STEAM-RYHMÄ
Custom TF2 Weapons cTF2w
STEAM-RYHMÄ
Custom TF2 Weapons cTF2w
810
PELISSÄ
5,212
PAIKALLA
Perustettu
19. kesäkuu 2015
Kieli
englanti
Sijainti
United States 
Näytetään 521–530 / 806
1
why was the server crashing?
300
Donation Information
2,121
Ideas for Changes/Balancing (Custom Weapons)
300
Donation Information
2,121
Ideas for Changes/Balancing (Custom Weapons)
555
Bug Reporting
12
07/01/16 MASSIVE Update (PART 1 NOTES)
Pool Party Krimmer | ctf2w -WF2- lähetti viestin:
Hey Crafting. Do you mind if you can also add the suggestor's names with their weapons in some sort of category? I don't wanna go in the game and test out every weapon in the updates so see which were by me and which are from others.

Sure

Thrynity lähetti viestin:
How hotsaucing yourself can be a bonus ? (First weapon)
General reserve also have a miss-type : I love the durna
For the stealth knife,you copy-pasted a puny /n (and it don't work for steam, trust me)
And some information are missing for the Maxime bonus duration and for sole weapon like the handymann... Kill with melee only or with any other weapon to activate the buff ?

Hotsauce - fix (it's a negetive)
General reserve - fixed
Stealth Attack - What do you mean?
Handymann - it does say "on kill: get bonuses", if it was with any weapon..... it would say, "on kill with any weapon: get bonses"

Cool Porygon lähetti viestin:
Hole Puncher is crazy fucking broken right now. Sometimes I do 1 damage even with full metal, and then I can be doing 44 damage at long range, 70-80 mid range... Something is incredibly wrong with the equation for damage on it. Also I'm not entirely sure that the Solid Slugger is refilling charge meters correctly, unless it's just 50% of remaining charge time. That would make more sense to me why I'm not noticing it so much, then.

Hole Puncher - I have tested it and I haven't had any real problems with it. Remeber all weapons have damage falloff... the further you are from the target, the less damage you do.

Solid Slugger - Again, I havn't seen any real problems. I think custom weapons that are chargeables might be messing up alittle, but in general it recharges up to 50%.
4
07/01/16 MASSIVE Update (PART 2 NOTES)
WEAPON CHANGES:


Survival Gear
(All-Classes)
-Now acts like a wearable, and will now have a custom model
(Soldier)
-Removed previous bonuses
-Added "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 10 seconds. You WILL automatically die at the end of the *Berserker Mode* duration" bonus/penatly
(Medic)
-Added "25% bonus health from packs" bonus
-Removed "Uber duration increased by 1 second" bonus
(Heavy)
-Removed "Based on current health, increases damage resistance up to 25%" bonus
-Added "50% headshot damage resistance on wearer" bonus
-Added "200 health lost on backstabs" bonus
(Scout)
-Removed "10% bonus movement speed on wearer" bonus
-Added "+1 capture rate on wearer" bonus
(Demoman)
-Removed primary version
-Removed previous secondary bonuses
-Added "25% faster primary fire rate and 10% reload speed" bonus

Practitioner's Promoter
-It is now all-class, except for engi and spy
-Changed "health from healers" to "healing from medic sources" and increased healing penatly to -75% (from -50%)
-Removed "25% damage vulnerability" penatly

Number 13
-Removed "10% less damage on grenades that explode on timer" penatly
-Added "25% less explosion radius" penatly
-Added "25% less clip size" penatly

Texan Heatmaker
-Fixed critical hit against burning targets at very close range (it was doing normal damage even if "crit")

Old Reliable
-Removed "25% slower construction rate for all buildings" penatly
-Added "While active: Nearby enemy spies are automatically decloaked and can't cloak" bonus
-Increase fire rate penatly to 50% (from 25%)

Brawn Over Brains PDA
-Increased bonus health to +75 (from +50)

Max Level PDA
-Removed "25% less sentry gun damage" penatly
-Added "25% slower construction rate for all buildings" penatly

Doom Bringer
-Decreased friendly large skeleton duration to 5 Seconds (from 6)
-Added "On kill : scares enemy players nearby the victim's death location for 3 seconds" bonus
-Increased boss spawn chance to 5% (from .8%) (also changed boss back to HHH)
-Increased health penatly to -50 health (from -25)

Hydraulic Hammers
-Added "On critical hit: 100% bonus knockback" bonus
-Slightly reduced base amount of knockback (due to added "crit hit bonus knockback")

Terminal Killocity
-Added "full air control movement while active" bonus
-Slightly increased move speed penatly to -25% (from -20%)
-Increased jump height while active bonus to +100% (from +75%)

Booster Shot
-Removed "UberCharge: applies a healing effect to all nearby teammates"
-Added "Ubercharge increases overheal cap by 100%, overheal decay time by 100%, overheal build rate by 100%, and you can overheal yourself"

Hostitalian Revenge
-Added "25% damage resistance from enemy who killed your healing target for the next 6 seconds" bonus
-Removed "10% faster fire rate" bonus

Oathbreaker
-Added "On kill: +25% bonus Ubercharge rate, up to 100% bonus Ubercharge rate" bonus
-Increased damage for "your current Ubercharge" to 65 (from 50)
-Slightly increased damage for "enemy medic's Ubercharge" to 33 (from 25)

Push Over
-Added "Reflected projectiles are full crit instead of mini-crit" bonus
-Reduced health restored when extinguishing teammates to +100 (instead of full health)

Afterburner
-Added "Extinguishing teammates restores 10 health, instead of 20" bonus/penatly

Sharp Shooter
-Added "On kill: gain mini-crits for 3 seconds" bonus (shotgun and melee)
-Reduced secondary fire speed, secondary reload speed, and melee fire rate bonuses duration to 3 seconds (from 5)

Shotgun Scatter
-Added "Reload speed increases as health decreases, up to 100%" bonus

Super Sneakers
-Now acts like a wearable, and will now have a custom model
-Removed "10% less movement speed on wearer" penatly
-Removed "250% increased air control on wearer" bonus
-Added "Jump height increases as the user becomes injured, up to 100%" bonus

Manncannon
-Fixed explosion radius (for a long time, it hasn't been working)

Quick Buff
-Increased deploy time penatly to 200% slower (from 100%)
-Removed "25% bonus clip size" bonus

Crowd Control
-Reduced damage penatly to -50% (from -75%) (also removed hidden "no random critical hits")
-Added "On hit: mark 1 target for 5 seconds and take 10% more damage from them" penatly

The Mark
-Remove "On hit: mark up to 2 targets for death, causing all damage taken to be mini-crits for 15 seconds" bonus
-Remove "100% slower fire rate" penatly
-Remove "Minimal damage" penatly

Turnabout
-Can now only refill ammo at a resupply (or shooting an enemy, noting different with this part)
-Removed "50% bonus accuracy" bonus
-Added "25% less damage" penatly
-Added "Last shot is a guaranteed critical hit" bonus

AW - Iron Boots
-Now acts like a wearable, and will now have a custom model

AW - Jumpin Jehosaphat
-Added "Deals crits while explosive jumping" bonus

AW - Tank Goodness
-Now plays the Vaccintor uber charge when you get an upgrade
-Increased damage required to upgrade by 100%
-Added "Level 5: Bullets destroy all projectiles while in-flight" bonus
-Added "After upgrading: 75% damage resistance for 2 seconds" bonus

AW - American Gothic
-Added "25% less damage" penatly

AW - Uncontainable Reaction
-Removed "Combo is reset on missing" penatly (combo is now just reset on 3rd hit or on your death)
-Removed "25% faster fire rate" bonus

AW - Jump-Action Shotgun
-Increased jumped stored on hit to +2 (from +1)
-Increased jumped stored on kill to +3 (from +2)
-Removed "*Atomizer* part for infinite jumps" bonus
-Removed "No natural double jump" penatly
-Increased "reduced jump height on wearer" to -25% (from -10%)

AW - Prototype Punch
-Added "While drinking: full knockback resistance and 75% damage reduction" bonus

AW - Tiki Tonic
-Added a speed boost during the duration
-Added mark for death for 5 seconds after duration

AW - Slugger's Face-Off
-Added "30% evasiveness is subtracted from melee damage taken" penatly
-The evasiveness now only works while active

AW - Penetrator
-Removed "50% slower move speed when aiming" penatly
-Removed "25% slower fire rate" penatly
-Added "Each time an arrow bounces, it loses 25% damage and projectile speed" penatly

AW - Aussie Possie Trap
-Increased damage penatly to "Minimal damage" (from -75%)

AW - Matador
-Reduced how much control you have over your rockets (now semi-controllable)

AW - Warfare Enforcer
-Decreased damage required for stored shots to 25 damage (from 50, so it's way easier to pre-load shots)
-Removed "+50% accuracy" bonus
-Added "On miss: decreases fire rate by 10% with 10" penatly

AW - Marauder's Mace
-Added On hit: bleed for 5 seconds bonus

AW - Plot Hook
-Added "On cloak: removes any negative debuff" bonus
-Removed "50% longer cloak duration" bonus


OTHER NOTES:


Donator Perks
-Added "Pocket Aussie" (Spy revolver)
-Added "When you respawn, you will have smoke around you and hear a sound"

Changed Models
-La Dettonaire

Moved Weapons to cTF2w section
-Oathbreaker
-Hydraulic Hammers

Renamed Weapons
-"Oathbreaker" to "Bio Syringe"
-"Tactical Revolver" to "The Mark"
-"Class Type Destroyer" to "Action Hale"

Removed Weapons:
-Hard Hitter (this is been kinda useless and not unique enough)
-Improvised Imblazer (this is been kinda useless and not unique enough)
-Mann Snack (this is been kinda useless and not unquiqe)
-Brute Force (there's a few too many demo melee weapons, plus this has been changed enough)
-AW - Southern Six Shooter (this is been partially reworked into the "Hole Puncher" weapon)
-AW - Chains of Command (this is been partially reworked into the "AW - Warfare Enforcer" weapon)
-Sentry Booster (this is been annoying to balance for most of the time, so it's being removed for now)
-Heavy Artillery Wrench (this is been kinda underpowered and useless)
-Cloak-o-Cola (this is been partially reworked into the "Boston Mystery Liquid" weapon)
-AW - Danger Ranger (this has been compared to the "Air Strike" too often, so it's being removed)
-AW - Deadly Rose (this is been partially reworked into the all-class "Crit Booster" weapon)
-Worst Case Szenario (this is been reworked into the "The Sixth Sense" weapon)
-AW - Bulldog (this is been reworked into the "Defender" weapon)
-AW - Stab-n-Away (this is been reworked into the new "Infection" weapon)
-Medispenser (this is been partially reworked into "The Provisioner" weapon, plus the infinite clip is overpower and underpowered)
-AW - Texas Pickup (this is been kinda underpowered and useless)
-AW - Cutting Blade (this is been kinda underpowered and useless)
-Berserker Mode (this is been reworked into the "Survival Gear" for the soldier)
-Leviathan (this is been reworked into the "Heavy Artillery Minigun" and "Tank Goodness" weapons)
-LAW (this is been annoying to balance for most of the time, so it's being removed for now)
-Waved Farewell (this is been kinda useless and not unique, but could come back)
-Heat Wave (this is been kinda useless and not unique, but could come back)
-AW - Firkin Flamer (this has been official removed until further notice due to this crashing the server)
-Putt Dispenser (this has been official removed until further notice due to this crashing the server)





Please support the servers:
http://psteamcommunity.yuanyoumao.com/groups/ctf2w/discussions/0/405691147604718526/
12
07/01/16 MASSIVE Update (PART 1 NOTES)
NEW WEAPONS:


Condiment Cannon (Scout Primary)
(+) On hit: applies hotsauce for 5 seconds (Mad milk, jarate, and bleeding)
(-) On miss: applies hotsauce to yourself for 5 seconds
(-) 25% less damage
(-) 50% less clip size
(-) 100% slower reload

Solid Slugger (Scout Primary)
(+) On kill: Recharge all rechargeable weapons by 50%
(-) No random critical hits
(-) 10% less damage

Boston Mystery Liquid (Scout Secondary)
(+) On drink: Gain a random effect for 15 seconds
(+/-) There are 8 positive, 3 neutral, and 2 negative effects
(-) 30 second recharge

Six Point Shuriken (Scout Secondary)
(+) Multiple shuriken hits on one target will minicrit
(+) On kill: regain all shurikens
(+) 25% bonus fire rate
(-) 10 second recharge, but only the last shuriken will recharge
(-) No access to primary weapon
(-) No random critical hits

Battering Cannon (Soldier Primary)
(+) 25% bonus push force against both enemy players and the user
(-) 25% less projectile speed

General's Reserve (Soldier Secondary)
(+) When deployed: you (and nearby allies) are cleaned of ALL debuffs and are healed for the duration
(-) 750 damage dealt is required to charge the rage meter

Pick.exe (Soldier Melee)
While active:
(+) On hit: +10 health
(+) Fire rate increases as the user becomes injured, up to +75%
(+) Critical hit chance increases as the user becomes injured, up to +50%
(-) Damage decreases as the user becomes injured, up to -75%
(-) 90% less healing from medic sources

AW - Incendiary Cannon (Pyro Primary)
(+) Fires fireballs to ignite targets
(+) Projectile cannot be deflected
(-) Can only refill ammo at a resupply
(-) Only holds 20 shots
(-) Cannot be crit boosted

The Drunkard's Wrath (Demoman Primary)
(+) 50% bonus clip size
(-) 25% less blast radius
(-) 25% less damage
Press your *Special Attack* key to switch between 2 modes
1) Default firing rate, projectile speed, and movement speed
2) 25% faster fire rate, 100% bonus projectile speed, and 25% less movement speed while active

Defense Push (Demoman Secondary)
(+) While charging: 75% damage resistance and full knockback resistance
(-) 25% decreased in charge recharge rate
(-) No turning control while charging
(-) No shield resistances

AW - Ghost Charge (Demoman Secondary)
(+) While charging: become invisible
(-) No charge impact damage
(-) No shield resistances

Groundbreaker (Demoman Secondary) (RETURNING)
(+) When a stickybomb explodes, it spawns 2 mini-bombs
(+) Detonates stickybombs near the crosshair and directly under your feet
(-) Each mini-bomb has 50% less damage and 50% less explosion radius
(-) 25% less base damage

Berserker's Brew (Demoman Melee)
(+) When you pick up a health pack, you will receive 1 pint of Moonshine
(+) +5% damage and -10% fire rate per pint, up to 5 pints
(+) Taunting will restore 35 health, and removes 1 pint until back to near full health
(-) -50% health from packs on wearer

The Highlander (Demoman Melee)
(+) On kill: Store +1 head, with maximum of 5 heads
(+) When you reach low health, you will use one head and your health is fully restored
(-) 50 less max health on wearer
(-) No random critical hits
(+/-) This weapon has a large melee range and deploys/holsters slower

Full Throttle (Heavy Secondary)
(+) 10% bonus base movement speed on wearer
(+) On kill: increase movement speed on wearer, move as fast as a scout after 5 kills
(-) On kill: -5% damage, up to -25% with 5 kills
(-) No access to primary weapon
(-) Wearer cannot carry the intelligence briefcase

Hole Puncher (Engineer Primary)
(+) On kill: +25 maximum metal supply on wearer and increases damage, up to 6.25%
(+) This effect can stack 4 times (hold up to 300 metal and up to 25% bonus damage)
(+/-) Damage is based on current metal supply
(-) Minimal damage when out of metal
(-) 25% less base damage
(-) 50% less clip size

Metal Shield PDA (Engineer PDA)
(+/-) 50% damage taken is removed from metal supply

Maniac's Maschinenpistole (Medic Primary)
(+) On hit: +10% bonus medigun healing rate
(+) This effect can stack up to 10 times, up to 100% bonus healing rate
(+/-) While healing: bonus healing rate will slowly decay, not including overhealing
(-) 25% slower fire rate

Blitzstorm (Medic Secondary)
(+) UberCharge rate increases as health decreases, up to 50%
(+) 10% 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

The Kralle (Medic Secondary)
(+) Press your *reload key* to switch between 3 buff types for yourself and patient:
1) +25% heal rate
2) +25% firing speed, +10% reload speed
3) +10% movement speed
(-) No overheal
Ubercharge grants +50% heal rate, +50% firing speed, +25% reload speed, +25% movement speed

The Tank (Medic Secondary)
(+) Damage resistance increases as the user becomes injured, up to 75%
(+) Healing teammates builds energy
When charged, press your *Special-Attack* key to deploy a shield to block enemy projectiles and knockback on hit
(-) Move speed decreases as the user becomes injured, up to 25%
(-) Cannot hold a ubercharge

High Noon (Sniper Primary)
(+) On headshot: Your next shot will be reloaded 25% 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 25% slower
(-) 25% less charge rate

Outback Outlaw (Sniper Primary)
(+) 10% chance of stunning enemy on hit
(+) 10% chance of milking the enemy on hit
(+) 10% chance of jarating the enemy on hit
(+) 10% chance of bleeding the enemy on hit
(+) 10% chance of setting the enemy on fire on hit
(+) 5% chance to oneshot the enemy
(-) No headshots
(-) 25% less damage

Lil' Mate (Sniper Secondary) (RETURNING)
(+) While firing, fire rate is increased, up to 50% bonus fire rate
(-) Bonus fire rate is lost after reloading and/or switching weapons
(-) 25% slower base fire rate
(-) 100% slower reload

Little Bugger (Sniper Secondary) (RETURNING)
(+) 20 damage on head-shots
(+) No bullet spread while crouching
(-) 100% increased bullet spread while not crouching
(-) 5 damage on body-shots
(-) No random critical hits

Urine Trouble (Sniper Secondary)
(+) When backstabbed: jarate the spy for 10 seconds
(+/-) 100 health lost on backstabs
(-) 10% less movement speed on wearer

Bushman's Butterfly (Sniper Melee)
(+) This weapon deploys & holsters 25% faster
(+) This weapon stores 1 guaranteed critical hit for every headshot kill you get with your primary, up to 35 crits
(-) No random critical hits
(-) 25% less damage

Not-so Longsword (Spy Melee) (RETURNING)
(+) On kill: 100% bonus melee range for 5 seconds
(-) 25% slower fire rate

Secretive Service (Spy Melee)
(+/-) On backstab kill: Gain 5% bonus movement speed, 5% bonus cloaking and decloaking speed, but decreases 10% sapper power
This effect can stack up to 5 times

Stealth Attack
(+) On backstab: remove 50% of victim's ammo supply for both weapons
(+) On backstab: removes 10% medigun charge
(+/-) You can attack while invisible, but you will instantly become visible after attacking
(-) Backstabs do minimal damage
(-) No direct damage

Timely Demise (Spy Sapper)
(+) After 8 seconds placing a sapper on any building, it explodes to destroy all nearby buildings and kill (or nearly kill) enemies
(-) Sapper is disabled for 3 seconds after sapping a building
(-) When sapping a building, this does not drain sentry health
(-) Sapper has minimal health

Absorb (Spy Watch) (RETURNING)
(+) While cloaked: You will survive all damage and your health will stay at 1 hp
(-) While cloaked: +25% damage vulnerability
(-) No cloak meter from ammo boxes when invisible

Crit Booster (Melee - All-Class, except Spy & Engineer)
(+) While active, this weapon is crit boosted and for short period after switching weapons
(+) This weapon holsters 25% faster
(-) While active, you are marked for death and for short period after switching weapons
(-) Drains 75% of your max health when holstered
(-) This weapon deploys 100% slower
(-) Cannot attack with this weapon

Merasmus' Staff (Melee - All-Class, except Spy & Engineer)
(+/-) On kill: gain a bumper car and Concheror buff effect for 15 seconds
(+) On kill: health is fully restored

Raiding Aid (Shotgun - Engineer, Soldier, Heavy, Pyro)
(+) On kill: clip and ammo are fully reloaded
(-) Cannot get ammo from dispensers or ammo boxes
(-) 50% less clip size and ammo reserve
(-) 50% slower reload

Rage Scatter (REWORK)
(+) Weapon damage increases as health decreases, up to 50%
(-) Weapon spread increases as health decreases, up to 100%
(-) Reload speed decreases as health decreases, up to 25%
(-) Fire rate decreases as health decreases, up to 25%
(-) No random critical hits
***NOTE: bonuses and penalties apply until 1 HP***

Handymann (REWORK)
(+) On kill: gain 75% sentry bullet damage resistance for 10 seconds
(+) On kill: gain 25% reduction in push force taken from damage for 10 seconds
(-) 25% less damage
***NOTE: You can switch away and keep the bonuses for the durnation***

Psycho's Axe (REWORK)
While active:
(+) All melee damage charges the *Rampage* meter, taunt to activate for 50% damage reduction, full knockback resistance, speed boost, and high health regen for 15 seconds
(+) On kill: health is restored based on 1/2 of the health of the enemy killed, you can overheal yourself to 150%
(+) The less health you have, more meter charge on hit
(+/-) This weapon has a large melee range and deploys/holsters slower
(-) While overhealed: minimal charge for meter on hit
(-) During rampage: no capture rate, cannot switch away, and -25% melee damage
(-) -75% health from packs
(-) -25% health from healers

Immobile Sentry (REWORK)
(+) Full knockback resistance while spun up
(+) Immunity from all debuffs while spun up
(+) 25% damage resistance while spun up
(-) 25% slower fire rate
(-) Unable to jump or move while active
(-) Unable to be overhealed while active
(-) No capture rate while spun up

Heavy Artillery Minigun (REWORK)
(+) Bullets penetrate 2 additional enemies
(+) Damage dealt with any weapon equiped generates knockback rage. Once charged, press the *Special-Attack* key to activate knockback
(+) While spun up, fire rate is increased every second, up to 50% in 15 seconds
(-) While spun up, damage vulnerability is increased every second, up to 25% in 15 seconds
(-) 25% less accurate
(-) 25% less damage

AW - Maxine (REWORK)
(+) On kill: No movement speed penalty while deployed
(-) 10 ammo consumed per second while deployed
(-) 100% slower spin up time
(-) 25% slower fire rate

AW - Electroshock (REWORK)
(+) Upon damaging enemies with other weapons, you will increase your *Electroshock* meter
(+) On near death (1 HP) with 100% charge: you will be become Ubercharged for 10 seconds
(-) All primary ammo is loss once used
***NOTE: now acts like a wearable, and has a custom model***

Defender (REWORK)
(+) On hit: reduce 25% of enemy's current offhand ammo supply for both primary and secondary weapons
(+) 100% crit vs cloaked spies
(-) 50% less clip size
(-) 25% less damage

AW - Walkabout (REWORK)
(+) 150 damage on headshots
(+) Combo system:
* First hit: 50 damage
* Second hit: 50 damage
* Third hit: 150 damage
(+/-) Combo is reset on third hit, missing, or on death
(-) Unable to zoom in
(-) 25% slower reload

Infection (REWORK)
(+) Instant cloak upon a backstab and infect the victim
(+) After 5 seconds, the victim is slowed by 25% and starts to lose 20% 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





Please support the servers:
http://psteamcommunity.yuanyoumao.com/groups/ctf2w/discussions/0/405691147604718526/
Näytetään 521–530 / 806