STEAM-GRUPP
Custom TF2 Weapons cTF2w
STEAM-GRUPP
Custom TF2 Weapons cTF2w
805
SPELAR
5,247
ONLINE
Grundades
19 juni 2015
Språk
Engelska
Plats
United States 
Visar 51–60 av 72 poster
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
Visar 51–60 av 72 poster