STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
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Founded
19 June, 2015
Language
English
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Showing 191-192 of 192 entries
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Suggestions for New Weapons (or New Attributes)
New Medigun
Stats work like the eyelander

+On ubercharge: +150 health, 30 percent damage resistance, and 15 health regeneration per second during the uber

+each uber permanently increases the medic and his heal target's health by 10, damage resistance by 2, and health regen by 1, up to 5 ubers

(i dunno what to use for hte downsides)
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Reworked Amputator
~Uses amputator's stats, but with some modifications

+the amputator taunt lasts indefinitely until the medic chooses to stop it, just like the conga or kick

+Mouse3 causes it to use 10 percent of your uber to do the taunts effect for 6 seconds, but without causing the medic to taunt and also double the taunts normal heal rate along with healing the medic

-Cannot be crit or minicrit boosted

-deals 25 damage

-25 percent slower fire rate

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Reworked Ubersaw
~Uses modified ubersaw stats

+succesful hits give 20 percent uber, minicrits give 40 percent uber, and crits give 60 percent uber

+Taunt gives 25 uber on first thrust, then 75 and a taunt kill when pulling the saw back. Minicrits cause it to be 50 and 150, full crits cause it to be 75 and 225.

+any extra uber gained from minicrit or crit attacks is put onto the uber percentage, increasing your next ubers time

+max uber time is 300 percent

-you cannot use this weapon to gain any extra uber if your uber charge is already at 100

-non taunt hits, even if crits or mini crits, can only boost it to 150 percent maximum

-deals 20 damage

-crits and minicrits deal 5 and 10 damage respectively

-locked at 5 percent crit chance

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Reworked vaccinator
~uses modified vaccinator stats
~the hud now tells you the uber percentage in number form along with the bar, just like the other 3 mediguns do

+4th resistance mode, which resists 7.5 percent of fire, explosion, and bullet damage, and gives full crit and 60 percent damage resistance from those attack types

+If all 4 mini ubers are full, you can press mouse3 to use all four of them to get 80 percent damage resistance from all 3 damage types, and 85 percent crit resistance from all 3 damage types

+30 percent of any resisted damage is given to the medic as health

(say a grenade hits the heal target, it would normally deal 100 damage, 10 percent is resistaded from the explosive resistance, and 30 percent of that is 3, therefore giving the medic 3 health for his succesful resistance)

+ignores the new flametrhower buff from meet your match (25 percent less healing and resistance on direct fire damage)

+Explosive resist uber makes the medic and heal target ignore splash damage, fire resist uber makes them ignore afterburn, and bullet resist uber makes them ignore bullet damage that would normally be affected by damage falloff

-60 percent faster uber gain instead of 67

-50 percent slower heal rate


(the reworked vaccinator was a mashup of multiple vaccinator hotfixes i have thought of over a whole 2 years, so you could take some out and replace others and etc etc)

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Reworked Machina
~uses modified machina stats

+the 15 percent damage bonus on full charge is now only on headshot (uncharged headshots deal 177 damage, enough to kill a pyro and demoman)

+44 percent damage bonus against buildings (deals between 72 and 216 damage to buildings based on charge)

-75 percent damage on bodyshot (deals between 12 and 37 damage on bodyshot based on charge)

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Reworked Classic
~uses modified classic stats

+Can headshot regardless of zoom or charge

+Legshots. Can shoot players in the leg to reduce their speed to 95-75 of their base speed based on the charge

-legshots deal 50 percent less damage

- 15 percent less damage

-Slowdown caused by legshots can be reverted by healing

~5 seconds of continous stock medigun healing (non crit heals) to heal the maximum speed decrease back to base speed, and other healing sources work this way based on their health per second compared to the stock mediguns non crit-heal heal rate

+full health pack or resupply also restores 25 percent of your base speed (puts you back to normal speed)

medium health kit restores 12.5 percent of your speed

small health kit restores 6.25 percent of your speed

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Reworked Baby Faces Blaster
~uses modified bfb stats

+takes 100 damage to completely drain a full boost meter, instead of the current 25.

+Afterburn, bleeding, environmental damage, damage from the HHH, monoculus, or merasmus do not drain the boost meter

+double jumps do not drain the boost meter

-carrying the intelligence, JACK ball, or australium case reduces your speed back to normal scout speed, unless you have less boost than stock scout speed. carrying beer bottles on pd_watergate is unnafected

- minus one capture rate on wearer

-15 percent accuracy

(i just thought of a random number for the accuracy nerf)

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Fixed Force of Nature
~uses modified FoN/FaN stats

-25 percent accuracy

-max damage rampup is 150%, instead of the 175% that most scatterguns use

These stats are to prevent force of nature scouts from harassing at long ranges, while making it's damage nerf actually important, as the current official force of nature technically deals more damage than stock and is good at harassing long range snipers

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Backscatter Rework
~uses modified backscatter stats

+20% faster fire rate when dealing minicrits or crits

+5 percent faster reload rate (this could be changed to like 10 or 15 or maybe 20 i dunno)

This is to make the backscatters use as an ambushing weapon more viable, as the current one can do very little extra damage on ambush compared to stock can, so increasing the fire rate when he is in the situation where he can ambush an enemy seemed like the best hotfix for a weapon that generally lacked in use or fun

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Better Eyelander
~uses modifed eyelander stats
All these stats require the bootlegger/Ali baba's wee booties, or any of the custom demoknight boots along with any demoknight shield, including the custom ones

+max head count is now 5 instead of 4

+every head gives 2 percent fire and explosive resistance, up to 5 heads

+one final head is given at 10 heads, giving 5 percent fire and explosive resistance, 35 health, 10 percent extra shield bash damage, and 10 percent extra speed

another possible stat is 15 heads gives afterburn and splash radius immunity

it took me about an hour to make all these, and i'm pretty sure i forgot some ideas i had, but i hope you take these into consideration
Showing 191-192 of 192 entries