits<br> | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}On backstab: Recovers 10 shots<br> |
− | {{Pro}}Last shot | + | {{Pro}}No ammo spent on successful hits<br> |
+ | {{Pro}}Last shot is a guaranteed critical hit<br> | ||
+ | {{Con}}Only holds 20 shots<br> | ||
{{Con}}-50% fire rate<br> | {{Con}}-50% fire rate<br> | ||
− | {{Con}}- | + | {{Con}}-50% damage<br> |
+ | {{Neutral}}Can only refill ammo at a resupply or with successful hits<br> | ||
|- | |- | ||
| align="center" | [[File: Infection.png|100px]]<br> | | align="center" | [[File: Infection.png|100px]]<br> | ||
Line 1,790: | Line 1,785: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=99908102/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=99908102/ TF2 Workshop Link]<br /> | ||
| | | | ||
+ | {{Pro}}On backstab: Enemies in a radius is marked for death for 3 seconds<br> | ||
{{Pro}}Instantly cloak after a backstab and infect the victim with a plague<br> | {{Pro}}Instantly cloak after a backstab and infect the victim with a plague<br> | ||
− | {{Pro}}Infected victims are marked for death and take damage for | + | {{Pro}}Infected victims are marked for death and take damage for 12 seconds<br> |
− | {{Pro}}Plague can be spread by | + | {{Pro}}Plague can be spread by touching a teammate<br> |
− | {{ | + | {{Pro}}Plague can be removed by a healing source, health kit, Medic, or by entering a respawn area<br> |
− | {{ | + | {{Pro}}Backstabs don't instantly kill<br> |
| | | | ||
+ | {{Pro}}On backstab: Enemies in a radius is marked for death for 15 seconds<br> | ||
{{Pro}}Instantly cloak after a backstab and infect the victim with a plague<br> | {{Pro}}Instantly cloak after a backstab and infect the victim with a plague<br> | ||
− | {{Pro}}Infected victims take damage for | + | {{Pro}}Infected victims are marked for death and take damage for 60 seconds<br> |
− | {{Pro}}Plague can be spread by | + | {{Pro}}Plague can be spread by touching a teammate<br> |
− | {{ | + | {{Pro}}Plague can be removed by a healing source, health kit, Medic, or by entering a respawn area<br> |
− | {{ | + | {{Pro}}Backstabs don't instantly kill<br> |
|- | |- | ||
| align="center" | [[File: Secretive_Service.png|100px]]<br> | | align="center" | [[File: Secretive_Service.png|100px]]<br> | ||
Line 1,814: | Line 1,811: | ||
{{Pro}}On backstab kill: Gain +6% move speed, +12% cloaking speed, and +6% decloaking speed (up to 5 stacks)<br> | {{Pro}}On backstab kill: Gain +6% move speed, +12% cloaking speed, and +6% decloaking speed (up to 5 stacks)<br> | ||
{{Con}}On backstab kill: +.25 sec longer cloak blink time (up to 5 stacks)<br> | {{Con}}On backstab kill: +.25 sec longer cloak blink time (up to 5 stacks)<br> | ||
− | {{Con}}- | + | {{Con}}-250% fire rate<br> |
|- | |- | ||
| align="center" | [[File: Intermission.png|100px]]<br> | | align="center" | [[File: Intermission.png|100px]]<br> | ||
Line 1,822: | Line 1,819: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=168450095/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=168450095/ TF2 Workshop Link]<br /> | ||
| | | | ||
+ | {{Pro}}+2 health regenerated per second for each active sapper<br> | ||
{{Pro}}Restores a small amount of health when a sapped building is destroyed<br> | {{Pro}}Restores a small amount of health when a sapped building is destroyed<br> | ||
− | {{Con}}- | + | {{Con}}-40% Sapper damage<br> |
{{Neutral}}User gains more health depending on the building type and what current level it was when destroyed<br> | {{Neutral}}User gains more health depending on the building type and what current level it was when destroyed<br> | ||
| | | | ||
+ | {{Pro}}+10 health regenerated per second for each active sapper<br> | ||
{{Pro}}Restores health when a sapped building is destroyed<br> | {{Pro}}Restores health when a sapped building is destroyed<br> | ||
{{Con}}-100% Sapper damage<br> | {{Con}}-100% Sapper damage<br> | ||
Line 1,836: | Line 1,835: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=229508165/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=229508165/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}+ | + | {{Pro}}+60% damage against buildings<br> |
− | {{Con}}The Engineer who built the building crits 100% of the time on YOU for 4 seconds after sapping a building<br> | + | {{Con}}The Engineer who built the building mini-crits 100% of the time on YOU for 4 seconds after sapping a building<br> |
{{Con}}-50% Sapper health<br> | {{Con}}-50% Sapper health<br> | ||
| | | | ||
− | {{Pro}}+ | + | {{Pro}}+120% damage against buildings<br> |
− | {{Con}}The Engineer who built the building crits 100% of the time on YOU for 8 seconds after sapping a building<br> | + | {{Con}}The Engineer who built the building mini-crits 100% of the time on YOU for 8 seconds after sapping a building<br> |
{{Con}}-99% Sapper health<br> | {{Con}}-99% Sapper health<br> | ||
|- | |- | ||
Line 1,864: | Line 1,863: | ||
CURRENTLY CAN'T USE CUSTOM WATCH MODELS | CURRENTLY CAN'T USE CUSTOM WATCH MODELS | ||
| | | | ||
− | {{Pro}}On use if moving: User will leap in the | + | {{Pro}}On use: Removes any negative debuff<br> |
+ | {{Pro}}On use if moving: User will leap in the air<br> | ||
{{Pro}}On use if not moving: User will perform an extra jump<br> | {{Pro}}On use if not moving: User will perform an extra jump<br> | ||
− | {{ | + | {{Con}}On use: Removes current disguise<br> |
− | |||
{{Con}}No cloak meter from ammo sources<br> | {{Con}}No cloak meter from ammo sources<br> | ||
− | {{Neutral}}5 second | + | {{Neutral}}On use: Wearer doesn't take fall damage, but reduces the amount of air control for the next 5 seconds<br> |
+ | {{Neutral}}8 second cooldown<br> | ||
| | | | ||
− | {{Pro}}On use if moving: User will leap in the | + | {{Pro}}On use: Removes any negative debuff<br> |
+ | {{Pro}}On use if moving: User will leap in the air<br> | ||
{{Pro}}On use if not moving: User will perform an extra jump<br> | {{Pro}}On use if not moving: User will perform an extra jump<br> | ||
− | {{ | + | {{Con}}On use: Removes current disguise<br> |
− | |||
{{Con}}No cloak meter from ammo sources<br> | {{Con}}No cloak meter from ammo sources<br> | ||
− | {{Neutral}} | + | {{Neutral}}On use: Wearer doesn't take fall damage, but reduces the amount of air control for the next 5 seconds<br> |
+ | {{Neutral}}4 second cooldown<br> | ||
|- | |- | ||
| align="center" rowspan="2" | {{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" rowspan="2" | {{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]] | ||
Line 1,885: | Line 1,886: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=101038801/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=101038801/ TF2 Workshop Link]<br /> | ||
| | | | ||
+ | {{Pro}}+37% melee range<br> | ||
{{Pro}}+25% damage against the same class type<br> | {{Pro}}+25% damage against the same class type<br> | ||
{{Con}}-25% damage against other class types<br> | {{Con}}-25% damage against other class types<br> | ||
− | |||
| | | | ||
+ | {{Pro}}+37% melee range<br> | ||
{{Pro}}+100% damage against the same class type<br> | {{Pro}}+100% damage against the same class type<br> | ||
{{Con}}-100% damage against other class types<br> | {{Con}}-100% damage against other class types<br> | ||
− | |||
|- | |- | ||
| align="center" | [[File: Merasmus_Staff.png|100px]]<br> | | align="center" | [[File: Merasmus_Staff.png|100px]]<br> | ||
Line 1,901: | Line 1,902: | ||
{{Pro}}On kill: Gain a bumper car and 50% damage resistance for 10 seconds<br> | {{Pro}}On kill: Gain a bumper car and 50% damage resistance for 10 seconds<br> | ||
{{Con}}While in a bumper car, user can only deal damage by bumping into enemies<br> | {{Con}}While in a bumper car, user can only deal damage by bumping into enemies<br> | ||
− | {{Con}}While active: | + | {{Con}}While active: -25% critical damage (Demoman ONLY)<br> |
+ | {{Con}}-10% fire rate<br> | ||
{{Neutral}}Bumber car hits will always mini-crit on hit and crit hit if user is traveling fast enough<br> | {{Neutral}}Bumber car hits will always mini-crit on hit and crit hit if user is traveling fast enough<br> | ||
| | | | ||
− | {{Pro}}On kill: Gain a bumper car, *Strength* Mannpower powerup, and *Resistance* Mannpower powerup for | + | {{Pro}}On kill: Gain a bumper car, *Strength* Mannpower powerup, and *Resistance* Mannpower powerup for 20 seconds<br> |
{{Con}}While in a bumper car, user can only deal damage by bumping into enemies<br> | {{Con}}While in a bumper car, user can only deal damage by bumping into enemies<br> | ||
− | {{Con}}While active: | + | {{Con}}While active: -25% critical damage (Demoman ONLY)<br> |
− | {{Neutral}}Bumber car hits will always | + | {{Con}}-100% fire rate<br> |
+ | {{Neutral}}Bumber 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 1,919: | Line 1,922: | ||
{{Con}}-33% damage<br> | {{Con}}-33% damage<br> | ||
{{Con}}-33% clip size<br> | {{Con}}-33% clip size<br> | ||
+ | {{Con}}25% less accurate<br> | ||
| | | | ||
− | {{Pro}}On hit: A percentage of victim's primary ammo (up to | + | {{Pro}}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<br> |
− | {{Con}}- | + | {{Con}}-66% damage<br> |
− | {{Con}}- | + | {{Con}}-66% clip size<br> |
+ | {{Con}}125% less accurate<br> | ||
|- | |- | ||
| align="center" | [[File: Raiding_Aid.png|150px]]<br> | | align="center" | [[File: Raiding_Aid.png|150px]]<br> | ||
Line 1,930: | Line 1,935: | ||
[http://steamcommunity.com/sharedfiles/filedetails/?id=117833569/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=117833569/ TF2 Workshop Link]<br /> | ||
| | | | ||
+ | {{Pro}}Every X damage that you deal with other weapons reloads a shot for this weapon<br> | ||
{{Pro}}On kill: Increase clip size by 1 shot, up to 8 shots<br> | {{Pro}}On kill: Increase clip size by 1 shot, up to 8 shots<br> | ||
− | {{Con}} | + | {{Con}}100% slower reload<br> |
{{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}}Pyro requires 180 damage to reload a shot (Including afterburn damage)<br> | ||
+ | {{Neutral}}Heavy requires 150 damage to reload a shot<br> | ||
+ | {{Neutral}}Soldier requires 150 damage to reload a shot<br> | ||
| | | | ||
− | {{Pro}} | + | {{Pro}}Every X damage that you deal with other weapons reloads a shot for this weapon<br> |
{{Pro}}On kill: Increase clip size by 10 shot, up to 80 shots<br> | {{Pro}}On kill: Increase clip size by 10 shot, up to 80 shots<br> | ||
− | + | {{Con}}100% slower reload<br> | |
− | {{Con}} | ||
{{Con}}-83% base clip size<br> | {{Con}}-83% base clip size<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 (Including afterburn damage)<br> | ||
+ | {{Neutral}}Heavy requires 150 damage to reload a shot<br> | ||
+ | {{Neutral}}Soldier requires 150 damage to reload a shot<br> | ||
|- | |- | ||
|} | |} |
Revision as of 18:31, 11 August 2017
“ | Yes. I like this new weapon.
Click to listen
— The Heavy.
|
” |
Custom Weapons, also known as Custom TF2 Weapons and CTF2W, is a SourceMod server plugin which adds "new" weapons to Team Fortress 2 and was developed by MasterOfTheXP. It is currently maintained by Chdata, Crafting, Agent Silver, Cool Porygon, CHAWLZ.
Unlike Advanced Weaponiser, there is no loadout viewer nor a drop system because all weapons are available to the public.
Contents
Gameplay Demonstration
Custom Weapon Demonstration
Official Server List
Custom TF2 Weapons with Extended MvM Upgrades | USA
Custom TF2 Weapons with Extended MvM Upgrades | EU
Custom TF2 Weapons x10 | USA
Custom TF2 Weapons | USA
Custom TF2 Weapons | EU
TF2Data - Chdata's Custom Weapons | USA
List of weapons
Active weapons
The following weapons are currently available to be equipped.
Active Weapons | ||||
---|---|---|---|---|
Class | Weapon | 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: +100% debuff damage dealt
Reloading resets the combo |
On wearer: +200% debuff damage dealt
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: Gain up to 120 health over a short period of time |
On drink: Gain up to 120 health over a short period of time | ||
100px Secondary |
On hit with your melee: Refills 2 Shurikens, up to 10 can be held |
Crits whenever it would normally mini-crit | ||
100px Secondary |
While under the effects: You are reduced 25% in size and receive a speed boost for 15 seconds |
While under the effects: You are reduced 25% in size and receive a speed boost for 15 seconds | ||
Melee |
All damage charges the *Handiness* meter, alt-fire (while active) to gain 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 |
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 |
+20% fire rate and +10% reload speed for your primary weapon |
+40% fire rate and +20% reload speed for your primary weapon | ||
Secondary |
10% damage taken by teammates in a large radius (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 |
15% ammo regenerated every 5 seconds on wearer |
100% ammo regenerated every 5 seconds on wearer | ||
Secondary |
-50% duration from all debuffs on wearer |
-75% duration from all debuffs on wearer | ||
Secondary |
Deals crits while explosive jumping |
Deals crits while explosive jumping | ||
100px Secondary |
+30% fire rate |
+100% 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 |
Primary |
+66% afterburn damage |
+333% afterburn damage | |
Primary |
Alt-fire: Creates a Fireblast (60 damage), it ignites players in the radius, and deals mini-crits vs burning players |
Alt-fire: Creates a Fireblast (120 damage), it ignites players in the radius, and deals mini-crits vs burning players | ||
100px Primary |
Looking down (or jumping) while attacking will launch you (or pull you) through the air |
Full air control on wearer | ||
Secondary |
On hit: Reset enemy afterburn duration |
On hit: Reset enemy afterburn duration | ||
Secondary |
Shoots 4 extra flares |
Shoots 9 extra flares | ||
Secondary |
100% mini-crit hit vs burning players |
100% mini-crit hit vs burning players | ||
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: | ||
Demoman |
Primary |
On wearer: |
On wearer: | |
100px Primary |
User performs a earthquake after landing an explosive jump to damage enemies (up to 66 damage) and pulls enemies towards you |
User performs a earthquake after landing an explosive jump to damage enemies (up to 132 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 25 second speed boost | ||
Heavy |
100px Primary |
While spun up: Gain a small move speed bonus and no natural move speed penalty |
While spun up: Gain a large move speed bonus and no natural move speed penalty | |
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 |
Bullets penetrate all enemies |
Bullets penetrate all enemies | ||
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 |
CURRENTLY NO PUBLIC LINK |
All damage dealt charges the Electroshock meter and requires 500 damage |
All damage dealt charges the Electroshock meter and requires 250 damage | |
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 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 |
Primary |
On hit friendly building: +15 upgrade and +15 repair |
On hit friendly building: +150 upgrade and +150 repair | |
100px Primary |
On kill: +20 maximum metal and +2.5% damage, up to 10 stacks |
On kill: +20 maximum metal and +2.5% damage, up to 50 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 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 |
100px Primary |
Deals up to +50% damage based on your current UberCharge |
Deals up to +100% damage based on your current UberCharge | |
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 UberCharge |
25% of your damage dealt and 12.5% of your patient's damage dealt is converted to UberCharge | ||
100px Secondary |
+200% overheal time |
+400% overheal time | ||
Secondary |
While healing: User slowly becomes nearly fully transparent over 5 seconds |
While healing: User slowly becomes VERY nearly fully transparent over 2.5 seconds | ||
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 | ||
Melee |
Gain 25% damage resistance & 100% critical chance against the enemy who killed your patient for the next 8 seconds |
Gain 100% damage resistance & 100% critical chance against the enemy who killed your patient for the next 40 seconds | ||
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: +20% UberCharge rate, up to +100% |
On hit: +200% UberCharge rate, up to +1000% | ||
Sniper |
100px Primary |
Arrows can bounce up to 2 times |
Arrows can bounce up to 10 times | |
Primary |
On scoped shot: Applies bleeding and fire for 1 second |
On scoped shot: Applies bleeding and fire for 5 second | ||
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 take fall damage |
Wearer never take 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 |
Secondary |
This weapon deploys 25% faster |
This weapon deploys 100% faster | |
Secondary |
On hit: Target is marked for death, slowed down by 15%, and is highlighted to make them be seen through walls for 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 | |
Scout, Soldier, Pyro, Demoman, Heavy, Medic, Sniper | 100px Melee |
+37% melee range |
+37% melee range | |
100px Melee |
On kill: Gain a bumper car and 50% damage resistance for 10 seconds |
On kill: Gain a bumper car, *Strength* Mannpower powerup, and *Resistance* Mannpower powerup for 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 |
Every X damage that you deal with other weapons reloads a shot for this weapon |
Every X damage that you deal with other weapons reloads a shot for this weapon |
Current Development Team
Chdata - Main Plugin Developer
Crafting - Main Developer, YouTube, Steam Group, & Server Owner
KarmaCharger - Team Fortress 2 Wiki Contributor and Weapon Demonstrator
Agent Silver - Custom Attribute Developer
Cool Porygon - Custom Attribute Developer
CHAWLZ - Custom Attribute Developer
Former Development Members
MasterOfTheXP - Original Author and Main Plugin Developer
Theray070696 - Custom Attribute Developer & Main Plugin Developer
404 - Developer
Deathreus - Developer
Orion™ - Custom Attribute Developer
The655 - Custom Attribute Developer
Nergal - Custom Attribute Developer
Known Bugs
- The more custom weapons you equip, certain cosmetics will disappear from your player model. It only disappears only for you, but other players somewhat still see your cosmetics. Unusual effects don't disappear from your view.
External links
- Official AlliedMods Page
- Official Steam Group
- Official YouTube Channel
- Official Discord Channel
- Official Twitch Channel
- Official Twitter
|