STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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Strategys/Weapon Combos/Loadouts for Custom Weapons
If you find a good strategy to use for a weapon, a good weapon combo, or a good custom weapon loadout, you can post them here. Please try to keep off topic discussion to a minimum.

Recommended Loudout Template:
Loudout Name (include class name)

*Primary
*Secondary
*Melee
*PDA 1 (engie and spy)
*PDA 2 (engie)

Description (optional):
Put here a brief description of the loadout and the strategy you should use with it (if there is one)

Pros:
+

Cons:
-
Last edited by Professor Xray; 16 Aug, 2016 @ 11:28am
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Showing 1-15 of 155 comments
duwang man 9 Dec, 2015 @ 9:17pm 
(copy pasted from my thread)

The Suicide Scout

So I have created a very high risk / high reward build for the scout (note: someone might've created this before me, so don't give me full credit) which consists of the following weapons:

° Rage Scatter
° Crit-a-cola
° Boston Basher


Pros:
+ Ridiculous damage output
+ Can be deployed very quickly
Cons:
- You will die literally in one hit
- Meele range required for dealing good damage

How to use:
Step 1: Have full health
Step 2: Keep hitting yourself with the boston basher until you have 37 HP
Step 3: Wait for the bleed to stop, by this point you should have 1 HP
Step 4: When ready, drink Crit-a-cola and flank the enemies with your Rage Scatter
Step 5: Profit
Last edited by duwang man; 9 Dec, 2015 @ 9:18pm
LarryMoments 10 Dec, 2015 @ 11:15am 
The Flare Jumper Pyro

A very risked, but very effective loadout for pyro, havalive I can fly

*Backburner or Degreaser
*Flare Jumper
*Axethinguisher or a non reducted damage melee

Pros:
+ A lot of damage in low time if used adequately
+High Mobility
Cons:
- If discovered, must escape
- Requires a lot of experience for dominate
KoopaKing64 10 Dec, 2015 @ 2:19pm 
The Grasshopper/Flying Scout

A set designed for reaching high ground easily and parkour mobility to get the upper hand

*Jump-Action Shotgun OR Soda popper
*Winger
*The Slammer OR The Atomizer

Pros:
+ Good synergy on jump height control
+ A counter against airborne enemies, if skilled enough
+ Extreme Mobility

Cons:
- Lack of far range weapons to compensate the parkour mobility
- Must fight in close-to-mid range to get extra jumps(J-A shotgun)
- Cannot advance into sentry territory without assistance
jregorykrisk 10 Dec, 2015 @ 2:26pm 
Originally posted by xX_LarryMoments_Xx:
The Flare Jumper Pyro

A very risked, but very effective loadout for pyro, havalive I can fly

*Backburner or Degreaser
*Flare Jumper
*Axethinguisher or a non reducted damage melee

Pros:
+ A lot of damage in low time if used adequately
+High Mobility
Cons:
- If discovered, must escape
- Requires a lot of experience for dominate
Back Scratcher sounds better.
Thrynity 11 Dec, 2015 @ 9:47am 
Pyro stuff I use

Afterburn Synergy

Afterburner
Boilerbuss
Unstable reaction

Ignite 'n' kill

Improvised imblazer
Flare gun
Culling axe

Anti-solidier

Push Over
Reverse shooter
American gothic
Thrynity 11 Dec, 2015 @ 9:59am 
some Airborn Stuff

Danger Ranger
Long distance boots
Marauders mace

Danger Ranger
Base Jumper
Market Gardener

Danger Ranger
Old abe
Escape plan
duwang man 14 Dec, 2015 @ 6:33am 
Infinite Survivability Killing Machine
(untested, but probably works)

The idea is that a medic with the Overhealer max overheals a heavy with the Brass Beast / Natasha, while a soldier (preferably with the buff buffer) buffs the heavy with the Battalion's Backup.

Pros:
+ Heavy with 600 HP, Crit Resistance & 55% Damage Reduction, aka invincible
Cons:
- Needs a heavy
- Needs a solly
- Needs a medic
- Seriously, has anyone ever managed to convince their friends to do this kind of shit?
Last edited by duwang man; 14 Dec, 2015 @ 6:34am
Thrynity 14 Dec, 2015 @ 9:46am 
Battle Medic synergy

Worst case Scenario (for use this uber as mini-crit)
Medispencer (for more uber)
Outbreaker (for more uber/health)
Moat 16 Dec, 2015 @ 12:57pm 
PyroTroll

Hot Air Balloon
Flare Jumper
American Gothic

(+) Increased Mobility
(+) Allows you to disable enemy primaries, helping your team out
(-) Not very optimal in-fight
duwang man 16 Dec, 2015 @ 11:16pm 
Originally posted by A Guy:
(+) Allows you to disable enemy primaries, helping your team out

There were so many things which you could have done to help your team

Yet you decided to equip the American Gothic
Last edited by duwang man; 16 Dec, 2015 @ 11:16pm
[cTF2w] Crafting 17 Dec, 2015 @ 12:36am 
Originally posted by (◕ᴥ◕し):
Infinite Survivability Killing Machine
(untested, but probably works)

The idea is that a medic with the Overhealer max overheals a heavy with the Brass Beast / Natasha, while a soldier (preferably with the buff buffer) buffs the heavy with the Battalion's Backup.

Pros:
+ Heavy with 600 HP, Crit Resistance & 55% Damage Reduction, aka invincible
Cons:
- Needs a heavy
- Needs a solly
- Needs a medic
- Seriously, has anyone ever managed to convince their friends to do this kind of shit?

The simple verison would be Overhealer with a heavy using tank goodness (with with all 4 levels)
RailRunner66 8 Jan, 2016 @ 12:56pm 
Scout Demo. Bootlegger/weebooties, brute force, and your choice of secondary, charge n targe helps your survivability and keeps you on melee maintaining your speed. You don't need the shield so much for charge except to use as speed boost and effect remover considering the brute force can random crit.
Last edited by RailRunner66; 8 Jan, 2016 @ 12:59pm
Moat 8 Jan, 2016 @ 1:11pm 
"The Force-A-'Spenser" (Requires a Medic and a Scout)
Scout:
Force-A-Nature
Crit-A-Cola (Optional)

Medic:
Medispenser

The two main downsides of the Force-A-Nature are the fact that it reloads slower, and only has two shots in it's clip. The Medispenser charge makes it so that you don't have to worry about either of the things. So basically you have a rapid-fire scattergun that deals more damage than the stock, that never has to reload. The Crit-A-Cola works great with it too because you can snipe people and deal even more damage.
Thrynity 9 Jan, 2016 @ 3:40am 
The tryhard Solidier

Rocket Jumper (or Danger ranger if you have a medic)
Old abe
Market garden
Professor Xray 11 Jan, 2016 @ 7:31pm 
The Charging Demobird

A loadout geared towards mobility through sticky jumping and charging

*Iron Boots
*Any Stickybomb Launcher (preferably stickybomb jumper)
*Jumpin' Jehosaphat

Pros:
+ Allows you to get in and out of fights quickly
+ You take no fall damage (and no sticky damage if your using the jumper)
+ Good for suprising enemies
+ Very high mobility
+ Can help your team by picking off important enemies (e.g. medic, sniper)

Cons:
- No grenade launcher
- You need to be directly on top of your stickys to get all 5 seconds of charge
- Have to be good at sticky jumping to use this loadout effectively
- Hard to take down sentries without assistance
Last edited by Professor Xray; 2 Feb, 2016 @ 12:53pm
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