STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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19 June, 2015
Language
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Showing 11-20 of 48 entries
3
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!
63
Map Suggestions
3,550
Suggestions for New Weapons (or New Attributes)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=324208521

The Ethereal Extremity

Replaces Buildings with Holo-Minisentry, Holo-Dispenser, and Holo-Teleporters. Holo-Buildings are semi-transparent.

Holo-Minisentry:
(+) Giving it 25 metal while fully repaired gives it 100% crits for 1 second.
(-) -25% max HP

Holo-Dispenser:
(+) +100% heal rate
(-) -75% ammo rate
(-) -50% metal rate

Holo-Teleporters:
(+) Giving it 25 metal while fully repaired instantly boosts it to 100%
(-) Cannot be upgraded

The Holo-minisentry has 75 HP instead of 100, meaning a single rocket can destroy it. While crit boosted, it has 144 DPS instead of 48. It is good for quickly dropping it down to take out a target or two with crits, but it is very, very weak when not being crit-boosted. Also, even the smallest bit of constant chip damage, like a scout's pistol, will prevent you from crit-boosting it due to the fact that it must be fully repaired to do so.

The Holo-Dispenser is the only upgrade-able thing here. It has 20/30/40 HP/s depending on the level instead of 10/15/20. However, it gives 5/7.5/10% ammo per second instead of 20/30/40%. It also only gives 20/25/30 metal per 5 seconds instead of 40/50/60. This dispenser is good at supporting your team, especially without a medic.

The Holo-Teleporter is by default a level 1 teleporter. However, you can maually insta-charge by feeding it metal. You can do this to get people back to the battlefield very fast if you have the metal, which will be harder to get because of your Holo-Dispenser. Also, you must decide to spend your metal on this or placing and boosting a sentry.

Overall, using this means it takes much less time to set up a nest, but it must be maintained more. You must decide whether you want to turtle at your nest to keep your super-porter going or you want to play Offengineer and go fight with your sentry.
The Aura of Assistance

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=439001431

(+)Heals all teammates within the radius of a Medi-gun beam
(+)Teammates within the radius receive a 1-15% speed boost and damage bonus depending on how close to you they are.
(-) -50% base healing rate
(-) Healing rate scales down to 1% as the patient reaches the maximum range depending on how close to you they are.
[!] Ubercharge rate is based on how much health you heal. After healing 1000 HP, you can use your ubercharge
[!] Ubercharge: The radius, heal rates, and bonuses are doubled

This weapon is used to continuously heal and buff your whole team. It transforms you into a position to retreat to, not unlike a dispenser. You can also get near the front lines to buff your team in combat. Keep in mind that this does overheal, but the decreased healing rate at a distance as well as the halved base healing rate means that you must be close to them to outheal the overheal drain. Also, your ubercharge tends to charge somewhat faster because of the different charging mechanic and the fact that you are healing multiple people at once most of the time.

The ubercharge itself is also a different concept. It works similar to the Quickfix, but the healing boost isn't nearly as large. It buffs your maximum healing rate to that of a medigun, but it also DOUBLES your range and the buffs your teammates recieve, meaning that your teammate could be a full medi-gun beam length away and still receive a 15% speed and damage boost instead of 1%. Standing beside you, they would get a 30% instead of 15%.

Overall, this weapon in a way turns you into a "Mobile Self-Sustainable Super-dispenser" that your team can lean on to give it that edge. The Ubercharge is great for a team push, but won't work so well with just you and a patient.
Showing 11-20 of 48 entries