User:Jboby1/Weapons
With apologies to Mozart, who I copied off of to make the first version of this page
If you have any issues or feedback for the weapons on this page, leave a note on the discussion page, and I'll try to get back to you!
Weapons
Scout Weapons | |||
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Class | Weapon | Stats | Info/Description |
Scout |
Primary |
+35% more accurate |
Taking the "Scatter" out of "Scattergun" since 1918! |
Secondary |
Does not require ammo |
Inspired from what is apparently a fan-made Dr. Grordbort-styled weapon. | |
Secondary |
-75% push force on wearer |
Model featured in icon can be found here Name is a reference to the song "Mr. Roboto", by Styx. | |
Secondary |
Double Jump is replaced with Rocket Dash |
Inspired and named after "The Pshoooes", a Febuary 2013 Weapon Of The Month for Advanced Weaponizer. The boost mechanic has the same recharge mechanic as Bonk! Atomic Punch, only the recharge is 11 seconds longer, at 35 seconds long. | |
Secondary |
Drink to gain a +7% reload rate boost, +7% firing rate boost, and +5% damage vulnerability |
I think it balances out, but it might not. | |
Secondary |
Throw at allies to heal them +50% of their max health! (Medium Health Kit) |
A gift from the doc. | |
Secondary |
While Deployed : +20% faster move speed |
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Melee |
Build 'Tobor' on melee damage dealt |
It takes 300 to fully charge the 'Tobor' meter. |
Soldier Weapons | |||
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Class | Weapon | Stats | Info/Description |
Soldier |
Primary |
When Active : |
|
Primary |
+35% explosion radius |
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Primary |
When Active : |
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Primary |
Projectile moves +20% faster every 256 Hammer Units traveled, to a maximum of +60% |
Inspired by "The Torpedo Tube", a Advanced Weaponiser August 2013 Weapons of the Month. | |
Secondary |
On Use : Throw a miniature explosive in the shape of a missile |
Pyro Weapons | |||
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Class | Weapon | Stats | Info/Description |
Pyro |
Primary |
Build 'Huddah' by dealing damage |
|
Primary |
+75% airblast cost reduction |
Name is inspired by "W+M1-ing", a common tactic for Pyros where they simply walk forward with the fire button (which is almost always "M1") held down. Since this weapon is built for doing the opposite (airblasting and escape), I used the opposite keys. | |
Secondary |
Shoots an laser |
I'm currently working with a fantastic modeler and an equally fantastic artist to create an electricity-based flaregun. With hope, it'll be out by the end of 2017. Here's my proof-of-concept stats for the weapon. | |
Secondary |
Alt-fire : Explode your flare mid-air |
Inspired by the Advanced Weaponiser November 2012 Weapon of the Month of a similar name. |
Demoman Weapons | |||
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Class | Weapon | Stats | Info/Description |
Demoman |
Primary |
+45% damage bonus |
The Scot's Last Stand is, at first glace, a worse combination of the Loch-n-Load and the Loose Cannon. Sure, there's a pretty nice damage bonus, but the much slower reload and minuscule clip size means you can only fire a single shot once around every 3 seconds. This weapon is meant to be used for area denial, almost completely stopping a single advance with it's single pill, but it can also be used as a "Finish-Them-Off"-type weapon. If an enemy was caught in a stickybomb trap but did not die, just whip out this weapon and shoot them to finish the job. But watch out! If you miss, they'll most likely get away, regroup, and come back twice as hard. Also, this weapon can be used in Medieval Mode, allowing for an alternative to the all-too-common Demoknight. |
Primary |
Does not require ammo |
Another weapon idea from the now defunct "Biggest Update Ever". The "Grenades are 50% heavier and won't fly as far" attribute was added because without it the weapon would most likely be overpowered and not fun to play against. | |
Primary |
Fires two grenades at once |
...Am I gonna get yelled at if I keep using "Biggest Update Ever" weapon concepts? | |
Primary |
On Sticky Jump Land : Move 40% faster for 5 seconds |
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Secondary |
Press M2 to switch between two detonation modes |
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Secondary |
+35% faster projectile speed |
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Secondary |
+50% explosive damage resistance on wearer |
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Melee |
Effect: Orbiting Planets |
"A shortsword forged of Saturn's atmosphere. Unfortunately, this means it has to be kept at a constant -260 degrees Celsius to stay solid. You hands are screwed." - The original description I wrote for this weapon, back in 2014. |
Heavy Weapons | |||
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Class | Weapon | Stats | Info/Description |
Heavy |
Primary |
Shots penetrate players |
Model featured in icon can be found here I had this weapon idea a few years ago, and posted about it on /r/TF2WeaponIdeas. It shares the name and the "shots penetrate players" attribute of a minigun idea from the now defunct "Biggest Update Ever" page, but that's where the similarities end. The added damage penalty is meant to balance out the strong-but-situational enemy penetration buff. The other buff, a passive 10% primary ammo regeneration, is meant to help Heavies rely less on Engineers and ammo packs. The bonus may also encourage "roamer" play styles, which was not the main intention behind this weapon. |
Primary |
Shoots a random projectile each shot |
This is probably really stupid, but I've always wanted to use a weapon like this. The projectile acts how it would when fired from the weapon it comes from. For example, the rocket would ask like it would when shot from a Rocket Launcher. The same goes for the flares, Grenade Launcher pills, and Righteous Bison lasers. | |
Secondary |
+25% jump height bonus |
When I was first making this weapon, I forgot that the Gloves of Running Urgently already existed. So, to make it stand out a bit more, I added a jump height bonus and a move speed penalty while the minigun is spinning/spun up. This weapon can be used in conjunction with the GRU, creating a very high-risk-high-reward mobility playstyle. Also, Like the KGB and the GRU, this weapon is named after a Russian security agency. | |
Secondary |
While Firing Primary : Gain a shield with +90% damage resistance |
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Secondary |
On fire : Fires whole clip in quick succession |
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Melee |
+65% damage bonus vs buildings |
This weapon was originally conceived as a weapon that could only be used while playing Mann vs. Machine, and would revert to reskin of stock in all non MvM gamemodes. This seemed to harsh to me, so I reworked it. Now, its a situational but useful weapon, as it deals extra damage against buildings, but swings slower. I still wanted to keep the MvM-Exclusive bonuses, but I decided to scrap (heh) them all besides the very nice MvM-only damage bonus. | |
Melee |
On Hit : Send enemies flying (acts like airblast) |
Inspired by Advanced Weaponiser's "Jack and Ripper", with some stats changed to make it even more fun to play with! "Pounce" functions on a charge meter, and takes 30 seconds to recharge once used. |
Engineer Weapons | |||
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Class | Weapon | Stats | Info/Description |
Engineer |
Primary |
Teleporters replaced with Speed Pads |
Model featured in icon can be found here Another weapon idea inspired by (stolen from) the now defunct "Biggest Update Ever", this shotgun replaces the incredibly useful Teleporters with "Speed Pads". Two can be placed down at a time. The speed up effect acts identically to the Disciplinary Action's speed boost effect, only it lasts 10 or 15 seconds (depending on the level) opposed to 2. If you couldn't infer from the last sentence, the speed boost lasts longer depending on the Pad's level. The first level boost lasts 10 seconds, and the second level boost lasts 15 seconds. And yes, if you were wondering, those are the only custom stats for the weapon. If not for exchanging your Teleporter for a Speed Pad, this weapon would just be a reskin of the shotgun. |
Secondary |
Alt-fire: Tag an enemy |
Useful for spy-checking. | |
Secondary |
+50% max metal on wearer |
Get it? | |
Secondary |
+50% larger Sentry range |
Get ready to hate Spies even more than you already do now. | |
PDA |
Imbued with an ancient power |
Pair with "The Backpack Beacon" to make Spies slightly more tolerable to deal with. | |
Melee |
No move speed penalty when hauling buildings |
Medic Weapons | |||
---|---|---|---|
Class | Weapon | Stats | Info/Description |
Medic |
Primary |
Acts like a Flare Gun |
Because that's not a bad idea. No sir. |
Primary |
On Hit Ally : Ally gains +5 health (can overheal up to +25) |
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Primary |
Uses Stickybomb Launcher's base stats |
Obviously inspired by Advanced Weaponiser's "Aussie Possie Trap", but is also inspired by the Demoman's Quickiebomb Launcher | |
Secondary |
Heals teammates in a small area |
According to Google Translate, "Die Heilkugel" is German for "The Healing Ball", which would be pretty accurate for this weapon. Instead of healing one patient, the Die Heilkugel heals all team mates in a small area, in a size similar to the Amputator's healing taunt. To counteract this, the medigun heals slower and cannot Übercharge. Hopefully this will make Medics more valuable and viable in both pushing and defense situations. | |
Secondary |
ÜberCharge grants 100% slow chance to heal target |
The Chilliam William is a combination of two weapon ideas I had. A medigun that gives it's patient the ability to slow down targets, much like the Natascha, and an ice-based weapon to counter Pyros (it would probably be a flare gun, or an "anti-flare gun" in this case). The slower move speed makes the Medic just slightly faster than a Demoman, at 96% speed. This weapon may be favored more for it's fire resistance than it's slowdown capabilities, as the recent Pyro buff against Medics added in the Meet Your Match Update has made Pyros much more of a bane on a Medic's existance. Name is inspired by the "Me, an Intellectual" joke, which is rather prominent on Tumblr at the time of writing. The backpack model is the icon. The medigun itself is unchanged, besides the basic team coloring replaced with "Waterlogged Lab Coat" team coloring. | |
Secondary |
+50 max health |
Takes 650 damage taken or dealt (or a combination of the two) to charge. | |
Secondary |
On Über: Every teammate instantly heals 50% of their max HP and becomes invulnerable, no matter where they are |
Keep the Medic safe, and you will be deliciously rewarded | |
Melee |
+150% greater jump height |
It's a replacement for the Medic's most important weapon AND it's an Overwatch joke! What luck! |
Sniper Weapons | |||
---|---|---|---|
Class | Weapon | Stats | Info/Description |
Sniper |
Primary |
Gain 'Showoff' on headshots |
'Showoff' works identically to the Hitman's Heatmaker's 'Focus', but of course with different effects. It takes 3 headshots to fully charge the Showoff meter. The Showoff meter lasts 10s normally, but this can be extended by 3s with each additional headshot you make while under it's effects. |
Primary |
Unusual Effect : Haunted Phantasm |
Radius is 32 hammer units. "You want me to enchant your rifle? Fine, then. What do you request?" | |
Primary |
Fires in bursts of three |
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Primary |
+150% damage bonus |
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Secondary |
While "Wet" : Deals mini-critical damage |
Spy Weapons | |||
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Class | Weapon | Stats | Info/Description |
Spy |
Primary |
Shoots a cueball |
|
Melee |
This weapon deploys +75% faster |
"Look at this f**kin' baby - Dear Theodosia, Lin-Manuel Miranda | |
Melee |
Press M3 at any time to instantly respawn! |
Can be used to quickly get out of a bad situation, or to slow down the enemy team's advancement by "resetting" their Medic, Heavy, or any other team-leader. | |
Weapons |
While Deployed : |
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Weapons |
On Placement : Will disable all buildings in a small radius for 5 seconds |
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PDA |
Sentry detention delayed for 3 seconds while undisguised |
Inspired by the workshop weapon of the same name | |
PDA |
On Use: Scans map for nearby enemies and randomly disguises as one |
I posted a similar concept on /r/TF2WeaponIdeas a few years ago, but I wasn't entirely happy with the stats. I've since reworked them, and I'm much more happy with these ones. | |
PDA 2 |
On Use: Throw a bomb that detonates after 3 seconds, creating a large smoke explosion |
This weapon is meant to replace the Invis Watch. The bombs, although incredibly limited, are rather strong. Leaving large smoke explosions and giving the Spy very strong buffs, this may be a very overpowered weapon. The limited number of bombs per life, a measly and unrechargeable 12, is meant to balance the weapon out. |
All-Class Weapons | |||
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Classes | Weapon | Stats | Info/Description |
,,, Soldier,Pyro,Heavy,Engineer |
+25% faster firing rate |
"Fler Kulor" translates to "More Bullets" in Swedish (according to Google), and MAN does this weapon live up to it's name! With a many more pellets per shot and faster firing, this weapon is meant to be viable shotgun replacement comparable to the Scout's Force-A-Nature. The "-65% clip size" penalty will reduce this weapon's clip size to 2 from the original 6. The reload is much slower, and reloading the entire clip takes as long as reloading 4 bullets in a normal shotgun. | |
This weapon levels up every 350 damage dealt |
I'm going to level with you. This probably isn't a good mechanic. | ||
, Scout,Engineer |
Secondary |
Shoots a heavy, high-powered laser |
Based on a Dr. Grordbort weapon. Falloff radius is roughly equal to the range of the Buff Banner. |
,,,,, Scout, Soldier, Pyro, Demoman, Heavy, Medic, Sniper |
Melee |
While active : |
Changelog
- Created page
August 10th, 2017
- Massive page overhaul
- Added "Fler Kulor", "Chilliam William", "Die Heilkugel", and "The Recycler"
August 11th, 2017
- Added "Muckwalkers" and "The New Zealand Bug Zapper"
August 12th, 2017
- Added many new weapon concepts
- "The Speed Demon", "Tereshkova", "Cherubim Combustor", "The Mercy Kill", "The Garcon Bebe", "Counterintelligence Credentials", and "The Scanner"
August 14th, 2017
- Added new weapon concepts
- "Gehrig's Gattler", "The Heifathon 88", "The Saturn Saber", and "The Kraftig 83"
August 16th, 2017
- Fixed some minor grammatical errors
- Removed the "The" prefix from "The Tereshkova", "The Speed Demon", and "The Heifathon 88"
- 'Reworked the following weapons based on feedback'
- Tereshkova
- Removed the "+50% max primary ammo on wearer" bonus attribute
- Added the "+10% of ammo regenerated every 5 seconds on wearer" bonus attribute
- The Scot's Last Stand
- Reduced the damage bonus from "+60%" to "+45%"
- Removed the "No blast damage falloff" bonus attribute
- Added the "-25% less splash damage falloff" bonus attribute
- Removed the "Cannonballs explode on contact with any surface" attribute
- The New Zealand Bug Zapper
- Reworded the "Fires straight from the reserve ammo" attribute to be more concise and understandable
- Added a "This weapon deploys +35% faster" bonus attribute
- Reduced the secondary ammo bonus from "+167%" to "+33%", or from "200" reserve ammo to "100" reserve ammo
- Removed the "-25% damage penalty" attribute
- Arc damage no longer deals less damage
- Lowered the arc radius by 33%
- Tereshkova
- Updated the descriptions of the changed weapons to better reflect their current state.
- Added a changelog. Guess what you're reading right now!
August 20th, 2017 #1
- Removed the "10% chance to ignite target" bonus attribute from the Heifathon 88.
- Using the "Garcon Bebe" on a Scout will no longer give them mini-crits.
- Using the "Garcon Bebe" on a Scout will now mark its user for death for a short time.
- Added the 'Pyro' section, and two new weapons.
- "The Fanflare" and "The Leveler"
- Added "The Pshoooes", "The F-Bomb", "The Overclocker", and "The Big Top Bushman".
August 20th, 2017 #2
- Fixed some grammar
- The Pshoooes
- Fixed the "Press M3 at any time to run +25% faster for 8 seconds!" attribute not displaying in blue font
- Saturn Saber
- Added an Unusual effect (Orbiting Planets) to the weapon
- Removed the "+20% damage bonus" attribute
- Added the "+35% firing rate" bonus attribute
- Added the "-2 health per second" negative attribute
- Fixed the "Victims turn to ice upon death" attribute not displaying in red text
- Reworded the "Victims turn to ice upon death" attribute to be more concise.
- Die Heilkugel
- Reduced holster speed penalty from +80% slower to +50%
- Added the "This weapon deploys +80% slower" negative attribute
- Counterintelligence Credentials
- User can no longer use enemy Teleporters while undisguised
- User can now use enemy Dispensers while undisguised
- Reworded the "Fragile Disguise" negative attribute to be more concise
August 22th, 2017
- Reworked some page formatting. It should now look better on "mobile-friendly" versions of this page.
- Made most item descriptions one block of text, instead of many several, smaller, often one line long blocks.
- Added the 'Engineer' section, and two new weapons.
- "The Jumpstart" and "The Tagger"
- Die Heilkugel
- Fixed the "Heals teammates in a small area" bonus attribute not displaying in blue
- The Muckwalkers
- Removed the ability to resist bleed.
- Reworded the description to be more concise.
- I have plans to change the stylization of the page soon to something more like the Advanced Weaponiser or Custom Weapons 2 pages. Please message me your thoughts on if I should do this or not.
August 23rd, 2017
- Removed the Gehrig's Gattler.
- Removed The Muckwalkers.
- Changed the icon for The Scot's Last Stand.
- Added two new Sniper weapons, The L.M.A.O. and The Crutch, which should work well together.
- Reworked the following weapons
- Heifathon 88
- Removed the +26% firing rate boost.
- Added "On Kill: +10% damage bonus, up to +40%" bonus.
- Die Heilkugel
- Removed the deploying and holstering speed penalties.
- The Tagger
- Moved the ability to tag to alt-fire. It can now function like a regular pistol, albeit with a -50% damage penalty
- Removed the ability for Sentries to target tagged victims, as it made the weapon seem like a worse Wrangler.
- Increased the amount of incoming damage taken by a tagged enemy from +20% to +35%.
- Tagged enemies now glow green and through walls
- The Leveler
- Now all-class.
- Heifathon 88
August 27th, 2017 #1
- Added the Metal Cleats, Ro-Bat, and the Bikini Bomber.
August 27th, 2017 #2
- Metal Cleats
- Renamed to The Killroy Kickers
- Removed the "Deals bleed damage to the person you land on" attribute
- Added the "Deals 3x falling damage to the person you land on" attribute
August 28th, 2017
- The Killroy Kickers
- Added a new icon
- Added "The Orange Box" and "The Backpack Beacon" for the Engineer
- The Big Top Bushman
- Renamed "Showmanship" to "Showoff"
- Activating "Showoff" no longer gives you a team-colored glow
- Activating "Showoff" now marks the user for death
- Added the "-35% damage on body shot" penalty
August 30th, 2017
- Replaced the "Level 1 X" text with a little blurb, similar to the now defunct "Biggest Update Ever"
- Added the Fatman's Speedy Breastplate, Ein-Mann-Armee, Prototype SM2, and The Celtic Clusterer
- Updated the descriptions of some weapons to better explain how they work or to update them
- The Bikini Bomber
- Removed the "-35% slower projectile speed" penalty
- Added the "Grenades are heavy and won't fly as far" penalty
- The Backpack Beacon
- Increased the Sentry range bonus from "+35%" to "+50%"
- Increased the Dispenser range bonus from "+65%" to "+85%"
- Removed the "-50% damage vs building" penalty
- Added the "Wearer cannot destroy sappers" penalty
- Cherubim Combustor
- Removed all previous stats
- Now functions identically to the Flare Gun
- The Fler Kulor
- Removed the "+67% ammo capacity" bonus
- Increased the bullets per shot bonus from "+30%" to "+50%"
- Increased the clip size penalty from "+34%" to "+65%"
- Added the "+50% reload rate" penalty
- The Kraftig 83
- Now shoots a standard laser instead of a laser ball
- Increased maximum damage bonus from "+500%" to "+900%"
August 31th, 2017
- Updated the Attack and Defense classes' weapons to use the new page format. I still need to change the Support and All-Class weapons.
- A Demoman weapon table was made, but has strangely vanished. His weapon sheet shall be made alongside the previously mentioned ones.
- The changes for the Demoman's weapons, although not included, are listed below
- The Pshoooes
- Increased recharge penalty from "+40%" to "+41.3%".
- Ro-Bat
- Reduced firing rate penalty from "-40%" to "-35%".
- Increased damage required to charge "Tobor" from "300" to "350".
- "Tobor" now sets it's user's max health to 500 when activated, instead of overhealing them by 500HP.
- "Tobor" no longer disables the ability to jump when activated.
- "Tobor" now disables the ability to double jump when activated.
- "Tobor" Can now only be activated once per life.
- The Scot's Last Stand
- Changed the weapon icon to the "Loose Cannon", which it used once before
- Removed the "+25% less splash damage falloff" bonus.
- Can now be used in Medieval Mode
- Now has "Force-A-Nature"-like knockback when firing, but only for it's user
- The Celtic Clusterer
- Changed the weapon icon to the image "The Scot's Last Stand" was using
- Humorously enough, the icon's name is "AW_Celtic_Clusterer".
- Changed the weapon icon to the image "The Scot's Last Stand" was using
August 31th, 2017
- Finished updating the page layout
- The L.M.A.O
- Changed name to The Cursed Decapitator to remove it's connections with a popular hacking program
- Added the "Unusual Effect : Haunted Phantasm" attribute
- Reduced the healing penalty while active from "-90%" to "-75%"
- Increased headshot seeking radius from "32 Hammer Units" to "40 Hammer Units".
- The Crutch
- Made an all-class weapon, excluding the Engineer and Spy
- Removed the "-35% damage penalty" attribute
- Added the "-10 health on swing" penalty
- The Kraftig 83
- Reduced maximum damage bonus from "+900%" to "+500%"
September 5th, 2017 #1
- The "Scout Weapons" table now starts open instead of collapsed.
September 5th, 2017 #2
- Added The Specialist, The 5 Minute Energy, The Torpedo Tube, the Tactical Fluke, The Flashpoint, The Gravity Well Mk II, The Fresh Air, The Landmine and See, The Highlander's Heater, The Baby Bites, and The Man With The Golden PDA.
September 16th, 2017
- Added the Chocolate Mad Milk, the Strawberry Mad Milk, The See-You-Later Skater Boy, the Oilotov, the Hit-The-Ground Runners, The Livingston Longshot, the Russian Roulette, the Lockdown Leggings, and the Gunmetal Gauntlets.
- The Fresh Air
- Reworked the stats to be closer to how it would work in real-life.
- Writer's Note: In the off chance that anyone reads this, or even this page for that matter, I just want to tell you that I currently have an additional 12 weapon concepts that I planned to add tonight, but since the website is currently acting a bit janky I wont add them just yet. I also planned to upload special icons for some of these weapons, even a few that were added today. But, like a said a sentence or two ago, the website is acting weird, so I cant.
September 28th, 2017
- Added the Moving Man's Monkeywrench, H. R. Buffnstuf, Detonating Deutscher, The Nirvana Nurse, The Semi-Automatic Shooter, Cupid's Chokehold, Crockercorp Reverse Appearifier Rifle, The Submarine Gun, The Cue Card, The Reset Button, Horseshoe Magnet, and E.M.P. Sapper.
- The Man With The Golden PDA
- Added the "Cannot haul buildings" penalty
- Ein-Mann-Armee
- Fixed a coding error that made the attributes display incorrectly
- Heifathon 88
- Reworded the stacking damage bonus attribute
- Added a "-20% firing rate penalty" attribute
October 30th, 2017
- Added the Flamin' Barbeque Steak
November 22nd, 2017
- 5-Minute Energy
- Increased the maximum health penalty from -10 to -15
- Chocolate Mad Milk
- Removed, as I am unhappy with it's current design
- Strawberry Mad Milk
- Decreased ally healing, from 65% to 50% of max health, to match the Medium Health Kit
- Increased enemy healing, from 10% to 20.5% of max health, to match the Small Health Kit
- Renamed to Beste Beer
- See-You-Later Skater Boy
- Dropped the "Boy" in the name
- Removed the "If you hit a wall, you become stunned for 2 seconds" penalty
- Added the "While Deployed: User in forced into third-person mode" neutral attribute
- Ro-Bat
- Removed double-jump and restriction to melee penalties on "Tobor" activation
- Added a 50% reduced healing penalty on "Tobor" activation
- Decreased melee damage needed to fill the "Tobor" meter from 350 to 300
- Overclocker
- Removed previous stats
- New stats:
- While Deployed:
- +25% faster banner fill rate
- +50% larger banner effect area
- -15% firing rate penalty
- User is marked for death
- Tactical Fluke
- Increased damage penalty from 50% to 100%
- Decreased recharge rate from 45 to 30 seconds.
December 2nd, 2017
- Prototype SM2
- Added "+25% max primary ammo on wearer" bonus
- Increased damage penalty from -75% to -85%
- Added “No Afterburn” penalty
- Added 65% faster airblast refire time bonus
- Removed holster and deploy speed penalties
- Removed "Reflected projectiles move +20% faster" bonus
- The Flashpoint
- The laser can now be reflected
- Added "+100% damage bonus vs burning target" bonus
- Updated image icon
- The Flashpoint
- Decreased projectile speed penalty from -50% to -35%
- Removed clip size penalty
- Updated image icon
- The Fresh Air
- Removed, as I'm unhappy with it.
- The Oilotov
- Removed, as it's too close to the new Gas Passer
- I did it first, Valve!
- The Lockdown Leggings"
- Reduced shield damage resistance from 100% to 90%
- Reduced damage taken before shield breaks from 500 to 300
- Increased recharge rate from 40 to 60
- Added “Shield recharge can be sped up by dealing damage” bonus
- The Baby Bites
- Removed, as it's too close to the new Second Banana
- Really, Valve? Twice?
- Russian Roulette
- Increased firing rate bonus from +60% to +75%
- Decreased bullet spread penalty from -35% to -20%
- Increased reload rate penalty from -20% to -35%
- Flamin’ Barbeque Steak
- Removed, as I’m unhappy with it.
- Gunmetal Gauntlets
- Reduced damage taken when hitting a wall from 80 to 50
- Changed pounce hotkey from alt-fire to mouse 3
- Reduced fire rate penalty from -40% to -30%
- Reduced fist push bonus. Before it acted like airblast with increased push, now acts like normal airblast.
- Made “Pounce” function on a recharge meter
- 30 seconds between pounces
December 8th, 2017
- Big Top Bushman
- Showoff now enables on "Reload" press, instead of automatically.
- The Cursed Decapitator
- Reduced headshot seek radius from 40hu to 32hu
- Removed healing reduced while active penalty
- Added “No healing from any source while active” penalty
- Removed “cannot fire if health is less than 25%” attribute
- Semi-Automatic Shooter
- Added “+80% primary ammo” bonus
- Added “Clip size of 15” attribute
- Added “reloads with a clip” attribute
- Reduced bullet spread penalty from -25% to -15%
- Removed “fire in 3 shots before reloading” attribute
- Added “Fires in short bursts of three”
- Removed “cannot fire until fully reloaded” penalty
- Reduced firing rate bonus from +75% to +60%
- Cupid's Chokehold
- Added “Cannot headshot” penalty
- Reduced reload rate penalty from +350% to +150%
- Added “+200% slower draw rate” penalty
- Crockercorp Reverse Appearifier Rifle
- Removed, as I’m unhappy with it.
- New Zealand Bug Zapper
- Removed, as I’m unhappy with it.
- Submarine Sub-Machine Gun
- Made the “While ‘wet’” negative attribute “While dry”
December 14th, 2017
- The Lockdown Leggings
- Decreased move speed penalty from -15% to -10%