STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
905
IN-GAME
5,368
ONLINE
Founded
19 June, 2015
Language
English
Location
United States 
x10 Custom Weapons Stats
Scout Weapons
Primary
Rage Scatter
(+) Weapon damage increases as health decreases, up to 330%
(-) Weapon spread increases as health decreases, up to 200%
(-) Fire rate decreases as health decreases, up to 100%
(-) No random critical hits
***NOTE: bonuses and penalties apply until 1 HP***

Vampire
While active:
(+) Attacking the same victim increases your fire rate by 125%, up to 500% with 4 hits
(+) 100% of the victim's missing health heals you
(+) You can overheal yourself to 2000
(-) When you hit someone else, your fire rate will go back to normal
(-) 20 health drained per second while overhealed
(-) 95% less base damage
(-) 100% slower reload

Hand Cannon
(+) 10000% bullet bonus per shot
(-) 95% less damage
(-) 75% less clip size
(-) 95% less ammo carried
(-) 4000% less accurate
(-) 5 second reload
(-) No random critical hits

Secondary
Shock Treatment
(+) Stuns the target for 5 seconds on hit
(+) Disorients the target on hit
(+) All players being healed by a medic are hit
(-) 92% less clip size
(-) 100% slower reload

Pegasus' Wing
(+) 150% bonus movement speed on wearer
(-) 50% damage vulnerability on wearer
(-) No double jump
(-) -2 capture rate on wearer
(-) No actual weapon

Melee
Finicky Stick
While active:
(+) 90% chance to one-shot victim
(-) 50% less movement speed
(-) 500% slower fire rate
(-) 99% less damage

Handymann
While active:
(+) 100% sentry damage resistance
(+) 500% bonus damage against buildings
(+) Damage removes Sappers
(-) 100% less damage against players

Soldier Weapons
Primary
L.A.W.
(+) Shoots 30 rockets at the cost of 1
(-) 90% slower projectile speed for all 3 rockets
(-) 90% less damage for all 3 rockets
(-) 200% slower reload
(-) 75% less clip size
(-) 75% less ammo carried
(-) No random critical hits
***NOTE: the L.A.W. can't and won't get infinite clip when being ubered with the Medispenser***

Buff Buffer
(+) 2000% longer buff duration
(-) 50% damage done is self-hurt
(-) 20 self-hurt whenever you shoot

Secondary
Berserker Mode
(+) While you are at 100 HP or below, you will enter "Berserker Mode". This provides only YOU with Buff Banner, Battallion's Backup, and Concheror's buff effects.
(+) This buff will last at least 50 seconds, unless you are above 100 HP.
(-) No actual weapon

Melee
Heavenly Hit
(+) On hit: an enemy is launched extremely high into the air
(+) 500% longer melee range
(-) 100% less damage
(-) No random critical hits

Pyro Weapons
Primary
Afterburner
(+) 1000% bonus afterburn damage
(+) 500% longer afterburn duration
(-) 100% less direct damage

Push Over
While active:
(+) 66% damage resistance
(+) 1000% bonus air blast push force
(-) 100% less flame damage
(-) 100% slower air blast speed

Improvised Imblazer
(+) 1000% bonus damage against enemies with health that is higher than 1/2 health
(-) 95% less damage against enemies with health that is lower than 1/2 health
(-) 50% less flame distance and spread area
(-) 10% less movement speed WHILE active

Melee
Culling Blade
(+) Instant kills an enemy who is at 99% or less health
(+) 100% faster weapon switch
(-) 100% less damage
(-) No random critical hits

Psycho's Axe
(+) Psycho Rampage: All melee damage charges the *Rampage* meter, taunt to activate for 80% damage reduction, full knockback resistance, and to fully restore your health for 20 seconds
(+) 100% movement speed bonus WHILE active
(+) On kill at anytime: Restores you to 200% health and receive a 50 second speed boost
(-) Only have access to melee weapon
(-) 100% less health from health packs
(-) No health from healers
(-) No random critical hits

Demoman Weapons
Primary
Ka-Boom Stick
(+) 1000% bonus explosion radius
(-) 75% less clip size
(-) 250% slower reload and fire rate
(-) No random critical hits

Number 13
(+) On hit: a target is engulfed in flames for 30 seconds, including yourself
(+) 100% critical hit vs burning players
(+) 100% faster fire rate
(-) No random critical hits
(-) 50% fire damage vulnerability on wearer
(-) 50% less clip size
(-) 35% less damage

Secondary
Modern Drunkfare
(+) When stickies explode, it spawns 20 mini-bombs
(+) Stuns for 30 seconds when crit hit
(+) 500% faster fire rate
(-) Critical hits do minimal damage
(-) 30 degrees random projectile deviation
(-) 63% less clip size
(-) 5 less sticky bombs out
(-) Teammates can be stunned

Last Hurrah
(+) Upon getting hurt by an enemy, your *Damage Charge* will increase
(+) You damage nearby enemies when you die
(-) Spy backstabs does not increase the *Damage Charge*, but can still trigger it
(-) No actual weapon

Melee
Bloody Axe
(+) On hit: bleed for 50 seconds
(+) 250% longer melee range
(+) Deals crits while explosive jumping
(-) No random critical hits
(-) 50% less damage

Brute Force
While active:
(+) 500% bonus jump height
(+) 250% bonus movement speed
(+) 100% reduction in push force
(-) No random critical hits
(-) 80% damage vulnerability
(-) 100% slower weapon switch

Heavy Weapons
Primary
Leviathan
(+) Bullets destroy all projectiles (not just grenades and rockets) mid-flight
(-) 100% bullet damage vulnerability WHILE active

Olga, the Killing Machine
(+) 2000% bonus damage
(+) 100% faster spin up time
(+) No bullet spread
(+) 50% damage resistance when spun up
(-) No random critical hits
(-) 1000% slower fire rate
(-) 83% less ammo carried
(-) Alt-fire is disabled

Doom Bringer
(+) On kill: spawns a friendly large skeleton for 20 seconds, if killed by an enemy, it will spawn 30 small skeletons for 30 seconds. There is a 0.4% chance to spawn Headless Horsemann instead.
(-) 50% less damage

Heavy Artillery Minigun
(+) While spun up, fire rate is increased every 1 second. The fire rate is increased by 10% with a max of 500%.
(+) On hit: 30% chance to ignite enemies for 10 seconds
(-) No random critical hits
(-) 50% damage vulnerability when spun up
(-) 50% slower move speed when deployed
(-) 50% less damage

Secondary
Fat Scout
While active:
(+) +200% movement speed
(-) Don't have access to primary weapon
(-) Cannot carry the intelligence
(-) No capture rate
(-) 66% less damage

Mann Snack
(+) 30 mann snacks on wearer
(+) 100% faster weapon switch
(+) Acts like the "Sandvich"
(-) 300 second recharge per snack
(-) No health from packs on wearer

Melee
Hard Hitter
(+) 200% bonus critical damage
(+) 200% bonus explosive damage
(-) 75% less melee range

Terminal Killocity
While active:
(+) 750% bonus jump height
(+) Slower falling speed
(-) 75% less damage
(-) 50% less movement speed

Hydraulic Hammers
While active:
(+) On hit: insane knockback on enemy
(+) 100% less damage from critical hits
(+) 200% faster fire rate
(-) 100% less damage

Engineer Weapons
Primary
Sentry Booster
While active:
(+) 500% bonus sentry radius
(+) 250% bonus sentry fire rate
(-) 50 metal drained per second
(-) 20 health drained per second
(-) 50% less sentry damage

Defender
(+) On hit: reduce 75% of enemy's ammo supply
(-) 83% less clip size
(-) 90% less damage

Secondary
Fast Fix
(+) Fires bolt projectiles, which can:
Damage enemies
Repair buildings
Upgrade buildings
Remove sappers
(-) Each shot deducts 100 metal, you must have metal to shoot.
(-) Cannot critical hit

Texan Heatmaker
(+) On hit: target is engulfed in flames at CLOSE range for 10 seconds
(+) +500% afterburn damage
(-) No random critical hits
(-) No manual reload
(-) 100% less base damage
(-) 75% slower fire rate
(-) 200% less ammo carried

Melee
Old Reliable
(+) Instant building rate
(+) Normal movement speed when carrying buildings
(-) Unable to speed up construction rate with wrench on ANY building
(-) Non-instant sentry construction rate
(-) 100% less upgrade rate

Heavy Artillery Wrench
(+) 1000% bonus sentry damage
(-) 50% less sentry range
(-) 2000% less sentry fire rate

Support
(+) 50% damage resistance on wearer
(+) Infinite dispenser range
(+) 1000% bonus repair rate
(-) 100% less sentry damage

PDA
Boost PDA
While active:
(+) 300% bonus movement speed
(-) Can't destroy buildings
(-) -100% weapon switch speed

Medic Weapons
Primary
Worst Case Szenario
(+) Press/hold alt-fire to use your UberCharge in 25% increments for crits and a speed boost
(-) 66% slower fire rate

Syringe Roller
(+) On hit: 100% chance to slow target
(+) 1500% bonus clip size
(-) 10 degrees random projectile deviation
(-) 500% slower reload
(-) 90% less damage

Exchange
(+) On hit: +40% uber charge
(+) On kill: +100% uber charge
(-) 50% less damage
(-) On hit: -20 health
(-) On kill: -50 health

Secondary
Medispenser
(+) Healing a teammate restores 20% of their offhand ammo every second
(+) 500% longer UberCharge duration
(+) 500% bonus UberCharge rate
(+) UberCharge: Dispensing Fury
Patient gets infinite clip, infinite ammo, and 250% faster fire rate
(-) -50% healing rate

Rasputin's Gift
(+) Energy Shield:
Once fully charged by healing team mates, press the Special-Attack key to deploy a frontal projectile shield to block enemy projectiles
(+) +300% charge rate
(-) 50% less movement speed while active
(-) No UberCharge rate
(-) Alt-fire is disabled
(-) No overheal

Booster Shot
(+) 500% bonus overheal
(+) 1000% longer overheal time
(+) UberCharge: invulnerability
*NOTE: UberCharge WILL be different later!
(-) 100% less UberCharge rate
(-) 75% less heal rate

Melee
Medic's Escape
(+) On hit: stuns an enemy for 5 seconds
(-) 99% less damage
(-) 200% slower fire rate
(-) 100% slower weapon switch

Outbreaker
(+) On hit: +30% uber charge
(+) On hit: bleed for 50 seconds
(+) This effect can be stacked for each victim, each bleed adds uber charge
(-) 99% less damage

Real Overdose
While active:
(+) 750 bonus health
(+) 150 bonus health regeneration
(+) Once switched away, you will have overheal
(-) 99% less movement speed
(-) +90% overheal decay rate

Sniper Weapons
Primary
Milk Shot
(+) On hit: applies mad milk for 150 seconds
(+) You can headshot
(-) Cannot fire unless zoomed
(-) 99% slower charge rate

Manncannon
(+) On head-shot: deals 200% explosive damage and knock-back to nearby enemies
(+) On kill: the victim will explode
(-) 100% less critical damage

Secondary
Little Bugger
(+) 250 damage on head-shots
(-) No damage on body-shots
(-) +200% reload speed

Melee
Heat Wave
(+) Getting a kill with weapon instantly fills the charge of your primary weapon (rifles only)
(+) The effect can be stacked
(-) The charge resets on attack with primary weapon or death
(-) 33% less damage

Waved Farewell
(+) On hit: reveal cloaked spies
(+) On hit: spies loses 100% cloak
(-) 50% slower fire rate

Spy Weapons
Pistols
Tactical Revolver
(+) On hit: mark up to 20 targets for 300 seconds each
(-) Fires tracer rounds
(-) 83% less clip size

Turnabout
(+) Holds 80 shots, but lets you keep using them over and over again, as long as you never miss
(-) Unable to see enemy health while undisguised
(-) No random critical hits

Watches
Leech
(+) Unlimited cloak as long as you have health
(+) Ammo collected from ammo boxes becomes health
(+) +5 health per second while uncloaked
(-) 10 health drained per second while cloaked

Absorb
(+) 100% total damage reduction while cloaked
(-) 100% damage vulnerability while uncloaked
(-) 50% less cloak meter from ammo boxes
Acts like the "Invis Watch"

Sappers
Hell Sap
(+) 250% bonus damage against buildings
(+) 500% bonus sapper health
(-) The Engineer who built the building crits 100% of the time on YOU for 50 seconds after sapping a building

Healthy Sap
(+) 30 health regenerated per second for each active sapper
(+) You can overheal yourself
(-) 90% less sapper damage
(-) 500% less sapper health

Knives
Close Reach
(+) Reduced decloak sound
(+) 100% movement speed bonus on wearer
(-) 2 second longer to cloak and decloak
(-) 90% less melee range
Last edited by joe axe-murderer; 26 Sep, 2015 @ 7:03am
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Showing 1-4 of 4 comments
[cTF2w] Crafting 24 Sep, 2015 @ 6:59pm 
Thank you for your time to do this. I do plan on making x10 (OP verisons) of the weapons, but until most weapons feel balanced (before I make VERY OP weapons)

:D
joe axe-murderer 25 Sep, 2015 @ 1:20pm 
All that we need now is dm_trainsawlaser and we are good to go!
Undead Flareon 25 Sep, 2015 @ 11:07pm 
while looking at this, I want to point out that some weapons like the Exchange and Manncannon are gonna be completely useless since they need to do damage to activate their main trait/ability.

For Example:You need to atleast do 1 dmg to get Ubercharge with the Exchange. Otherwise, in x10, it'll just take up a slot and be unusable.
joe axe-murderer 26 Sep, 2015 @ 7:02am 
Originally posted by -W3E- Soulite:
while looking at this, I want to point out that some weapons like the Exchange and Manncannon are gonna be completely useless since they need to do damage to activate their main trait/ability.

For Example:You need to atleast do 1 dmg to get Ubercharge with the Exchange. Otherwise, in x10, it'll just take up a slot and be unusable.
Oh derp let me fix that XD

The Manncannon still deals damage on headshots, but it only deals as much damage as a bodyshot. Instead, headshots cause an explosion that damages the target and nearby enemies
Last edited by joe axe-murderer; 26 Sep, 2015 @ 7:05am
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