STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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19 June, 2015
Language
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Location
United States 
Custom TF2x10 Weapons
Since Crafting said that they do plan to maybe eventually have a x10 server, I figured I might as well try and come up with some stats for weapons that would be balanced in a x10 setting.

Scout

The Boston Bulldog

(+) 500% lifesteal, up to 2000% overheal (2,500 health)
(+) Overheal does not decay

(-) Cannot be overheal by a medic
(-) -80% damage

The Condiment Cannon

(+) On Hit: Applies hotsauce for 50 seconds (it's basically cancer)

(-) -97% damage
(-) -75% clip size
(-) 300% slower reload (takes 6 seconds)

The Boston Mystery Liquid

(!) Applies a random effect for 150 seconds
(!) 60 second recharge

The Super Sneakers

(+) Full air control on wearer
(+) Deal 30x falling damage to the player you land on
(+) Jump height increases as health decreases, up to 1000%

The Tiki-Tonic

(+) You are 75% smaller and recieve a speed boost for 30 seconds

(-) All damage taken is critical hits while under the effects and for 5 seconds after the end of the duration

(!) 30 second recharge

Soldier

The Battering Cannon

(+) +250% push force

(-) -50% projectile speed

The Crowd Control

(!) Larger melee range, slower deploy/holster speed.

(+) On hit: Target is launched into the air
(+) On hit: 1 target is marked for death for 50 seconds

(-) On hit: Target deals 100% more damage to you for 50 seconds
(-) 95% less damage

Pyro

Afterburner

(+) +100% afterburn damage
(+) +100% longer afterburn duration

(-) -95% less flame damage
(-) Extinguishing teammates only grants 2 health

Incendairy Cannon

(+) Fires fireballs to ignite targets
(+) Projectile cannot be deflected

(-) Can only refill ammo at a resupply
(-) Cannot be crit or mini-crit boosted, except from debuffs

(!) Holds 200 shots

American Gothic

(+) On hit: disables enemy's primary for 30 seconds

(-) 90% less damage
(-) 100% longer overall weapon switching
(-) 250% damage vulnerability while active

Demoman

Ka-Boom Stick

(+) Minimal damage penalty on non-direct hits
(+) 500% bonus explosion radius

(-) 100% less max primary ammo
(-) No random critical hits
(-) 100% less direct damage
(+/-) 99% less fuse time on grenades

Number 13

(+) On hit: ignite target for up to 30 seconds
(+) 100% crits vs burning players

(-) No random critical hits
(-) On hit self: ignite self for up to 30 seconds
(-) 90% less damage vs non-burning players
(-) 99% less explosion radius

Ghost Charge

(+) While charging: become invisible
(+) Full turning control while charging
(+) 10 second increase in charge duration

(-) No charge impact damage
(-) No shield resistances

Groundbreaker

(+) When a stickybomb explodes, it spawns 20 mini-bombs

(-) Each mini-bomb has 50% less damage and 50% less explosion radius
(-) 90% less base damage
(-) 7 less pipebombs out

The Highlander

(!) This weapon has a large melee range and deploys/holsters slower

(+) On kill: Store +2 head, with maximum of 40 heads
(+) When you reach 1/3 health, you will use one head and your health is fully restored

(-) When a stored head is used, you will be marked for death for 5 seconds and can't use another stored head until you are not longer self-marked for death
(-) No random critical hits
(+/-) This weapon has a large melee range and deploys/holsters slower

Heavy

Doom Bringer

(+) On kill: spawns a friendly large skeleton for 5 seconds, if killed by an enemy, it will spawn 3 small skeletons for 30 seconds
(+) On kill: 30% chance to spawn *Horseless Headless Horsemann*
(+) On kill : scares enemies near the victim's death location for 3 seconds

(-) 200 less max health on wearer
(-) 90% less damage

Jaws of Steel

While in water, jarated, or mad milked:
(+) 100% bonus move speed
(+) 100% bonus damage
(+) 75% bonus attack speed

While in not water, jarated, or mad milked:
(-) 50% slower move speed
(-) 90% less damage
(-) 100% slower attack speed

(-) This weapon deploys & holsters 100% slower

Terminal Killocity

While active:
(+) 1000% bonus jump height
(+) Full air movement control
(+) User does not fall

(-) 90% less damage
(-) 90% less movement speed

Engineer

Defender

(+) On hit: reduce 50% of enemy's current offhand ammo supply for both primary and secondary weapons
(+) 100% crit vs cloaked spies

(-) No random critical hits
(-) 100% slower reload
(-) 200% slower fire rate

Support Wrench

(+) Press your reload key to choose to teleport to spawn or your exit teleporter
(+) 100% bonus movement speed when carrying buildings
(+) Teleporters can be used in both directions
(+) 3000% faster building build rate
(+) x250 dispenser range

(-) No sentry damage
(-) Can not extend *Repair Node* or *Amplifier* range

Brawn Over Brains PDA

(+) 150 bonus health on wearer
(-) Cannot destroy or carry any buildings

Metal Shield PDA

(+/-) 100% of damage taken is removed from metal supply (unless empty)

Medic

Blitzstorm

(+) UberCharge rate increases as health decreases, up to 500%
(+) 100% UberCharge gained with an assist kill, including during UberCharge deployed to extend the duration

(!)UberCharge provides all 3 banner effects for yourself and patient only

Booster Shot

(+) 150% bonus overheal
(+) 200% longer overheal time

(-) 75% less base heal rate

(!)Ubercharge increases overheal cap by 200%, overheal decay time by 200%, overheal build rate by 200%, and you can overheal yourself

Oathbreaker

(+) On hit: +100% bonus UberCharge rate, up to 400%
(+) Deals up to 200% bonus damage based on your current UberCharge
(+) Deals up to 100% bonus damage based on enemy medic's UberCharge

(-) One UberCharge stack is lost when uber is deployed
(-) On hit: -50% UberCharge
(-) No random critical hits

Sniper

High Noon

(+) On headshot: Your next shot will be reloaded 250% faster
(+) On full charge: You are fully cloaked
(+) Silent killer: No death noise from kills

(-) On bodyshot or miss: Your next shot will be reloaded 100% slower
(-) 50% less charge rate

Manncannon

(+) On headshot: deals 250% explosive damage to all nearby enemies

(-) 100% less critical damage

Outback Outlaw

(+) 25% chance of stunning enemy on hit
(+) 25% chance of milking the enemy on hit
(+) 25% chance of jarating the enemy on hit
(+) 25% chance of bleeding the enemy on hit
(+) 25% chance of setting the enemy on fire on hit
(+) 10% chance to oneshot the enemy

(-) 75% less damage
***NOTE: Bleeding can trigger more effects***

Penetrator

(+) Arrows can bounce up to 20 times
(+) Arrows penetrates all enemies

(-) Each time an arrow bounces, it loses 5% damage and projectile speed

Ol' Shelly

(+) 99% less damage taken from behind
(+/-) 100 health lost on backstabs

(-) 100% more damage taken from the front
(-) 20% less movement speed on wearer

Brief Negotiator

(+) 100% bonus damage
(+) 50% bonus fire rate
(+) On hit: 10 second speed boost

(-) 100% less accurate
(-) 75% of damage dealt with this weapon is delayed until the enemy is hit with your melee


Little Bugger

(+) 50 damage on head-shots
(+) No bullet spread while crouching

(-) 200% increased bullet spread while not crouching
(-) 1 damage on body-shots
(-) No random critical hits

Bushman's Butterfly

(+) This weapon deploys & holsters 100% faster
(+) This weapon stores 10 guaranteed critical hits for every headshot kill you get with your primary, up to 35 crits

(-) No random critical hits
(-) 50% less damage

Spy

Tactical Revolver

(+) On hit: target is marked for death, slowed down by 10%, and is highlighted to see them through walls for 80 seconds

(-) Fires tracer rounds
(-) 1000% slower firing speed
(-) Minimal damage


Turnabout

(+) No ammo spent on successful hits
(+) Last 10 shots are guaranteed critical hits
(+) Holds 100 shots
(+/-) Can only refill ammo at a resupply or with successful hits

(-) No random critical hits
(-) 50% slower fire rate
(-) 50% less damage

Infection

(+) Instant cloak upon a backstab and infect the victim
(+) After 5 seconds, the victim is slowed by 100% and starts to lose 100% of their max health per second

(-) Infection can be removed by a healing supply, medic, health kit, or resupply
(-) Backstabs do not instantly kill victims

Secretive Service

(+/-) On backstab kill: Gain 40% bonus movement speed, 20% bonus cloaking and decloaking speed, but decreases 20% sapper power (These effects can stack up to 5 times)
(+) On kill: 100% bonus melee range for 50 seconds

(-) 25% less movement speed on wearer
(-) 100% slower fire rate

Shredder

(+) 100% bonus damage against buildings

(-) The Engineer who built the building crits 100% of the time on YOU for 40 seconds after sapping a building
(-) 90% less sapper health

Transmission

(+) 40 health regenerated per second for each active sapper
(+) 100% bonus sapper health
(+) You can overheal yourself

(-) 75% less sapper damage

Stealth Cloak

(+) 100% bonus move speed while cloaked
(+) 200% bonus jump height while cloaked
(+/-) Unlimited cloak as long as you have health

(-) 5 health drained per second while cloaked

Multi-class

Action Hale (Melee - All-Class, except Spy & Engineer)

(+) 250% bonus damage against the same class type

(-) 90% less damage against other class types

(+/-) This weapon has a large melee range and deploys/holsters slower

Merasmus' Staff (Melee - All-Class, except Spy & Engineer)

(+/-) On kill: gain a bumper car and Battalion's Backup effect for 100 seconds

(-) No random critical hits
(-) While active: no turning control while charging (DEMOMAN ONLY)

Survival Gear (All-Class Wearable)
(+) On kill: a small health pack is dropped
(+) 100% bonus max primary ammo
Plus additional stat(s) for each class:

Scout: 250 bonus max health on wearer, +10 capture rate on wearer
Soldier: When your health goes below 50 HP, you will enter *Berserker Mode*. This provides only you with the Buff Banner, Battallion's Backup, and Concheror effects for 20 seconds. You WILL automatically die at the end of the *Berserker Mode* duration.
Pyro: While on fire: you gain a speed boost, 95% fire damage resistance on wearer
Demoman: 50% bonus primary fire rate, 100% bonus primary reload speed
Heavy: 75% headshot damage resistance on wearer, 100 health lost on backstabs
Engineer: 100% max metal on wearer
Medic: 250% bonus health from healers and packs on wearer, 50% bonus UberCharge rate, 50% bonus heal rate
Sniper: 50% bonus damage for primary and melee weapons
Spy: 1/2 second less cloak blink time, 50% bonus cloaking/decloaking speed, 50% bonus cloak regen rate, 50% bonus cloak duration

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Leave your own ideas below!
Last edited by joe axe-murderer; 3 Sep, 2016 @ 7:06pm
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joe axe-murderer 4 Sep, 2016 @ 8:31pm 
Bump :demoticon:
Last edited by joe axe-murderer; 4 Sep, 2016 @ 8:31pm
Undead Flareon 4 Sep, 2016 @ 11:16pm 
imagine the Shotgun Cannon on x10.
....
god help us all.
joe axe-murderer 7 Sep, 2016 @ 5:43pm 
Originally posted by Soulite:
imagine the Shotgun Cannon on x10.
....
god help us all.

Scout used Bullet Sphere!

It's not very effective
Last edited by joe axe-murderer; 7 Sep, 2016 @ 5:43pm
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