
Current weapons revision: V.5.5.5 - The Revenge of the Purge
This server is currently running a selection of custom weapons based upon the New Old Weapons Pack, Grunt and Tangerine Paint's V2 Addons Pack, Shualdock's Civilian Weapons Pack and Fred's Fight Starters v0.3.1.Along with the above packs, additional weapons have been added, please refer to the list below for information upon these new weapons and any changes made to the above packs.
~ New Weapons ~
Scout:
High Calibre:
. New Scattergun Primary
Throwing Knives:
. New Throwable Secondary
Demoman:
Artisan's Artillery:
. New "Artillery Cannon" Primary
Heavy:
Tactical Eliminator:
. New Syringe Gun Primary
Medic:
Super Nail Gun:
. New Syringe Gun Primary
~ Change Log ~
The Warpath of Wonders ~ The Revenge of the Purge Update
Ah shit, here we go again.
A few dozen weapons were canned into the black hole of god knows where for the sake of tightening up quality.
Also as a heads up, no more class updates moving on forward, most classes are in decent spots right now.
This update is also the largest balance patch there'll ever be, so hold onto your double chins.
You won't read this anyway, why do I give a fuck lol
Scout:
Fight Finisher:
. Added a 25% accuracy bonus
Wonder's Note: Felt too inacccurate given the measly 7 round capacity.
Now you should be able to score more kills with this more reliably.
Ghetto Blaster:
. Reworked into a secondary weapon
Wonder's Note: This was done because full auto primaries on scout is a no-no.
Does a bit less damage and has less ammo than before but it's more accurate so.. you decide whether this is a buff or a nerf lol
Solid Slugger:
. Re-made into a new weapon called the High Calibre
Wonder's Note: I didn't like the model for the Solid Slugger and that weapon felt kinda blegh.
So now we have this meaty gun that feels fairly rewarding to use, given you can aim lol.
Hunter's Blunder:
. Reduced damage penalty to 10% (from 33%)
. Reduced fire rate penalty to 10% (from 20%)
. Increased spread penalty to 66% (from 60%)
Wonder's Note: People weren't using this which I'm sort of surprised by.
This weapon is effectively the safer version of the Payoff lol, go use it you silly little scouts!
Un-chained Fury:
. Removed Hunter's Mark
. Added a new trait: Smash Bat
. Added self-mark for death for 2 seconds if you miss
Wonder's Note: People were annoyed at the fact this could apply an infinite range mark for death, so here you go.
This bat is now designed to make scout a head-smashing machine, however successful smashes will hurt the scout in turn.
Soldier:
Chain of Command:
. Reworked back to it's original state, with a lil' twist
Wonder's Note: Okay so since the J.A.W.S is gone, this thing can go back to what it once was.
For those unaware, this was a hitscan explosive item.
The twist is the mini-crits on hit attribute will stay, to reward accuracy of course.
Fortunate Son:
. Added no damage fall-off
. Minor increase in fire rate
. Additional tweaks to remove recoil
Wonder's Note: This thing was basically just a high damage SMG, thanks me.
Now it should be more effective at longer ranges, but not as dangerous as the Right Arm of the Free World.
Ten-Gauge Terror:
. Replaced accuracy penalty with an accuracy bonus
. Added a 10% move speed bonus
Wonder's Note: Didn't really need the penalty because even with increased accuracy it's still pretty inaccurate
This thing should be a good primary now lol.
The Close Encounter:
. Replaced 25 max health bonus with a 10% move speed bonus
Wonder's Note: Now that this thing is in a rather stable position, it's time to tweak it a little
Decided to trade the durability bonus for faster mobility to make up for no blast jumping + encouraging offensive play.
Combatant Directive:
. Removed reload time penalty
Wonder's Note: Didn't really need the penalty, made this thing's DPS garbage
This thing should be a good primary now lol.
Aggressive Frontier:
. Removed burn properties
. Reduced damage penalty to 20% (from 40%)
Wonder's Note: I really didn't like the idea of this thing now that I've played against it, fuck no.
Now the weapon is a bit more.. amusing? it's one way to put it lol.
F-Bomb:
. Reduced move speed penalty to 15% (from 30%)
. Removed damage vulnerability while active)
Wonder's Note: While this thing is pretty strong, it's very situation and god awfully slow.
With these 2 penalty removals, the F-Bomb might just be a proper force to be reckoned with.
Screaming Eagle:
. Reworked into a Primary Weapon
Wonder's Note: I appreciate Kiri for all the work he put into this weapon, but the stats couldn't justify it's use
This weapon has been re-made stats wise to be a better fit for a true machine gun, giving you something pretty interesting.
Second Amendment:
. Reworked the weapon to use ammo again
. Modified damage and spread performance to be near pin-point accurate and less devastating at point blank
Wonder's Note: Okay so this thing was crashing servers, goddamnit lol
With a few tweaks it's pretty much back to it's original form, just with extra range.
Crucible Sword:
. Reworked into a different role
New stats:
When weapon is active:
! The blade of the Slayer: this weapon has massive range
Deals huge damage to burning players
On Hit: Target is engulfed in flames
50% faster weapon switch
+15 health restored on kill
No random critical hits
-50% damage penalty
-10% fire rate penalty
Wonder's Note: Okay so I'll be honest, sorta killed this one lol.
Since I want the DOOM melees to feel sorta unique, they will now set you on fire and do more damage if you're burning.
This does come at a cost of initial damage though, so they should theoretically be kept in check, we'll see.
L.A.W:
. Reworked from the ground up
New stats:
When weapon is active:
! Alt-fire (Mouse2): Toggle user control of rockets!
! Upgraded tracking package: This weapon has improved rocket control, direct impacts have no damage fall-off
+50% damage bonus
-40% projectile speed
-75% clip size
-95% explosion radius
+3 degrees random projectile deviation
no random critical hits
Wonder's Note: So this was an iffy concept from the start and now the Spitfire obsoletes this completely.
So now it's a very high damage rocket launcher but requires user-controlled direct hits to get anything done.
Pyro:
Household Blazer:
. Reduced health gained on afterburn to match the new afterburn penalty
. Reduced afterburn damage penalty to 75% (from 25%)
. Replaced 10% damage bonus with a 15% damage penalty
Wonder's Note: We're never adding a damage bonus to a flamethrower ever again.
Now this weapon should be far more balanced.
Stainless Scorcher:
. Reduced health gainted on afterburn to 3 per tick (from 5 health per tick)
. Small increase in spread
Wonder's Note: Surprised nobody used this to counter the Blazer pyros because this is the best method to kill other Pyros lol.
Nonetheless it should be harder to 2 hit kill enemy pyros now and the reduced health gain should make Pyro less tanky with this weapon.
Solar Flare:
. Reworked the core functions of the weapon
Wonder's Note: I decided to give the Solar Flare a little make-over since well, it was a pretty bad weapon
With these changes, the Solar Flare offers some unique performance and should be a decent primary.
Demoman:
Cyclops:
. Increased projectile speed to 85% (from 15%)
Wonder's Note: Okay so this was kinda... meh.
Should be able to hit shots easier now, making it more effective at longer ranges.
Shrapnel Slinger:
. Re-made into a new weapon called the Artisan's Artillery
Wonder's Note: This is now basically a single-shot hitscan explosive launcher, for the demos who like to mess with their aim.
Kinda unforgiving to use but honestly it can pay off if you can land good shots.
Peacekeeper:
. Increased blast radius to 35% (from 25%)
. Reduced damage penalty to 35% (from 50%)
Wonder's Note: This was designed to be a crowd control grenade launcher without being too powerful.
Changes to damage should make it a bit deadlier, we'll see.
SLAM Blaster:
. Increased damage by ~85%
. Minor increase in fire rate
Wonder's Note: This thing kinda just sucked.
Now it does 10% more damage than the default grenade launcher if you can hit direct hits with it.
Drunken Fury:
. Reworked into a Primary Weapon
Wonder's Note: This weapon was funny gimmick, but I felt like it could be a little bit... more.
As a Primary, this weapon is a uncontrolled fury of bullets but suffers awful accuracy and drains ammo quickly.
Whiff of Olde Brimstone:
. Removed damage penalty
Wonder's Note: The medieval bombs were balanced for a melee-focused ecosphere so no surprise they sucked here.
Now they can actually be used to surprising effect if you can hit them directly.
Big Ol' Bouncin' Betty:
. Increased damage by ~85%
. Added 25% slower move speed while active
. Reduced blast radius bonus to 25% (from 100%)
Wonder's Note: This thing was also balanced for a melee-focused ecosphere thus it was bad in knockout.
Now it's a genuinely threatening explosive but makes you slow as hell while you hold it.
Primed Directive:
. Increased projectile speed by 50%
Wonder's Note: The projectile were far too short-ranged to be effective for building busting.
The faster projectile speed should help.
Marauder's Axe:
. Replaced damage bonus with a damage penalty
. Removed fire rate penalty
. Reduced move speed bonus to 10% (from 20%)
. Added ignite on hit and bonus damage to burning players
Wonder's Note: Just like the Crucible, this now burns people and does more damage to burning players.
Spooky stuff.
Heavy:
Engraving Ripsaw:
. Re-made into a new weapon called the Tactical Eliminator
Wonder's Note: Okay so Reagy and I didn't like this thing's model... so we swapped it out.
This weapon is basically a slightly better version of what the Ripsaw was.
7.62mm Machine Gun:
. Increased damage by 2.5x
. Reduced accuracy bonus to 50% (from 60%)
. Increased move speed while spun-up to 50% (from 33%)
. Increased spin-up speed bonus to 20% (from 10%)
. Removed fire rate bonus
Wonder's Note: This poor thing got overshadowed FAST.
Now it packs a punch and should be pretty solid overall.
Leviathan:
. Added no damage fall-off
. Increased damage bonus to 80% (from 33%)
. Replaced accuracy bonus with 25% accuracy penalty
. Increased move speed penalty while spun-up to 100% (from 80%)
Wonder's Note: Leviathan go BRRRRRRRRRRRR.
I wanted this thing to be an absolute DPS monster and the highest damaging defensive minigun, now that's achieved lol.
Heater's Spark Eater:
. Added no damage fall-off
. Added 25% damage bonus to burning players
Wonder's Note: Alright, this sorta felt underwhelming.
Now it does a pretty meaty 25 damage at any range as long as you hit direct hits on burning targets, nasty.
Point Enforcer:
. Moved to Secondary slot
. Reduced damage by 20%
. Added slower switch speed
Wonder's Note: In an attempt to balance out Heavy's arsenal, this was moved to the secondary slot.
And because of this, some minor nerfs were applied to make it a bit more comparable to the other secondaries.
Mann-Killer
. Removed 2 ammo per shot cost penalty
. Inverted clip size bonus into a clip size penalty
Wonder's Note: Okay so the ammo stuff was kinda silly.
Now you just get 4 shots and have to reload 4 shots instead of firing 4 shots and having to reload 8.
Flight-breaker Flakker
. Reduced spread penalty to 55% (from 75%)
Wonder's Note: This weapon is an almost perfect side-grade for the stock minigun.
The minor increase in accuracy should help it better perform at mid ranges.
Engineer:
Dispenserizer:
. Reduced move speed penalty to 15% (from 25%)
. Added 3 extra shots to the weapon
. Now can have 2 mini-dispenser explosives active at any given time
. Removed damage penalty
Wonder's Note: The Dispenserizer was cool but garbage.
Now, you can better protect your precious engineer nests from those pesky spies!
Conagher Classic:
. Increased projectile speed by 50%
Wonder's Note: Felt pretty hard to hit, given this thing offers the lowest construction value on hit.
With this change, it should be easier to land hits to more reliably add construction to your buildings.
Building Upgrader:
. Increased projectile speed by 50%
Wonder's Note: Felt pretty hard to hit, given this thing offers the lowest construction value on hit.
With this change, it should be easier to land hits to more reliably add construction to your buildings.
Ironclad Construction:
. Increased the construction rate penalty to 50% (from 20%)
Wonder's Note: So these sentries became the meta for engineer because there was effectively no downside to using them.
With this change, it should be harder to re-build a destroyed ironclad building.
Construction Expert:
. Removed no metal from dispensers while active
. Added 40% damage penalty
Wonder's Note: I think getting no metal from dispensers while active was turning people away from this wrench.
So in turn this wrench deals less damage, because well it needs some kind of downside...?
Hit Induction:
. Removed fire rate bonus
. Reduced construction speed boost bonus to 50% (from 66%)
Wonder's Note: What the hell was this thing? no wonder almost everyone was using it.
By removing the fire rate bonus, this thing should now actually suffer from it's downsides.
Construction Combuster:
. Removed fire rate penalty
Wonder's Note: For a wrench designed for combat, it wasn't exactly great at that.
Removing the fire rate penalty should now give this weapon a straight DPS buff over the stock wrench.
Medic:
Military Medicine:
. Re-made into a new weapon called the Super Nail Gun
Wonder's Note: Decent weapon idea, but I'd like to use the model for something else.
You could say this is pretty much a less extreme version of the Geneva Proto-kill.
Geneva Proto-Kill:
. Re-worked the weapon
New Stats:
When weapon is active:
No Reload Necessary
+15% faster fire rate
25% less accurate
15% slower move speed on wearer
No random critical hits
Wonder's Note: At Reagy's request, this was re-worked to be a bit more simple and streamlined.
This should still be a decent primary option but nowhere near as strong as before.
Doctor's Self-Care:
. Removed fire rate penalty
Wonder's Note: This thing was kinda meh, so the fire rate removal should help you build health faster.
Should actually be pretty solid for surviving a bad situation.
Double-Shot:
. Increased damage by 50%
Wonder's Note: People weren't using this and I suspect it's because of the damage.
With the boost, this weapon should now be more effective if you can land hits.
G.Ü.P. Gun:
. Now in the Primary slot
. Modified projectile properties so the projectiles travel faster and have less gravity
Wonder's Note: This weapon was kinda meh and at request of Reagy, is now a primary weapon.
The projectile buffs should allow this thing to truly shine as a burst damage weapon.
Guardian Angel:
. Added crit negation to the user while active
. Reduced move speed penalty to 20% (from 25%)
Wonder's Note: This medi-gun was once actually pretty strong, the nerfs kinda hurt it hard tho.
These two tweaks should help put it in a slightly more desireable position.
Booster Shot:
. Reduce health drain to 12 per second (from 25)
Wonder's Note: Oh boy this will be a wild buff, basically you can somewhat cancel the drain out now.
Your health regen will be the same as the health drain so you can recover from using this medi-gun faster.
Heart Stopper:
. Reduced damage by 20%
Wonder's Note: Okay so I kinda under-estimated how popular this would be.
Now at a full charge you can no longer kill overhealed pyros/demos in one hit, so it's a big damage drop.
Sniper:
Buck's Banter:
. Removed damage penalty
Wonder's Note: Didn't need the damage penalty.
Now it's a more effective secondary weapon.
Arbalest's Bolter:
. Reduced damage by ~16%
Wonder's Note: This shouldn't do 120 damage at once lol, not even the Overkiller does.
With this knocked down a peg, there should be better options available now.
Poacher's Pride:
. Increased damage by ~15%
Wonder's Note: Felt like it was doing too little damage tbh.
This thing should now be pretty darn dangerous at any range and more viable against other sniper primaries.
Canberra Carbine:
. Added 33% headshot damage penalty
. Reduced fire rate penalty to 15% (from 30%)
Wonder's Note: This and the Big Shot became rather dominant sniper rifles due to their headshot damage.
The Carbine with these changes should now be more closer to a generalist rifle instead of a damage monster.
Spy:
Saboteur:
. Removed bleed
. Removed damage bonus
. Now applies view punch on hit and tranq for 2 seconds
Wonder's Note: Basically a more appropriate side-grade to the stock tranq gun.
I wonder how awful this'll be to fight against.
Peebee and Jay:
. Changed 70% accuracy bonus to 66% faster fire rate
. Changed 15% damage bonus to 15% clip size bonus
. Changed 40% fire rate penalty to 50% damage penalty
. Removed no damage fall-off
Wonder's Note: A suppressed pistol that was designed to snipe...? uhhhh, no.
Now you can use this as a more forgiving revolver while still having the stealth benefits.
Number 29:
. Removed Overkill
. Added 44% deploy speed penalty
Wonder's Note: Alright, an attempt to nerf this big boi.
Slowest revolver there is but damn it hurts.
Your Darkest Nightmare:
. Removed the damage penalty
. Removed the fire rate penalty
Wonder's Note: This was sorta mediocre so it's time to give it some adjustments.
Now it should be a pretty amusing close combat revolver with the damage output.
Proof of Authority:
. Replaced mark for death while active with mark for death on miss for 10 seconds
Wonder's Note: I didn't appreciate the mark for death passive while the weapon was active.
Now if you miss with this knife, it's VERY punishing so watch out and make every swing count.
Multi-Class:
Extended Exterminator:
. Added 10% damage penalty
Wonder's Note: So this weapon was a direct upgrade over stock... right then.
The minor damage penalty should at least give the stock shotty an edge in closer ranges now.
Civilian:
Lamplighter:
. Halved the damage
Wonder's Note: 180 damage a crit is... a bit absurd.
Now the weapon will kinda rely on rolling consistent crits to get decent performance.
Previous revisions: V5.3.5 - Boomer Shooter Part 1 HL/DOOM, V5.3.4r1 - Yet another update :DDD, V5.3.3 - CIVILIAN GAMING 2.0, V5.3.2r1 - CIVILIAN GAMING, V5.3.1 2fast2nerf, V5.3 - Reagy can't math, V5.2 - Hard Reset (WE DON'T TALK ABOUT THIS UPDATE), V5.1 - Expanded and Enhancedddd (Liberty Blunder), V5 - Expanded and Enhancedd, V4 - T R A S H M A N, V3 - The rebalance update, V2 - Bug fixes, V1 - "The Heavy Update"
All Class
- Fists: All class melee - Just fists, should know how those work.
-- V4/V5.2 Some special variants added for some classes.
-- V5.3.4r1 Turned the Sniper's fists into the Karate! and Spy's into the MannChop.
- Shotgun: All class weapon - Straight up gave the shotgun to everyone, TFC is back baby.
-- V5 Removed from Medic and Sniper as they got their own class specific shotguns.
-- V5.3.4 New world model to fix the pump floating.
-- V5.3.1 The Revitalized Robro: Reduced health regen from 4hp/s to 3hp/s.
--- V5.3.4 No longer applies flat damage resistance, added primary ammo buff.
- SPAS12: Classic shotgun available to everyone.
Multi Class
- THE BERGER: Soldier and Heavy - Provides +25hp and movement speed buff, takes time to "unwrap" before using.
-- V5 Added passive health regen when holding, can still be ate to give full health buff quicker.
-- V5.3 Regen changed to 10hp/s, max health boost now 50hp.
-- V5.3.1 The Gaelic Gat: Bug fix, technically if demo or soldier somehow got "metal" they could upgrade buildings with this, idk.
-- V5.3.1 The Steel Battalion: Bleed removed, now fires a single powerful slug.
- Express Coffee: Multiclass healing item, available for soldier, demoman, engineer, medic and sniper.
Scout
- The Ghetto Blaster: Fully Automatic SMG primary, replaces scatterguns and shares ammo pool with secondary pistols.
- The Boomstik: High damage single shot punt gun, lower health pool to offset high potential damage.
-- V5.2 Removed health penalty, quicker reload and lowered ammo reserve, should make it more forgiving to use.
- The Overunder Slugger: Double barrel shotgun that fires explosive slugs, explode after a fixed distance, highly accurate.
-- V3 Reworked, damage and blast radius reduced, inaccuracy increased, functions like a scattergun again.
- The Knife: Makes you move faster, everyone knows you run faster with a knife.
-- V5.3.4r1 Can no longer pickup intel when using.
-- V5.1 The Heavy Nail Gun: Reworked, now functions as a slower firing nailgun that hits harder, no speed penalty anymore when using.
--- V5.3.1 Removed from scout, now on soldier.
--- V5.3.2r1 ACTUALLY REMOVED AGAIN.
-- V5.1 The Displacer: Minor nerf as was found to be too easy to spam.
--- V5.2 Buffed (lol...), re-added the spread bonus and increased damage slightly.
- The Showdown: BAH GOD, ITS SCOUT WITH A STEEL CHAIR!
- V5.3.4 Shotgun moved to secondary.
-- V5.3.4 The Solid Slugger: Adjusted damage, added reload speed bonus (overall performance more on par with the Overunder Slugger, makes a decent sidegrade).
Soldier
- The Davie's Crocket: Portable nuke launcher, you'll figure it out.
-- V5.1 Removed health penalty.
-- V5.3.4 Increased blast radius from 130% to 150% :)
- THE S.P.U.D: Improvised potato launcher, fires a potato, highly accurate but gravity is applied to the projectile.
-- V3 Projectile speed decreased, potential cause of server crashes and makes a bit more tricky to use.
- The Close Encounter: Removed explosive bullets, turned it back into a classic double barrel shotgun. AKA Actually a super shotgun and not some gimmicky thing players didn't like.
-- V5.1 The Liberty Launcher: Unintentionally buffed the fire speed to fuck and back, this will be changed soon, pls no abuse.
--- V5.2 Now at the intended 15% fire rate.
- The Johnny Tommy: Fast firing sub-machinegun that replaces the rocket launchers, has a decent spread, more ideal for close range fighting.
- The Fortunate Son: Soldier gets an M4, simple as.
- The Rainmaker's Barrage: Inspired by Liberty Launcher typo error of V5.1, new rapid fire launcher that also makes you jump real good.
-- V5.2.2 Fixed weapon ID, now usable (curse you copy paste).
-- V5.3.1 The Lakeside Pride: Firerate bonus removed, 20% damage penalty applied.
- The Sticket Launcher: Its a sticky launcher, but fires potate.
-- V5.3.4 The Shell Shocker: Moved from soldier to demoman.
-- V5.3.4 The Heavy Nail Gun: Increased projectile speed.
- The Gauss Gun: Experimental Particle Accelerator, secondary weapon with uncapped ammo pool and deals low damage. Don't overcharge though, it's a prototype.
- The Crucible Long Sword: Yes, its exactly what you think it is.
Pyro
- The Propain: Propane canister on a pipe, has longer melee range.
- The Lil Puff: Smol fireball launcher, limited range, replaces shotgun.
-- V5.1 Fixed the projectile, now functions as intended.
-- V5.3.2 Fixed attribute bleed when using with Dragon's Fury, increased the explosion timer by a tiny bit so you no longer run into your own blasts when firing, damage penalty also removed.
- The Household Blazer: Improvised flamethrower, crits non-burning players and has a larger flame.
-- V5.3 The Axtingisher: Weapon switch time decreased.
-- V5.3.1 The Pilot Light: Removed projectile arc and damage bonus.
-- V5.3.1 The Combustion Cannon: Heal on afterburn removed.
- The Flare Launcher: The Flare Gun, but primary. Shoots flares fast and crits flaming targets.
-- V5.3.4r1 Increased projectile speed, added one extra flare.
- The Molotov: Bottle full of something, throw it at stuff to ignite it.
-- V5.3.4r1 Halved initial damage, dropped afterburn damage by half as well.
Demoman
- The Bouncy Betty: High damage grenade launcher with slow projectiles.
-- V5.2 Grenades now bounce!
-- V5.3.2 Removed projectile speed debuff, lowered blast radius penalty, the pills now go wherever they want due to them bouncing, feels like a fair trade now.
- The Peacekeeper: 6 Shot grenade launcher with reduced damage but applies stun/tranq to anyone caught in the blast radius.
- The Battleaxe: Axe melee that vastly increases movement speed but drains your health down to 75hp, gives 3 seconds of 100% crits on kill.
-- V5.1 HP degen decreased, now drops to 100hp instead of 75hp, melee range increased slightly, attack speed increased.
-- V5.1 The Eyelander: Changed crit timer from 3 seconds to 5 to put on par with the Battleaxe.
-- V5.1 The Shrapnel Slinger: Blast radius bonus removed.
- The H.A.G.I.S: A big boy multi-stage explosive grenade launcher, has a really long recharge to offset its damage potential.
-- V5.3.1 Halved recharge time.
-- V5.3.5 Removed drawspeed penalties.
- The Drunkard's Wrath: Big revolver that shoots quickly, fires explosives bullets... shells?
-- V5.3 The Ol' Brimstone: Rate of fire halved.
--- V5.3.1 Reverted fire rate change, was too much.
-- V5.3.4 The Shell Shocker: Moved from soldier to demoman.
- The Hell Barrier: Equipable shield, replaces the grenade launcher.
- The Marauder's Axe: Some strange demonic energy axe, demoman looks weird with this.
Heavy
- The Russian Rioter: Fully automatic revolving shotgun, replaces the shotgun, less accurate but has a vastly increased rate of fire.
- The Assault Cannon: The Team Fortress Classic, Classic... Highly accurate minigun but very heavy, slows movement and long spinup.
-- V5.3.4 Now called Menshevik Microgun, completely reworked, now a low ammo, high mobility minigun.
- The Cerberus: A quad, triple barrelled, barrelled minigun... It shoots extremely fast and uses its limited ammo pool quickly, accuracy is hindered due to rate of fire.
-- V5.3.4 New sounds.
- The 7.62mm Machine Gun: A lighter minigun with no movement speed penalty, no spinup sound as it can't spinup (its a LMG), more accurate than the minigun but slower firing.
- The BEEG BORIS: A 2 shot "large" caliber grenade launcher, Boris make babies go boom.
-- V5.3.4r1 Adjusted self blast damage to reflect its utility more.
- The Dirty Bomb: Its a trashcan, that fires explosive trash.
- The Ekaterina: Minigun that fires explosive slugs, one slug per shot.
-- V5.1 Buffed damage to put on par with other miniguns.
- The Laika: "Full Auto Portable Gauss Cannon", it fires lasers pretty fast, they ignite anything they touch.
-- V5.1 Projectile speed decreased slightly so projectiles no longer bounce (they didn't do any damage after bouncing so nothing changed in the end).
-- V5.3.4 New sounds.
- The M41 'Vulcan': That cave is not a natural formation, minigun with health regen.
-- V5.1 Damage buffed, TTK now on par with other miniguns.
- The Colt Crusher: It is indeed a big revolver that shoots big shells, hit people directly with them otherwise no damage will be done.
- The Tokamak: Fires a high power laser that can bounce off surfaces, slow rate of fire and ignites players it hits.
-- V5.3.4 New sounds.
- The Bat Fat: Some weird costume Heavy found, gives you metal fists to punch people.
- The Immovable W.A.L.L: HERE COMES THE WALL, THE WALL, THE WALL, NOTHING ON EARTH CAN MAKE YOU FALL.
-- V5.3 Resistance now 50% instead of 95% (typo in desciption, its 50% not 70%), can still be stacked with Robo.
-- V5.3.1 Renamed to "The Slightly Immovable W.A.L.L", can now move at 47HU/s when active.
-- V5.3.4r1 Adjusted damage resistance to 65% as robo no longer applies 20%, reduced medic healing by 100% when active.
--- V5.2 The Full Throttle: Removed intel pickup restriction, dropped damage penalty and damage taken a bit.
--- V5.3 The Dalokohs Bar: HP buff changed from 75hp to 150hp.
- The Showdown: BAH GOD, ITS HEAVY WITH A STEEL CHAIR!
-- V5.3.1 The Ol' Reliable: 33% Damage bonus added.
-- V5.3.1 The Soviet Sweeper: Removed damage penalty.
- The Sputnik Special: Giving a rocket jumper to Heavy is a good idea.
-- V5.3.4 Can no longer pickup the intel.
--- V5.3.4 The Arms-Deal Armament: Removed speed buff, upped health regen to 6hp/s.
- The Leviathan: Big boy minigun with lots of bullet.
-- V5.3.4r1 Adjusted rate of fire, damage profile, bullet spread, movement speed when spunup, spinup delay and total ammo pool (due to lower rof it eats ammo less quickly). Removed health penalty and added +25hp bonus. Added an extra 2 bullets to each shot, added movement speed penalty when equipped (its heavy afterall).
-- V5.3.5 Herewegoagain, another balance change, should reduce the fps hit as well when multiple heavies are using it, keeps similar/same constant firing time and ttk.
Engineer
- The Texas Discipline: Double barrel shotgun, one shot fires both barrels, replaces the shotgun.
-- V3 Buffed damage and accuracy a little.
- The Engineer's Fists: Specialised hands that can punch, can't upgrade or repair buildings however vastly increases rate that sentries build. Can only upgrade and repair by doing damage (applies to any damage dealt).
-- V5.3.1 New model added.
-- V5.3.3 Dropped the building health bonus from 150% to 120%.
-- V5.3.4r1 New model! Can now upgrade and repair buildings at a heavily decreased rate, can also now remove sappers.
- The Big Iron: Roll into town with a big iron on your side, 5 shot revolver because you never leave the hammer on a loaded chamber.
-- V5.3.2 Reworked, slowed down fire rate, increased accuracy, increased damage, removed deploy speed bonus.
- The Repair Node: Replaces the dispenser, repairs nearby buildings, use !nodeinfo for more information on how to use.
- The Fly Boy: Jump pack for the engineer, equip, aim, jump and fire to send the engineer through the sky, replaces pistols.
-- V5.2 Fixed leaking projectile range bug, can use the Super Railgun with this now.
-- V5.3.4 Made projectile centerfire, should fix weird positioning bug.
- The Firearm: Its a arm gun, in the literal sense.
- The Classical Protection: Wearable vest that replaces your primary, resists half of all incoming damage.
-- V5.3 Removed Speedboost.
-- V5.3.1 Removed resistance and replaced with 75HP bonus, 10% Speed penalty applied, secondary ammo bonus removed.
-- V5.2 The Personal Death Ray: Damage bonus removed.
-- V5.2 The Malicious Mac: Upped mag size to match with scouts version of the gun.
--- V5.3.1 Reduced damage output (25% penalty instead of 15%), removed draw speed bonus.
-- V5.3.1 The Storage Backpack: Raised metal amount, removed damage penalty.
-- V5.3.1 The Super Railgun: You can scope with it now, stop bitching.
-- V5.3.1 The Lead Spitter: Dispenser radius increased from 50% to 100%.
-- V5.3.1 The T.R.A.N.Q: Slightly tweaked damage profile.
-- V5.3.1 The Scrap Sentinel: Mag size increased from 20 to 30, damage penalty raised, rate of fire increased.
-- V5.3.1 PDA: Brawn Over Brain: HP boost reduced from 75 to 50.
-- V5.3.2 The Ol' Sheriff: Reworked, now holds 6 bullets, has reduced accuracy and deploys faster.
Medic
- The Midigun: It fires needles very fast, that's all you need to know.
-- V5.3.4 Removed no damage falloff over distance, removed damage penalty.
- Medical Kit: Replaces melee, functions like the Shock Therapy but cannot deal damage to foes. Has quicker recharge.
Sniper
- The 'Classic' Recurve: A recurve bow that fires explosive tipped arrows, honestly don't know what is classic about it.
-- V3 Dropped projectile speed a bit giving longer travel time, potential cause of server crashing previously.
-- V5.3.2 Disabled due to server crashing bug.
- The One Hit Wonder: The quickscoper's dream, can headshot on minimal charge but body shots have heavily reduced damage, aim for the head, you won't be killing anyone otherwise.
-- V3 Increased fire delay.
- The No Scope: The sniper rifle without a scope, you can't zoom with this but its still deadly accurate, somehow removing the scope increased its damage output?
-- V3 Increase fire rate delay, adjusted damage profile against buildings and players, added 25hp penalty when equipped.
- The Poacher's Pride: A 6 barrelled break action nitro rifle, it fires a lot of bullet all at once.
-- V4 Now deals crits against bleeding players, combo it with the Ant-a-Jar for fun times.
- The Ant-a-Jar: Jar of soldier ants, causes bleeding and mild stun when hit.
- The Arbalest's Bolter: Crossbow, while it has a scope it can't zoom all that well, what were you expecting?
-- V5 Changed projectile type (its now a dart) resulting in the "bolt" moving much faster, rescaled damage as well to make more viable.
-- V5.3.4 Increased projectile speed by 50%, now fires bolts :D
--- V5.3.1 The Scope Out: Bug fix, technically if sniper somehow got "metal" they could upgrade buildings with this, idk.
--- V5.3.1 The Third Mate: Damage penalty changed (15 to 20%) and +25hp added, 10% headshot multiplier added.
--- V5.3.2 The Monarch: Disabled due to server crashing bug.
- The Combat Crossbow: Rapid fire full auto crossbow!
-- V5.3.5 Fixed marked for death bleeding to other weapons.
Spy
- The Deagle brand Deagle: A semi-automatic pistol that packs a punch, takes time to aim though.
-- V5.2 New view model, upped mag size to 7.
-- V5.3.5 New sounds on reloading.
- The Three Fifty Seven: Not the most powerful handgun in the world, gives you silent decloaks but can't hit the broadside of a barn at range.
- The Injuste: Its a revolver with three barrels, three barrels.
- The Jury: Triple shot revolver loaded with this thing called "snakeshot", it works up close and thats about it.
-- V5.1 Reload speed halved and now fires 10 pellets instead of 9, brings the gun onto the same playing field as the Injuste when up close.
-- V5.2 Upped pellet count to 12.
- The Security Measure: Wearable vest that replaces your watch and resists slightly over half of all incoming damage, you can not cloak when using this vest.
-- V5.3 Removed health regen, dropped resistance to 45%, speedboost to 10% and applied +15 max HP on equip, moved from PDA2 to Melee slot due to stacking bug.
-- V5.3.1 Replaced resistance with flat HP buff, raised from +15 to +75hp.
-- V5.2 The Ambassador: Removed damage penalty, increased accuracy to near pin-point, snipers will hate this gun even in TF2 Classic.
- Magnum: .357 calibre handgun, acquired.
Civilian
-- V5.3.2r1 Batball: Changed from passive to manual boost.
--- V5.3.3 Name changed to "Provocative Broadcaster", new model added.
-- V5.3.2r1 Sandwich: Fixed restock, was using wrong prefab.
-- V5.3.2r1 Bone Cutter: Lowered boost time to 5 seconds.
-- V5.3.2r1 Balisong: Changed from passive to manual boost, lasts ~8 seconds.
--- V5.3.3 New model added.
-- V5.3.3 The Backup Plan: Its actually a gun now!
--- V5.3.5 Changed reload and fire rate.
-- V5.3.3 Spade: Now named "Average sized spoon"...
-- V5.3.3 Shotgun: Now named "Shot", functionally a single shot shotgun.
--- V5.3.5 Changed reload and fire rate.
-- V5.3.3 Handgun: Now named "Gun", functionally identical as before, just has a fancy model and animations now~
--- V5.3.5 Changed reload and fire rate.
-- V5.3.3 Axe: Now named "Flame Put-Outer", new model added to fit its purpose better.
-- V5.3.3 Parson's Choice: Fixed world model positioning.
-- V5.3.3 Spanner: New model.
-- V5.3.3 Bonesaw: Now named "Pin Prick", new model added.
--- V5.3.5 No longer hypercharges teammates, instead issues 3 seconds of ubercharge.
-- V5.3.3 Machete: Now named "Positive Reinforcement", new model and sounds added.
--- V5.3.5 Boost now targets foes and forces them into melee for 5 seconds.
- Cloaking Device: Knife that upon the civilian successfully hitting a foe, will make them invisible for a short time.
Community Updates
- V5.2
-- agrastiOs: Cleaned up, improved visually and fixed lightwarps of the following weapons' materials:
--- The Dirty Bomb, The Dragon's Fury, The One Hit Wonder, The Direct Hit, the S.P.U.D.
-- agrastiOs: Updated firing sound of the Full Throttle
-- YoungBarritone: Updated firing sound of the Big Iron and 7.62mm Machine Gun (crit sound bugged, not used for now).
Pack maintained by Reagy, can be reached on TF2C Discord Reagy#1001