STEAM GROUP
Custom TF2 Weapons cTF2w
STEAM GROUP
Custom TF2 Weapons cTF2w
1,102
IN-GAME
5,951
ONLINE
Founded
19 June, 2015
Language
English
Location
United States 
Showing 51-60 of 72 entries
3,550
Suggestions for New Weapons (or New Attributes)
2,121
Ideas for Changes/Balancing (Custom Weapons)
3,550
Suggestions for New Weapons (or New Attributes)
engi wrangler

system over clock

while active
+control your sentry gun
+100% bullets
+50% fire rate

-NO SHEILD
-NO ACTIVE WEAPON
-sentry is down for 5 seconds (rather than 2)
-sentry must be active for it to be re-overclocked (defualt wrangler can be reactivated while the reboot is happening)
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engi shotgun

scrap cannon
+on kill: increase metal reserves by 50 up to a max of 500 total metal
+damage scales with metal up to +100%
+bullets scale up with metal reserves up to +40%
+all ammo obtained is directly loaded into the clip

-requires 100 metal to fire
-100 metal = base damage
-no buildings
-100 metal = base bullets
-25% accuracey
-15% clip size (5 shots)
-100% reserve ammo
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crazed gunmann: sniper primary pack

+30% max secondary ammo on wearer
+15% max secondary damage on wearer
+25% max secondary reload speed on wearer
+secondary weapons no longer have damage fall off

-no sniper
-secondaries no longer have damage ramp
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tune up: engi shotgun

-25% base fire rate, clipsize, accuracey
-50% reserve ammo
-25 max hp
-no secondary
-no buildings
-30% healing from all sources (except life steal)

+"tune up" guage filled by dealing damage (300 per lvl)
LVL 0: base negatives
LVL 1: grants +50% fire rate and +50% clip size
LVL 2: grants +100% bullets but also grants another -25% accuracey
LVL 3: grants +50% life steal and 10% damage resistance
LVL 4: grants +75 max hp and 10% more damage resistance
LVL 5: grants +25 max hp and 30% more damage resistance
LVL 6: grants +130% healing from all medic sources
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direct access: all class secondary pack

+50% healing from all medic sources
+25% uber charge rate for any medic healing you
+grants minicrits while medic has a deployed charge on you

-25% healing from all health kits
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over winder: heavy melee

while active
+all damage taken fills a "rush" meter (150 damage to fill)
+ when charged press special attack to be propeled upward and forward charge style including the critical at the end

+20% damage vunrability
-can't minicrit
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fire ball cannon: pyro primary

+can charge up primary fire to launch a +1000% damage fireball (aka only 68 damage) that passes through multiple enemies
+still has compression blast

-can be extinguished mid flight.
-primary fire is no longer flame thrower
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sore loser: scout primary

+as health gets lower weapon gets more accurate up to +60% and health from all sources up by 25%

-as health is higher you lose accuracey up to -30% and lose health from sources up to -25%
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eject trigger: all shotty class secondary

+fires all shells at once
+50% deployment speed

+/- sends user flying backwards

-33% clip size
-50% holdster speed
-40% reload speed
damage controler: heavy primary riot sheild overide

(passive)
+20% move speed on wearer
+100 max hp on wearer
+20% damage resistance from all sources on wearer

(active)
+grants heavy a toggleable lvl 1 projectile sheild charged by dealing and taking damage and can be deployed at any time so long as there is charge. (max charge 1500) [damage dealt to charge and damage taken to charge is a 1:1 ratio, as well damage dealt to sheild while active, meaning sheild under constant fire would not be able to stay up]

-NO MINIGUN. NONE.
-doesn't charge on it's own
-cannot fire while sheild is active

side note: sheild is toggled by special attack while other weapons are active
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riot starter: heavy secondary shotgun

+100% bullets per shot
+25% more accurate

-50% reserve ammo and clipsize
-25% damage
-20% firing speed
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assult and battery: heavy melee prototype gloves

while active:
+killing enemies grants "batteries" (can have up to 6 "batteries") that increase movement speed by 10% each.
+10% damage resistance while mini/crit boosted

+/-pressing reload drains 2 "batteries" and grants minicrits for 5 seconds and each kill while charged grants 2 more seconds to the minicrit spree (side note, your lost batteries while activating this are lost uring the charge, and not after)

-25% damage while none mini/crit boosted
-20% movement speed with out batteries
Showing 51-60 of 72 entries