User:SofiPandaRights/Custom Weapons
“ | 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 community-made weapons to Team Fortress 2 and was developed by MasterOfTheXP. It is currently maintained by Chdata, and Crafting. Unlike Advanced Weaponiser, there is no loadout viewer nor a drop system because all weapons are available to the public. Additionally, this group tests and makes changes to official weapons for more balanced gameplay.
Contents
Official Server List
Custom Weapons | USA
Custom Weapons MvM | USA
Custom Weapons | EU
Custom Weapons MvM | EU
List of New & Modified Weapons
Official Weapon Changes
These changes do affect the "Custom Weapons" that are available to use. Additionally, these changes are on all of the official "CTF2W" servers.
Overall Changes |
---|
-All servers have random critical hits turned off |
Speed Boosts - Number Changes | |||||
---|---|---|---|---|---|
Class | Original Speed (HU/s) | NEW Boosted Speed (HU/s) | OLD Boosted Speed (HU/s) | NEW Boost Percentage | OLD Boost Percentage |
Scout |
400 |
480 |
505 |
20% |
26.25% |
Soldier |
240 |
320 |
336 |
33.33% |
40% |
Pyro |
300 |
380 |
405 |
26.67% |
35% |
Demoman |
280 |
360 |
385 |
28.57% |
37.50% |
Heavy |
240 |
323.5 |
336 |
34.79% |
40% |
Engineer |
300 |
380 |
405 |
26.67% |
35% |
Medic |
320 |
400 |
425 |
25% |
32.81% |
Sniper |
300 |
380 |
405 |
26.67% |
35% |
Spy |
320 |
400 |
425 |
25% |
35% |
Scout - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) 50% faster weapon switch on wearer" |
(Ability) User can double jump |
Scout - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGE |
NO CHANGE |
Primary |
-Removed "+20% bullets per shot" |
Applies knockback on the target and shooter |
Primary |
-Added "When weapon is active: +20% bonus healing from all sources" |
When weapon is active: +20% bonus healing from all sources
+100.08333% damage bonus |
Primary |
-Added "When Hype is used: User gains full air strafe control" |
On hit any weapon: Builds Hype |
Primary |
-Decreased boost lost on hit to 1% from 4% |
On hit any weapon: Builds Boost that increases your move speed on wearer |
Primary |
-Removed "Mini-crits targets when fired at their back from close range" |
On kill: Decreased weapon attack noise |
Secondary |
-Increased max Secondary ammo on wearer to 96 from 36 |
|
Secondary |
-Added "+25% non-boostable move speed bonus while under effects" |
While under the effects, become invulnerable and gain a 25% non-boostable speed boost for 8 seconds. |
Secondary |
-Added "+10% faster drinking speed" |
While under the effects, all damage dealt is Mini-Crits for 8 seconds. |
Secondary |
-Decreased splash radius to 146 Hu from 200 Hu |
Players heal 33% of the damage done to an enemy covered with milk |
Secondary |
-Removed "+15% damage bonus" |
When weapon is active:
|
Secondary |
-Removed "When weapon is active" |
On hit: Gain up to +4 health |
Secondary |
-Added "100% mini-crits vs players below 50% health" |
On hit: Bleed for 5 seconds |
-Added "+45% faster firing speed" |
+45% faster firing speed | |
Melee |
-Decreased damage from ball when at point blank to 10 from 15 |
Alt-Fire: Launches a ball that slows targets depending on travel distance, between 1–7 seconds. The slow-down effect is based on target's current move speed. Additional, the damage from the ball impact increases the further it travels. |
Melee |
-Removed "On kill: A small health pack is dropped" |
On kill with any weapon: Regen up to 50% of your HP over 6 seconds |
Melee |
-Added "+100% bleed damage bonus" |
On hit: Bleed for 3 seconds |
Melee |
-Increased direct damage penalty to -35% from -25% |
Alt-Fire: Spontaneous Combustion |
Melee |
-Removed "Crits whenever it would normally mini-crit" |
On hit (up to 2): Target is marked for 10 seconds causing all damage taken to be mini-crits |
Melee |
-Removed "Grants Triple Jump while deployed" |
On hit with this weapon: Slams airborne targets into the ground |
Melee |
-Removed "+25% increase in recharge rate" |
Alt-Fire: Launches a festive ornament that causes bleeding depending on travel distance, between 1–10 seconds |
Soldier - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) 25% increased air strafe control when blast jumping" |
(Ability) 25% increased air strafe control when blast jumping |
Soldier - Banner Changes | |
---|---|
Changes | |
-Added "When you active your banner, your Primary's clip is automatically fully reloaded" |
Soldier - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGE |
NO CHANGE |
Primary |
-Removed "+25% damage bonus" |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs |
Primary |
-Added new bonuses and penalties if the user does or doesn't have a Banner equipped |
When a banner is equipped:
|
Primary |
-Added "This weapon deploys 60% and holsters 30% faster" |
This weapon deploys 60% and holsters 30% faster |
Primary |
-Decreased clip size to -50% from +25% |
On direct hit: Rocket does maximum damage, briefly cancels the target's momentum, and +30% larger explosion radius |
Primary |
-Decreased charged shot move speed penalty to -50% from -66% |
Does not require ammo |
Primary |
-Removed "-25% clip size penalty" |
Hold FIRE to load up to 4 rockets |
Primary |
-Increased blast damage from rocket jumps to -20% from -15% |
-20% blast damage from rocket jumps |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-See additional changes in "Soldier - Banner Changes" tab |
+10% faster firing speed and 5% faster reload time for your Primary |
Secondary |
-Decreased blast damage from rocket jumps to -40% from -60% |
-40% blast damage from rocket jumps |
Secondary |
-See additional changes in "Soldier - Banner Changes" tab |
+30 max health on wearer |
Secondary |
-See additional changes in "Soldier - Banner Changes" tab |
Up to +8 health regenerated per second on wearer |
Secondary |
-Added "Immunity from movement-impairing effects on wearer" |
Immunity from movement-impairing effects on wearer |
Secondary |
-Removed hidden clip size penalty |
Does not require ammo |
-Added "Weapon knockback increases as the user becomes injured" |
Weapon knockback increases as the user becomes injured | |
Melee |
-Removed "Damage increases as the user becomes injured" |
If the *Rocket Jumper* is equipped, the user isn't damaged from the taunt kill |
Melee |
-Flipped the speed boost duration for yourself and teammate |
On hit ally: Boosts player's speed for 2 seconds and boosts ally's speed for 4 seconds |
Melee |
-Removed "No random critical hits" |
50% increased air strafe control while rocket jumping while active |
Melee |
-Increased max move speed bonus to +66% from +60%, additional it now constantly scales down to 1 hp instead of "blocks of health" |
When weapon is active:
|
Pyro - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) 50% faster timers for debuff on wearer" |
(Ability) 50% faster timers for debuff on wearer |
Pyro - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Pyro - Class Changes" tab |
Extinguishing teammates restores 20 health |
Primary |
-Fixed "Extinguishing teammates restores 20 health" |
Extinguishing teammates restores 20 health |
Primary |
-Removed "+25% airblast cost" |
Extinguishing teammates restores 20 health |
Primary |
-Removed "No random critical hits" |
Does not require ammo |
Primary |
-Increased Primary ammo penalty to -85% from -80% |
Extinguishing teammates restores 30 health |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-See additional changes in "Pyro - Class Changes" tab |
100% critical hit vs burning players |
Secondary |
-Increased detonated radius to 146 Hu from 100 Hu |
100% mini-crits vs burning players |
Secondary |
-Removed "+50% projectile speed" |
Does not require ammo |
Secondary |
-No longer allows for flare jumps and removed self damage from flare |
100% mini-crits vs burning players |
Secondary |
-Removed "Push enemies back when you land with the force and radius based on your velocity" |
Wearer never takes falling damage |
Secondary |
-Decreased splash radius to 146 Hu from 200 Hu |
Meter builds with any damage done |
-Added "+50% max Primary ammo on wearer and +50% faster recovery for the Phlogistinator's *Overheating Mechanic*" |
+50% max Primary ammo on wearer and +50% faster recovery for the Phlogistinator's "Overheating Mechanic" | |
Melee |
-Removed "This weapon holsters 35% slower" |
100% Mini-Crits vs burning players |
Melee |
-Increased bonus damage vs buildings to +150% from +100% |
When weapon is active:
|
Melee |
-Removed "+25 health restored on kill" |
+33% faster move speed while active |
Melee |
-Removed "+25% damage bonus" |
When weapon is active:
|
-Removed "On hit: Target is engulfed in flames" |
On hit: Target is engulfed in eternal flames for 10 seconds and can't be removed unless from a resupply, being hit by the Axtinguisher, or the Manmelter's effect | |
Melee |
-Added "20% damage resistance VS overhealed players on wearer" |
20% damage resistance VS overhealed players on wearer |
Melee |
-Removed "Damage removes Sappers" |
Grants user the ability to breath underwater while active |
Melee |
-Increased direct damage penalty to -35% from -15% |
Slap system:
Switching targets resets the system and/or after 1.5 seconds if you don't damage an enemy. Bonuses and effects are removed if system resets. |
Demoman - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Spawns a Dynamite Pack on Death" |
(Ability) Unknown amount of blast damage reduction when blast jumping |
Demoman - Shield Changes |
---|
-Now while charging will grant immunity to all debuffs, additional now includes "Marked-for-Death" and the "Gas Passer effect" |
Demoman - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Demoman - Class Changes" tab |
Grenades do not randomly spin when fired |
Primary |
-Added a new Grenade model |
Grenade has no fuse timer and will explode whenever it hits a surface or enemy |
|
-Added "When a shield is not equipped: +20% faster firing speed and 10% faster reload time for your Secondary" |
When a shield is equipped: |
Primary |
-Added "Cannonballs do not randomly spin when fired" |
Cannonballs have a fuse time of 1 second; Fuses can be primed to explode earlier by holding down the fire key. |
Primary |
-Added "Grenades detonate other nearby grenades that are yours" |
Grenades have very little bounce/roll and do not randomly spin when fired |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-Added "+20% bullet damage resistance on wearer when charge meter is full" |
+60% fire damage resistance on wearer |
Secondary |
-Removed "Able to destroy enemy stickybombs" |
Detonates stickybombs near the crosshair and directly under your feet |
Secondary |
-Added "This weapon deploys 60% and holsters 30% faster" |
This weapon deploys 60% and holsters 30% faster |
Secondary |
-Decreased shield impact bonus to +50% from +70% |
This shield has the same resistances as the *Chargin' Targe*, but half as much |
Secondary |
-Removed "+15% fire damage resistance on wearer" |
Gain a 1 second speed boost anytime you take damage |
Secondary |
-Removed "Able to destroy enemy stickybombs" |
Instant arm time |
-Added "-60% blast damage taken from blast jumps on wearer" |
-60% blast damage taken from blast jumps on wearer | |
Melee |
-Removed "If a shield is equipped, every head taken raises shield damage by 4 to a maximum of 5 times." |
On kill (up to the 3rd): Increases move speed (+8.333%) and max health (+20) on wearer |
Melee |
-Removed "+20% damage bonus" |
+30% damage vs players |
Melee |
-Removed "When weapon is active" |
Melee hits refill 25% of your charge meter |
Melee |
-Increased firing speed penatly to -25% from -20% |
When both boots and a shield are not equipped: Gain +25% melee and explosion damage, plus this weapon is mini-crit boosted while blast jumping |
Melee |
-Removed "Ammo boxes collected also refill your charge meter" |
Picking up health or ammo packs will refill both your health and ammo at the same time based on the size of the pack |
Heavy - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) 33% reduction in push force taken from damage and airblasts" |
(Ability) 33% reduction in push force taken from damage and airblasts |
Heavy - Minigun Changes |
---|
Miniguns are 50% more accurate |
Heavy - Edible Changes |
---|
All edibles count as a medium health packs once thrown |
Heavy - Shotgun Changes |
---|
Any Shotgun that Heavy has access to will gain these bonuses |
Heavy - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Heavy Minigun Changes" tab |
|
Primary |
-Removed "20% damage resistance when below 50% health and spun up" |
When fully spun up: Slow down enemies around you by 20% |
Primary |
-Removed "+20% damage bonus" |
+25% damage vs players |
Primary |
-Increased accurate bonus to +33% from +20% |
Silent killer: No barrel spin sound |
Primary |
-Removed "25% damage bonus vs burning players" |
Creates a ring of flames while spun up |
Secondary |
-See additional changes in "Heavy - Shotgun Changes" tab |
|
Secondary |
-See additional changes in "Heavy - Edible Changes" tab |
On consumption: Self heal up to 300 HP |
Secondary |
-Removed "Adds +50 max health for 30 seconds" including the overheal effect |
On consumption: For the next 10 seconds, 33% of all damage dealt is returned as health. Also, grants the user up to 20HP/s passive healing for the duration. |
Secondary |
-Removed "+25% damage taken & mini-crits dealt" while under the effects |
While under the effects: Move speed is increased by 25% and gain full reduction in push force taken from damage for 10 seconds |
Secondary |
-Increased damage penalty to -20% from -15% |
+33% clip size |
Secondary |
-Increased self healing penalty to -75% from -33% |
On consumption: Completely refills your Primary ammo, your Primary deals +25% more damage, and user gains 15% damage resistance for the next 10 seconds |
-See additional changes in "Heavy - Class Changes" tab |
+33% melee range | |
-Increased the 100% critical chance duration to 6 seconds from 5s |
On kill: Gain 6 seconds of crits for all of your weapons | |
-Removed "This weapon holsters 50% slower" |
+33% melee range | |
Melee |
-Removed "+30% damage bonus" |
+33% melee range |
Melee |
-Removed "-40% damage from ranged sources while active" |
+33% melee range |
Melee |
-Decreased firing speed to -25% from +40% |
On teammate or enemy hit: Boosts user's speed for 4 seconds and boosts teammate's speed for 2 seconds |
Melee |
-Added "While active: User is able to pick up their own edible for 80 health" |
While active: User is able to pick up their own edible for 80 health |
Engineer - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) User is able to see any type of health & ammo sources through walls that are currently spawned with an outline within a very large radius (900 Hu), including friendly Dispensers" |
(Ability) User is able to see any type of health & ammo sources through walls that are currently spawned with an outline within a very large radius, including friendly Dispensers |
Engineer - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
NO CHANGE |
NO CHANGE |
Primary |
-Added "20% more accurate" |
Gain 2 revenge crits for each Sentry kill and 1 for each Sentry assist after your Sentry is destroyed |
Primary |
-Increased bonus damage to your Sentry Gun's target to +20% from 10% |
On hit: Damage dealt is returned as ammo |
Primary |
-Removed "On Hit: Victim loses up to 10% Medi Gun charge" |
Does not require ammo |
Primary |
-Removed "-50% max Primary ammo on wearer" |
Alt-Fire: Use 100 metal to pick up buildings from long range |
Secondary |
-Decreased reload time to 1.25 seconds from 1.36s |
|
Secondary |
-Decreased shield resistance to 33% from 66% with Sentry Guns |
Your Sentry Gun or Mini-Sentry gains a laser pointer to assist in aiming |
Secondary |
-Removed "No random critical hits" |
Primary-Fire: Damage multiple targets within the radius of your attack, but costs 15 metal per attack |
Melee |
NO CHANGE |
NO CHANGE |
Melee |
-Removed "Third successful punch in a row always crits" |
No move speed penalty while hauling buildings |
Melee |
-Removed "No random critical hits" |
One hit destroys any Sapper |
Melee |
-Increased construction hit bonus to +100% from +30% |
Construction hit speed boost increased by 100% |
Melee |
-Removed "-50% metal cost when constructing or upgrading Teleporters" |
Press RELOAD to choose to teleport to spawn or your exit teleporter |
Medic - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Able to see enemy health (and enemy UberCharge percentage)" |
(Ability) Able to see enemy health (and enemy UberCharge percentage) |
Medic - Primary Changes | |
---|---|
Weapon | Changes |
|
-Added "This weapon will reload automatically when not active" |
-Increased Primary ammo penalty to -80% from -75% |
Medic - Secondary Changes | |
---|---|
Changes | Full New Stats |
-Added "While UberCharged, Medic and patient are not able to capture a point, push the cart, nor carry the intelligence" |
Match the speed of any faster heal target |
Medic - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Medic - Primary Changes" tab |
On hit: Target is slowed down by 10% for 1 second |
Primary |
-Removed "On Hit: Gain up to +3 health" |
On hit: Apply Mad Milk for 3 seconds |
Primary |
-Decreased point blank heal to 50 HP from 75 |
Fires special bolts that heal teammates based on distance traveled. Additional, grants UberCharge based on health given to teammates. |
Primary |
-Removed "-15% damage penalty" |
When weapon is active: Move speed increases based on UberCharge percentage to a maximum of +25% |
Secondary |
-See additional changes in "Medic - Secondary Changes" tab |
UberCharge: Grants Patient and the user invulnerability |
Secondary |
-Added "On taunt: Removes all debuffs on user" |
While healing: Your Patient will receive any positive buff that is affecting you |
Secondary |
-Added "Gain full air strafe control and not take fall damage when mirroring blast jumping" |
While healing: User mirrors blast jumps and shield charges. Gain full air strafe control and not take fall damage when mirroring blast jumping, additional gain full turning control when mirroring shield charges. |
Secondary |
-Decreased UberCharge rate to +25% from +67% |
Press RELOAD to cycle through resist types |
-Added "On hit: Bleed for 4 seconds" |
On hit: Bleed for 4 seconds | |
Melee |
-Decreased UberCharge added on hit to 20% from 25% |
On kill (or assist-kill) with any weapon OR while healing: Gain 5% UberCharge |
Melee |
-Removed "Collect the organs of people you hit" |
On kill with any weapon: Two small special health packs are dropped |
Melee |
-Added "Taunt is loopable and can be canceled at any time by moving" |
When weapon is active:
|
Melee |
-Removed "10% slower firing speed" |
Allows your Patient to see enemy health |
Sniper - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) When your Rifle is fully charged, you don't flinch when damaged" |
(Ability) When your Rifle is fully charged, you don't flinch when damaged |
Sniper - Rifle Changes | |
---|---|
Changes | New Damage Numbers |
-Removed the hidden cap that limits how fast a Rifle is able to charge |
VS Players |
Sniper - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Primary |
-See additional changes in "Sniper - Rifle Changes" tab |
|
Primary |
-Increase minimal projectile speed (uncharged) to 2000 Hu from 1812.1 Hu |
The longer you aim, the more damage and faster the arrow travels |
Primary |
-Removed "No random critical hits" |
Headshots deal an extra +10% damage |
Primary |
-Now allows to steal heads from other Bazaar Bargains, Air Strikes, and Eyelanders users |
Each scoped headshot kill increases the weapon's charge rate by 25% up to 200% |
Primary |
-Removed "On full charge: +15% damage per shot" |
On kill: 25% of all of the overkill damage will be added to your next shot |
Primary |
-Increased body shot penalty to -33% from -20% |
Gain Focus with kills/assists even while using Focus |
Primary |
-Removed "-10% damage on body shots" |
Charge and fire shots independent of zoom |
Secondary |
-Added "66% more accurate" |
|
Secondary |
-Added "Allowed in Medieval mode" |
Coated enemies take mini-crits from all sources |
Secondary |
-Added "+6.666% faster move speed on wearer" |
+6.666% faster move speed on wearer |
Secondary |
-Added "50% reduction in push force taken from damage and airblasts" |
50% reduction in push force taken from damage and airblasts |
Secondary |
-Removed "No flinching when aiming and fully charged" |
Up to +8 health regenerated per second on wearer |
Secondary |
-Added "66% more accurate" |
On kill (or assist-kill): Victim makes no death sound and their ragdoll disappears
66% more accurate |
-Added "Better wall climbing when compared to the other unlock Melee weapons" |
Better wall climbing when compared to the other unlock Melee weapons | |
Melee |
-Removed "-50% damage penalty" |
On hit: Bleed for 10 seconds |
Melee |
-Removed "No random critical hits" |
Crits whenever it would normally mini-crit |
Melee |
-Swapped the less or greater than stats |
This weapon deploys +30% faster when health >50% of max |
Spy - Class Changes | |
---|---|
Changes | Full New Stats |
-Added "(Ability) Any killed players or destroyed buildings will not be shown in the kill-feed for other enemies to see" |
(Ability) Able to see enemy health (and enemy UberCharge percentage) |
Spy - Knives Changes/Additions |
---|
On backstab: Highlights all enemies within a large radius (900 Hu) for any friendly teammates regardless of distance for the next 2 seconds |
Spy - Sapper Changes/Additions |
---|
Press SPECIAL-ATTACK while active to throw the Sapper that will very slowly drain any offhand ammo for any enemy within 1200 Hu |
Spy - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Secondary |
NO CHANGE |
NO CHANGE |
Secondary |
-Increased fire rate penalty to -40% from -20% |
Crits on headshot |
Secondary |
-Increased damage penalty to -25% from -20% |
+40% cloak duration |
Secondary |
-Removed "+20% damage bonus while disguised" |
Attacks pierce damage resistance effects and bonuses |
Secondary |
-Removed "-15% damage penalty" |
Gives one guaranteed Mini-Crits hit for each building destroyed with your Sapper attached or backstab kill |
Melee |
-See additional changes in "Spy - Knives Changes/Additions" tab |
|
Melee |
-Technically removed the "Any killed players will not be shown in the kill-feed for other enemies to see" |
Upon a successful backstab against a human target, user rapidly disguises as your victim and their body disappears after being stabbed |
Melee |
-Added "While cloaked: Any overheal on wearer doesn't decay" |
On backstab kill: Absorbs the health from your victim |
Melee |
-Removed "+30% cloak on kill" |
On kill with any weapon: Gain a 2 speed boost & +25% cloak |
Melee |
-Decreased recharge to 10 seconds from 15s |
On hit by fire while active: Reduces initial fire damage by 90%, fireproof for 1 second, and afterburn immunity for 5 seconds |
Primary PDA |
-Added "Gain 20% damage resistance against the class type you are currently disguised as" |
Gain 20% damage resistance against the class type you are currently disguised as |
Secondary PDA |
-Fixed the "While cloaked: 50% faster debuff timers", additional includes "Marked-for-Death" and the "Gas Passer effect" |
While cloaked: Gain 20% damage resistance from all sources and 50% faster debuff timers |
Secondary PDA |
-Fixed the "While cloaked: +50% faster debuff timers", additional includes "Marked-for-Death" and the "Gas Passer effect" |
Cloak Type: Motion Sensitive |
Secondary PDA |
-Removed "Feign Death stealth has no bump shimmer for 3 seconds when used" |
Cloak Type: Feign Death |
Building |
-Added "Allowed in Medieval mode" |
Disables and slowly destroys enemy buildings |
Building |
-Added "Allowed in Medieval mode" |
Sapped buildings are disabled for an additional 2.5 seconds after Sapper has been removed |
Mult-Class - Modified Official Weapons | ||
---|---|---|
Weapon | Changes | Full New Stats |
Secondary |
-Increased deploy bonus to +30% from +20% |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs |
Melee |
-Removed "10% bullet damage vulnerability on wearer" |
When weapon is active:
|
Melee |
-Now it will show the amount of HP restored, just like other heal restoring effects/weapons |
On kill: Gain 50% of base health and a 2 second speed boost |
Primary |
(Soldier and Demoman) -Added "Gain a 2 second speed boost after taking fall damage" |
Press 'JUMP' key to deploy a Parachute to slow your descent while in the air |
Primary |
NO CHANGE |
+50% bullets per shot |
Custom Weapons
The following "new" weapons are available on the official "CTF2W" servers.
Scout - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
Primary |
On kill: Gain a shield that blocks 25% of all incoming damage and it is destroyed when the user takes more than 30 damage from a single attack | |
100px Primary |
Successfully using a rechargeable weapon will automatically reload up to 3 shots for this weapon (Except when using the "Tiki Tonic" drink) | |
100px Primary |
CURRENTLY NO PUBLIC LINK |
Mini-crits on headshot |
100px Primary |
The damage increases by 15% with each shot you hit before reloading
+100.08333% damage bonus | |
Primary |
On hit vs building: Disable the building for 1 second | |
100px Secondary |
Attacks pierce damage resistance effects and bonuses | |
100px Secondary |
On kill with any weapon: Refills 2 Shurikens | |
100px Secondary |
On use: User is decreased in size or is returned to normal size | |
100px Melee |
When weapon is active: -30% damage taken from the front | |
100px Melee |
CURRENTLY NO PUBLIC LINK |
When weapon is active:
|
Soldier - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
Primary |
+20% push force against enemy players with direct hits | |
100px Primary |
This weapon can be toggled between HOMING or MANUAL with Alt-Fire | |
Primary |
While explosive jumping: Deals Mini-Crits on direct hits and projectile gains +40% speed | |
100px Primary |
When a Banner is equipped:
When a Shotgun or the Bison is equipped:
When the Mantreads, Gunboats, or B.A.S.E. Jumper is equipped:
| |
Secondary |
Dealing damage generates ammo/metal that will dispense to yourself and nearby teammates | |
Secondary |
10% of the damage taken by nearby teammates is transferred to you | |
100px Secondary |
CURRENTLY NO PUBLIC LINK |
+33% clip size
+33% damage bonus |
Melee |
On kill with any weapon: +2 stacks | |
Melee |
When weapon is active:
|
Pyro - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
Primary |
Flames have weight and gravity, changing their trajectory and maintaining more speed, including causing knockback | |
Primary |
Creates a oil spill which can be ignited by any burning source that will quickly burn and inflict afterburn (even to enemy Pyros!) | |
Secondary |
Does not require ammo | |
100px Secondary |
100% Mini-Crits vs burning players
+115% damage bonus | |
100px Secondary |
On hit vs player: Near instant reload
No "+10% faster firing speed" bonus | |
Secondary |
Shoots 4 extra flares in a horizontal line
+10% faster firing speed | |
100px Secondary |
+50% switch speed to your Melee from this weapon | |
100px Melee |
+50% switch speed to your Secondary from this weapon | |
100px Melee |
On hit burning enemy: Generate +50% souls | |
100px Melee |
On hit: Freezes target for 6 seconds | |
100px Melee |
When weapon is active:
|
Demoman - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
User performs an earthquake (350 Hu) anytime after taking fall damage that can knockback and damage any nearby enemies (up to 70 damage) with the closer you are to enemies the more knockback/damage you will apply | |
100px Primary |
Grenades do not randomly spin when fired | |
100px Primary |
When a shield is equipped: | |
100px Primary |
Fires special bolts that explode 5 times when it hits an enemy (or building) that can damage other nearby enemies to then cause a chain reaction to another enemy | |
100px Secondary |
Stickies are connected by tripwires and attached stickies can't be moved | |
100px Secondary |
Up to +100% explosion radius based on charge | |
100px Secondary |
While a stickybomb is armed, it will spawn 1 low damaging grenade every 2 seconds | |
100px Secondary |
While charging: User can't be damaged or seen (by enemy players and Sentry Guns), +200% turning control, and +100% charge duration | |
100px Secondary |
On kill with any weapon: +2 stacks | |
100px Secondary |
Apply stun (0.25 seconds up to 2s) and knockback to your target on shield impact with the duration/amount based on charge duration | |
100px Melee |
On solo kill (up to the 3rd): Increases firing speed (by +16.67%) and damage vs players (by +10%) for this weapon |
Heavy - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
While fully spun up: Gain 30% damage resistance, no movement speed penalty, and deal damage in-front of the user that scales the closer you are to a target | |
Primary |
Headshots deal extra damage | |
100px Primary |
On Melee kill: Gain Mini-Crits for this weapon for 4 seconds | |
100px Primary |
When weapon is active:
| |
Secondary |
User can walk around while eating, plus the meter isn't used
Extinguishing teammates (or disguised enemy Spies) restores 80 health to the Heavy | |
100px Secondary |
On kill: +2 Stacks | |
100px Secondary |
66% of damage dealt is returned as health | |
100px Melee |
+33% melee range | |
100px Melee |
+33% melee range
| |
100px Melee |
+33% melee range
|
Engineer - Custom Buildings | ||
---|---|---|
Weapon | Changes | |
Turrets |
Turrets can be thrown to most surfaces or walls |
Engineer - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
On kill with any weapon: +2 stacks | |
100px Secondary |
When weapon is active:
| |
100px Secondary |
When weapon is active:
| |
100px Secondary |
On third hit without missing: Guaranteed critical bullets
+1000% bullets per shot | |
Secondary |
On hit: Gain metal back based on damage by 50% | |
100px Melee |
All damage dealt fills the *Building Upgrade* meter, press SPECIAL-ATTACK to upgrade all of your buildings to level 3 and to fully heal them | |
100px Melee |
On third hit without missing: Guaranteed critical hit |
Medic - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
Deals bonus damage based on UberCharge percentage (up to +35%) | |
100px Primary |
On hit enemy: Decreases healing given and/or gained from every possible healing source or weapon effect by 20% for 4 seconds | |
Primary |
On hit: Increases Secondary healing rate by +5% (up to +50%) | |
100px Primary |
On hit: +2% UberCharge added | |
100px Secondary |
Overheal doesn't decay for your Patients | |
Secondary |
+25% heal rate | |
100px Secondary |
While healing: Every 5 seconds a small HP pack will spawn at your feet | |
100px Secondary |
While healing: Gain a bonus based on your attached Patient. These effects will linger for the Medic for 1 second after letting go.
UberCharge: User gains all of the effects. Your Patient gains the bonus based on their class and will linger for that Patient for 1 second after letting go. | |
100px Secondary |
Keeping your cursor on an enemy (within 1200 Hu) with your Secondary active will increase all knockback taken (damage/airblast) by +50% and for 4 seconds after | |
100px Melee |
Assists with your Secondary grants crits for this weapon (up to 35) | |
Melee |
Gain 33% damage resistance against the enemy who killed your Patient for the next 8 seconds |
Sniper - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
100px Primary |
Arrows can bounce up to 2 times | |
100px Primary |
Headshots or fully charged shots cause an explosion of bleed (292 Hu) with the duration based on charge between 4-12 seconds | |
100px Secondary |
Anytime you take more than 30 damage from a single attack, Jarate all nearby enemies (219 Hu) for 2.5 seconds | |
Secondary |
-75% damage taken from behind | |
100px Secondary |
On hit: Gain a 1 second speed boost
66% more accurate | |
100px Secondary |
On hit: Increases damage against enemy players by +7% (up to +70%)
33% max Secondary ammo on wearer" | |
100px Secondary |
Deals damage on impact and bleed for 5 seconds | |
100px Melee |
Gain 1 critical hit for every headshot hit for this weapon (up to 35) | |
100px Melee |
On hit: Gain +12.5% charge for your Primary | |
100px Melee |
When weapon is active:
|
Spy - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
Secondary |
On hit: Mark 1 target to reduce incoming damage from them by 20% | |
100px Secondary |
Recovers 2 shots on backstab and 1 shot for each building destroyed | |
Secondary |
While disguised: +15% damage bonus and keep your disguise after firing | |
100px Melee |
On backstab: Infect the target with a deadly plague for 10 seconds and all nearby enemies are also infected for 5 seconds | |
Melee |
On backstab kill: Gain +2.5% move speed and +5% cloaking speed | |
Melee |
On backstab: Plant a bomb and keep current disguise | |
100px PDA 1 |
Restores a small amount of health when a sapped building is destroyed | |
100px PDA 1 |
After 5 seconds after placement, the Sapper explodes to destroy the attached building. Additionally, the exlosion damages nearby enemy players and buildings. | |
100px PDA 1 |
After 5 seconds after placement, the Sapper reprograms the enemy building to your team
| |
PDA 2 |
CURRENTLY CAN'T USE CUSTOM WATCH MODELS |
While cloaked: User can pass through enemy players and buildings with no cloak blink when damaged or bumped |
PDA 2 |
CURRENTLY CAN'T USE CUSTOM WATCH MODELS |
On use: User will leap in the air if moving or will perform an extra jump if not moving |
Multi-Class - Custom Weapons | ||
---|---|---|
Weapon | Workshop Link | Stats |
Primary and Secondary |
On hit: A percentage of target's Primary ammo (up to 25%), Secondary ammo (up to 50%), metal supply (up to 10%), Rage meter (up to 10%), Cloak meter (up to 25%), and/or UberCharge (up to 10%) are drained based on damage dealt and current percentages when damaged
+33% damage bonus | |
100px Primary and Secondary |
Damage dealt with other weapons reloads a shot for this weapon and builds up accuracy for this weapon (up to +80%)
+115% damage bonus | |
100px Primary and Secondary |
Hold FIRE to load up shots and release FIRE to unleash the barrage at +20% faster firing speed | |
100px Melee |
+33% melee range | |
100px Melee |
Damage equals to 50% of target's current health | |
100px Melee |
On kill: Gain a bumper car and the *Resistance* Mannpower powerup for 10 seconds |
Current Team Members
Chdata - Main Plugin Developer
Crafting - Main Developer, YouTube, Steam Group, Discord, Servers Owner, Weapon Demonstrator, and wiki editor
404UNF - Developer
Shadow Mario - Developer
Pikachu on LSD - Developer
Naleksuh - Developer
Agent Silver - Developer
Former Team Members
MasterOfTheXP - Original Author and Main Plugin Developer
Theray070696 - Custom Coding Developer & Main Plugin Developer
Karma Charger - Team Fortress 2 Wiki Contributor and Weapon Demonstrator
Deathreus - Developer
Cool Porygon - Developer
CHAWLZ - Developer
Orion™ - Developer
The655 - Developer
Nergal - Developer
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
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