Difference between revisions of "User:SofiPandaRights/Custom Weapons"
m (Auto: EnforceCapitalization(Teleporters), EnforceCapitalization(Spies), WordFilter((?<!Mini.)(?<!Mah.)(?<!My.)Sentry(?![-\s]*(?:Gun|here|ahead|forward|up there|right up|, right up|'{2,}|jump)|-) → Sentry Gun) (Review RC#2256372)) |
m (→Active weapons) |
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{{Pro}}Weapon damage increases as health decreases, up to 100%<br> | {{Pro}}Weapon damage increases as health decreases, up to 100%<br> | ||
{{Con}}Weapon spread increases as health decreases, up to 400%<br> | {{Con}}Weapon spread increases as health decreases, up to 400%<br> | ||
− | {{Con}}Reload and fire rate decreases as health decreases, up to | + | {{Con}}Reload and fire rate decreases as health decreases, up to 25%<br> |
|- | |- | ||
| align="center" | [[File:Solid_Slugger.png|100px]]<br> | | align="center" | [[File:Solid_Slugger.png|100px]]<br> | ||
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| | | | ||
{{Pro}}On hit: Recharges all rechargeable weapons on wearer by up to 25%<br> | {{Pro}}On hit: Recharges all rechargeable weapons on wearer by up to 25%<br> | ||
− | {{Pro}}+ | + | {{Pro}}+33% clip size<br> |
{{Pro}}25% more accurate<br> | {{Pro}}25% more accurate<br> | ||
{{Con}}-25% recharge rate on all rechargeable weapons on wearer<br> | {{Con}}-25% recharge rate on all rechargeable weapons on wearer<br> | ||
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| | | | ||
{{Pro}}On hit: Recharges all rechargeable weapons on wearer by up to 100%<br> | {{Pro}}On hit: Recharges all rechargeable weapons on wearer by up to 100%<br> | ||
− | {{Pro}}+ | + | {{Pro}}+33.3% clip size<br> |
{{Pro}}100% more accurate<br> | {{Pro}}100% more accurate<br> | ||
{{Con}}-100% recharge rate on all rechargeable weapons on wearer<br> | {{Con}}-100% recharge rate on all rechargeable weapons on wearer<br> | ||
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{{Neutral}} These can stacked up to 10 times and start to decay 5 seconds without damaging or killing an enemy with a 2.5 second interval<br> | {{Neutral}} These can stacked up to 10 times and start to decay 5 seconds without damaging or killing an enemy with a 2.5 second interval<br> | ||
{{Con}}-25% damage on non-direct hits<br> | {{Con}}-25% damage on non-direct hits<br> | ||
− | {{Con}}+ | + | {{Con}}+25% falloff damage penalty (including mini-crits and critical hits)<br> |
| | | | ||
{{Pro}}200% bonus max primary ammo on wearer<br> | {{Pro}}200% bonus max primary ammo on wearer<br> | ||
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{{Neutral}} These can stacked up to 10 times and start to decay 10 seconds without damaging or killing an enemy with a 5 second interval<br> | {{Neutral}} These can stacked up to 10 times and start to decay 10 seconds without damaging or killing an enemy with a 5 second interval<br> | ||
{{Con}}-50% damage on non-direct hits<br> | {{Con}}-50% damage on non-direct hits<br> | ||
− | {{Con}}+ | + | {{Con}}+50% falloff damage penalty (including mini-crits and critical hits)<br> |
|- | |- | ||
| align="center" | [[File: Busted_Booster.png |100px]]<br> | | align="center" | [[File: Busted_Booster.png |100px]]<br> | ||
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| | | | ||
{{Pro}}+40% fire rate and +20% reload speed for your primary weapon<br> | {{Pro}}+40% fire rate and +20% reload speed for your primary weapon<br> | ||
− | {{Pro}}When used: The user and teammates are given a +25% fire rate and reload speed with any weapons while within the radius for | + | {{Pro}}When used: The user and teammates are given a +25% fire rate and reload speed with any weapons while within the radius for 20 seconds<br> |
{{Neutral}}Requires 480 damage dealt to charge<br> | {{Neutral}}Requires 480 damage dealt to charge<br> | ||
|- | |- | ||
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{{Neutral}}Fire rate can only be reset on death or resupply<br> | {{Neutral}}Fire rate can only be reset on death or resupply<br> | ||
| | | | ||
− | {{Pro}}+ | + | {{Pro}}+60% fire rate<br> |
{{Pro}}+666% clip size<br> | {{Pro}}+666% clip size<br> | ||
{{Pro}}+200% bullets per shot<br> | {{Pro}}+200% bullets per shot<br> | ||
{{Pro}}{{Con}}100% less accurate<br> | {{Pro}}{{Con}}100% less accurate<br> | ||
− | {{Con}}On miss: Decreases fire rate by | + | {{Con}}On miss: Decreases fire rate by 100%, up to 500%<br> |
− | {{Con}} | + | {{Con}}50% slower reload<br> |
− | {{Con}}- | + | {{Con}}-66% damage<br> |
{{Neutral}}Fire rate can only be reset on death or resupply<br> | {{Neutral}}Fire rate can only be reset on death or resupply<br> | ||
|- | |- | ||
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{{Pro}}On hit: Reset enemy afterburn duration<br> | {{Pro}}On hit: Reset enemy afterburn duration<br> | ||
{{Pro}}Shotgun and afterburn damage scales up to +66% if the enemy has been burning up to 15 seconds<br> | {{Pro}}Shotgun and afterburn damage scales up to +66% if the enemy has been burning up to 15 seconds<br> | ||
− | |||
{{Con}}-20% fire rate<br> | {{Con}}-20% fire rate<br> | ||
{{Con}}-34% clip size<br> | {{Con}}-34% clip size<br> | ||
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{{Pro}}On hit: Reset enemy afterburn duration<br> | {{Pro}}On hit: Reset enemy afterburn duration<br> | ||
{{Pro}}Shotgun and afterburn damage scales up to +132% if the enemy has been burning up to 30 seconds<br> | {{Pro}}Shotgun and afterburn damage scales up to +132% if the enemy has been burning up to 30 seconds<br> | ||
− | |||
{{Con}}-40% fire rate<br> | {{Con}}-40% fire rate<br> | ||
{{Con}}-66% clip size<br> | {{Con}}-66% clip size<br> | ||
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{{Pro}}+37% melee range<br> | {{Pro}}+37% melee range<br> | ||
{{Pro}}Melee damage charges the *Rampage* meter and requires 325 to charge<br> | {{Pro}}Melee damage charges the *Rampage* meter and requires 325 to charge<br> | ||
− | {{Pro}}Once charged, taunt while active to gain 75% damage resistance, full knockback resistance, and a | + | {{Pro}}Once charged, taunt while active to gain 75% damage resistance, full knockback resistance, and a large speed boost for 10 seconds<br> |
{{Con}}During *Rampage*: No capture rate, cannot switch away, blocks Medic healing, and -25% melee damage<br> | {{Con}}During *Rampage*: No capture rate, cannot switch away, blocks Medic healing, and -25% melee damage<br> | ||
| | | | ||
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{{Pro}}+37% melee range<br> | {{Pro}}+37% melee range<br> | ||
{{Pro}}Melee damage charges the *Rampage* meter and requires 325 to charge<br> | {{Pro}}Melee damage charges the *Rampage* meter and requires 325 to charge<br> | ||
− | {{Pro}}Once charged, taunt while active to gain | + | {{Pro}}Once charged, taunt while active to gain 85% damage resistance, immunity to all critical hits, full knockback resistance, and a massive speed boost for 20 seconds<br> |
− | {{Con}}During *Rampage*: No capture rate, cannot switch away, blocks Medic healing, and - | + | {{Con}}During *Rampage*: No capture rate, cannot switch away, blocks Medic healing, and -50% melee damage<br> |
|- | |- | ||
<!-- DEMOMAN HERE --> | <!-- DEMOMAN HERE --> | ||
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[http://steamcommunity.com/sharedfiles/filedetails/?id=351626901/ TF2 Workshop Link]<br /> | [http://steamcommunity.com/sharedfiles/filedetails/?id=351626901/ TF2 Workshop Link]<br /> | ||
| | | | ||
− | {{Pro}}User performs a earthquake after landing an explosive jump to damage enemies (up to | + | {{Pro}}User performs a earthquake after landing an explosive jump to damage enemies (up to 33 damage) and pulls enemies towards you<br> |
{{Pro}}Deals 2x falling damage to the player you land on<br> | {{Pro}}Deals 2x falling damage to the player you land on<br> | ||
{{Pro}}40% reduction in push force taken from damage and airblasts<br> | {{Pro}}40% reduction in push force taken from damage and airblasts<br> | ||
{{Pro}}-30% blast damage taken from sticky jumps<br> | {{Pro}}-30% blast damage taken from sticky jumps<br> | ||
| | | | ||
− | {{Pro}}User performs a earthquake after landing an explosive jump to damage enemies (up to | + | {{Pro}}User performs a earthquake after landing an explosive jump to damage enemies (up to 66 damage) and pulls enemies towards you<br> |
{{Pro}}Deals 4x falling damage to the player you land on<br> | {{Pro}}Deals 4x falling damage to the player you land on<br> | ||
{{Pro}}80% reduction in push force taken from damage and airblasts<br> | {{Pro}}80% reduction in push force taken from damage and airblasts<br> | ||
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{{Pro}}On secondary kill: Gain mini-crits for your Minigun for 10 seconds<br> | {{Pro}}On secondary kill: Gain mini-crits for your Minigun for 10 seconds<br> | ||
{{Con}}-95% non-critical damage<br> | {{Con}}-95% non-critical damage<br> | ||
− | {{Con}}- | + | {{Con}}-95% max primary ammo on wearer<br> |
{{Neutral}}The mini-crit timer will not be used if the user is crit or mini-crit boosted from outside sources and only drains while spin up<br> | {{Neutral}}The mini-crit timer will not be used if the user is crit or mini-crit boosted from outside sources and only drains while spin up<br> | ||
{{Neutral}}You can have a maximum of 30 seconds stored<br> | {{Neutral}}You can have a maximum of 30 seconds stored<br> | ||
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{{Con}}While spun up, accuracy is decreased every second, up to +400% within 10 seconds<br> | {{Con}}While spun up, accuracy is decreased every second, up to +400% within 10 seconds<br> | ||
{{Con}}Damage taken and accuracy stacks are reset after undeploying or running out of ammo<br> | {{Con}}Damage taken and accuracy stacks are reset after undeploying or running out of ammo<br> | ||
− | {{Con}}- | + | {{Con}}-85% damage<br> |
|- | |- | ||
| align="center" | [[File: Tank_Goodness.PNG|100px]]<br> | | align="center" | [[File: Tank_Goodness.PNG|100px]]<br> | ||
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{{Pro}}Wearer never takes falling damage<br> | {{Pro}}Wearer never takes falling damage<br> | ||
{{Con}}-100% damage<br> | {{Con}}-100% damage<br> | ||
− | {{Con}}- | + | {{Con}}-50% move speed<br> |
{{Neutral}}Slower falling speed<br> | {{Neutral}}Slower falling speed<br> | ||
|- | |- | ||
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{{Pro}}Damage removes Sappers (But requires 4 hits)<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}}No metal from pickups or dispensers<br> |
{{Con}}-25% damage<br> | {{Con}}-25% damage<br> | ||
{{Neutral}}10 shots in the clip, but only holds 10 shots<br> | {{Neutral}}10 shots in the clip, but only holds 10 shots<br> | ||
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| | | | ||
{{Neutral}}While active:<br> | {{Neutral}}While active:<br> | ||
− | {{Pro}}The closer you are to your Sentry Gun, this increases your Sentry Gun's damage by up to + | + | {{Pro}}The closer you are to your Sentry Gun, this increases your Sentry Gun's damage by up to +250%<br> |
{{Con}}The closer you are to your Sentry Gun, the more damage you take from all sources by up to +200%<br> | {{Con}}The closer you are to your Sentry Gun, the more damage you take from all sources by up to +200%<br> | ||
|- | |- | ||
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{{Neutral}}The bonus healing rate will decay when healing teammates, but not when overhealing<br> | {{Neutral}}The bonus healing rate will decay when healing teammates, but not when overhealing<br> | ||
{{Con}}-250% fire rate<br> | {{Con}}-250% fire rate<br> | ||
− | {{Con}}- | + | {{Con}}-88% clip size<br> |
|- | |- | ||
| align="center" | [[File: Blitzstorm.png|100px]]<br> | | align="center" | [[File: Blitzstorm.png|100px]]<br> | ||
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{{Pro}}Any damage taken (except for mini-crit or critical damage) is split between your charge (25%) and health (75%)<br> | {{Pro}}Any damage taken (except for mini-crit or critical damage) is split between your charge (25%) and health (75%)<br> | ||
{{Con}}Move speed decreases based on charge, up to -15%<br> | {{Con}}Move speed decreases based on charge, up to -15%<br> | ||
− | {{Neutral}}UberCharge: Automatically uses 30% charge when your patient goes below | + | {{Neutral}}UberCharge: Automatically uses 30% charge when your patient goes below 20% 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> |
| | | | ||
{{Neutral}}While active:<br> | {{Neutral}}While active:<br> | ||
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{{Pro}}Any damage taken (except for mini-crit or critical damage) is split between your charge (75%) and health (25%)<br> | {{Pro}}Any damage taken (except for mini-crit or critical damage) is split between your charge (75%) and health (25%)<br> | ||
{{Con}}Move speed decreases based on charge, up to -30%<br> | {{Con}}Move speed decreases based on charge, up to -30%<br> | ||
− | {{Neutral}}UberCharge: Automatically uses 15% charge when your patient goes below | + | {{Neutral}}UberCharge: Automatically uses 15% charge when your patient goes below 20% 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> | ||
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| | | | ||
{{Pro}}Arrows can bounce up to 10 times<br> | {{Pro}}Arrows can bounce up to 10 times<br> | ||
− | {{Pro}}+ | + | {{Pro}}+50% damage for each time an arrow bounces<br> |
{{Pro}}Arrows penetrates all enemies<br> | {{Pro}}Arrows penetrates all enemies<br> | ||
− | {{Pro}}+ | + | {{Pro}}+50% falloff damage (including mini-crits and critical hits<br> |
{{Con}}Mini-crits on headshots<br> | {{Con}}Mini-crits on headshots<br> | ||
|- | |- | ||
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| | | | ||
{{Pro}}This weapon deploys 100% faster<br> | {{Pro}}This weapon deploys 100% faster<br> | ||
− | {{Pro}}This weapon stores 10 guaranteed critical | + | {{Pro}}This weapon stores 10 guaranteed critical hits for every headshot kill you get with your primary, up to 350<br> |
{{Con}}While this weapon is out, +200% damage taken from the front<br> | {{Con}}While this weapon is out, +200% damage taken from the front<br> | ||
{{Con}}-100% non-critical damage<br> | {{Con}}-100% non-critical damage<br> | ||
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{{Pro}}Plague can be spread by touching a teammate<br> | {{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}}Plague can be removed by a healing source, health kit, Medic, or by entering a respawn area<br> | ||
− | {{ | + | {{Con}}Backstabs don't instantly kill<br> |
| | | | ||
{{Pro}}On backstab: Enemies in a radius is marked for death for 15 seconds<br> | {{Pro}}On backstab: Enemies in a radius is marked for death for 15 seconds<br> | ||
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{{Pro}}Plague can be spread by touching a teammate<br> | {{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}}Plague can be removed by a healing source, health kit, Medic, or by entering a respawn area<br> | ||
− | {{ | + | {{Con}}Backstabs don't instantly kill<br> |
|- | |- | ||
| align="center" | [[File: Secretive_Service.png|100px]]<br> | | align="center" | [[File: Secretive_Service.png|100px]]<br> | ||
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| | | | ||
{{Pro}}Every X damage that you deal with other weapons reloads a shot for this weapon<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 | + | {{Pro}}On kill: Increase clip size by 1 shot, up to 80 shots<br> |
{{Con}}100% slower reload<br> | {{Con}}100% slower reload<br> | ||
− | {{Con}}- | + | {{Con}}-66% base clip size<br> |
− | {{Neutral}}Engineer requires | + | {{Neutral}}Engineer requires 60 damage to reload a shot (15% sentry damage counts towards the total)<br> |
− | {{Neutral}}Pyro requires | + | {{Neutral}}Pyro requires 90 damage to reload a shot (Including afterburn damage)<br> |
− | {{Neutral}}Heavy requires | + | {{Neutral}}Heavy requires 75 damage to reload a shot<br> |
− | {{Neutral}}Soldier requires | + | {{Neutral}}Soldier requires 75 damage to reload a shot<br> |
|- | |- | ||
|} | |} |
Revision as of 06:57, 12 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 |
+60% fire rate | ||
Melee |
On kill with any weapon OR assist kill: Enemy players killed drop cursed gibs that heals any player |
On kill with any weapon: Heals you for 20% of the enemy's maximum health (You can overheal yourself) | ||
Melee |
On kill with any weapon: Stores one *buffs* stack, up to 5 |
On kill with any weapon: Stores one *buffs* stack, up to 10 | ||
Melee |
While active: |
While active: | ||
Pyro |
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 33 damage) and pulls enemies towards you |
User performs a earthquake after landing an explosive jump to damage enemies (up to 66 damage) and pulls enemies towards you | ||
100px Primary |
+50% clip size |
+100% clip size | ||
100px Primary |
When a shield is equipped: |
When a shield is equipped: | ||
Primary |
On direct hit: User's direct hits against that enemy deal +75% damage for the next 3 seconds |
On direct hit: User's direct hits against that enemy deal +225% damage for the next 6 seconds | ||
100px Secondary |
While charging: 75% damage resistance and full knockback resistance |
While charging: 90% damage resistance, full critical resistance, and full knockback resistance | ||
Secondary |
While charging: Grants invisibility against enemy players and enemy sentries |
Attacking doesn't cancel your charge | ||
Secondary |
This shield blocks 10 damage from attacks that deal 40 damage or more |
This shield blocks 15 damage from attacks that deal 60 damage or more | ||
Secondary |
Up to +100% explosion radius based on charge |
Up to +1000% explosion radius based on charge | ||
100px Secondary |
When a stickybomb explodes (or when destroyed), it spawns 3 *Iron Bomber* grenades |
When a stickybomb explodes (or when destroyed), it spawns 15 *Iron Bomber* grenades | ||
Melee |
When you pick up a health pack, receive 1 glass of Wine |
When you pick up a health pack, receive 1 glass of Wine | ||
Melee |
While active: |
While active: | ||
Melee |
On kill: Gain a 5 second speed boost |
On hit: Gain a 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
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