Difference between revisions of "Advanced Weaponiser"
m (Applied filters to Advanced Weaponiser (Review RC#231106)) |
|||
Line 3: | Line 3: | ||
==Weapons List== | ==Weapons List== | ||
− | ===The | + | ===Scout=== |
− | + | ====The Nailgun==== | |
− | *+ | + | (Primary) |
− | + | *+50% Damage Done | |
− | + | *-50% Clip Size | |
− | *-50% | ||
+ | ====The Perceptionist==== | ||
+ | (Primary) | ||
+ | *+Disorientates on Impact | ||
+ | *-40% Clip Size | ||
+ | *-20% Firing Speed | ||
− | ===The Atomic Bat=== | + | ====The Atomic Bat==== |
+ | (Melee) | ||
*+30% Firing Speed | *+30% Firing Speed | ||
*+Each Hit adds 7% evasiveness | *+Each Hit adds 7% evasiveness | ||
Line 19: | Line 24: | ||
*-No Random Critical hits | *-No Random Critical hits | ||
+ | ===Soldier=== | ||
+ | ====The Matador==== | ||
+ | (Primary) | ||
+ | *+Rockets are semi-controllable | ||
+ | *+30% Explosion Radius | ||
+ | *-10% Damage Done | ||
+ | *-25% Projectile Speed | ||
− | ===The | + | ===Pyro=== |
− | *+ | + | ====The Pilot Light==== |
− | *+ | + | (Primary) |
− | * | + | *+Airblasts can now be charged, which will push enemies further |
− | * | + | *+ Reflected Projectiles are now full Crits instead of Mini-Crits |
− | *- | + | *+40% Airblast Cost |
+ | *+10% Afterburn Duration | ||
+ | *-40% Damage Done | ||
+ | ====The Gentle Manne's Olde Firecannone==== | ||
+ | (Secondary) | ||
+ | *+Alt Click Explodes the Flare | ||
+ | *- Flare Does No Damage Elsewise | ||
+ | *-No Random Critical hits | ||
− | = | + | ====The Endless Carnage==== |
− | + | (Melee) | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | ===The Endless Carnage=== | ||
*+25% Damage Done | *+25% Damage Done | ||
*+50% Health from Medkits | *+50% Health from Medkits | ||
Line 41: | Line 54: | ||
*-10% Firing Speed | *-10% Firing Speed | ||
+ | ===Demoman=== | ||
+ | ====The RainMan==== | ||
+ | (Primary) | ||
+ | *-50% Clip Size | ||
+ | *+Leaves a Trail of Grenades | ||
+ | *Each Grenade Deals 50% Damage | ||
− | === | + | ===Heavy=== |
− | *+ | + | ====Maxine==== |
− | *- | + | (Primary) |
− | * | + | *+75% Speed while Firing |
− | + | *-Will Always Fire When Spun Up | |
+ | *15% Slower Spin Up Time | ||
− | ===The Drill=== | + | ====The Drill==== |
+ | (Melee) | ||
*+10% Move Speed | *+10% Move Speed | ||
*+15% Damage Done | *+15% Damage Done | ||
+ | *+75% Health | ||
*+Disables use of Primary and Secondary Slot | *+Disables use of Primary and Secondary Slot | ||
− | + | ====The Electroshock==== | |
− | ===The Electroshock=== | + | (Secondary) |
*+Revives You With an Electrical Shock Upon Death | *+Revives You With an Electrical Shock Upon Death | ||
*The Machine needs to be charged by Dealing Damage | *The Machine needs to be charged by Dealing Damage | ||
Line 60: | Line 82: | ||
*All Ammo is Lost Upon Revival | *All Ammo is Lost Upon Revival | ||
+ | ====The Fists of Steel==== | ||
+ | (Melee) | ||
+ | *On Hit: Knocks Back Victim | ||
+ | *90 Damage is dealt if the victim is smashed into a Wall | ||
+ | *-40% Damage Done | ||
+ | *-30% Firing Speed | ||
+ | |||
+ | ===Engineer=== | ||
+ | ====The Bulldog==== | ||
+ | (Primary) | ||
+ | *+20% Damage Done | ||
+ | *+50% Firing Speed | ||
+ | *-70% Clip Size | ||
+ | *-50% Bullet Distance | ||
+ | |||
+ | ===Medic=== | ||
+ | ====The Elektric Assurance==== | ||
+ | (Secondary) | ||
+ | *+25% ÜberCharge Rate | ||
+ | *+Can instantly deploy ÜberCharge at 10% or more | ||
+ | *-Medic is unaffected by ÜberCharge | ||
+ | *-50% Heal Rate | ||
+ | *-50% Overheal | ||
− | ===The Great Escape=== | + | ===Sniper=== |
+ | ====The Walkabout==== | ||
+ | (Primary) | ||
+ | *+Combo System | ||
+ | *Combo is Reset Upon Missing | ||
+ | *Damage Increases by 35% For Every Hit | ||
+ | *3rd Hit Will Be A Crit and Reset the Combo | ||
+ | *+50% Faster Move Speed While Zoomed | ||
+ | *-Can't Charge | ||
+ | *-No Headshots | ||
+ | |||
+ | ====The Khopesh Climber==== | ||
+ | (Melee) | ||
+ | *+Can Climb Walls | ||
+ | *-10% Damage Done | ||
+ | *-90% Firing Speed | ||
+ | |||
+ | ===Spy=== | ||
+ | ====The Bloody Hurtland==== | ||
+ | (Primary) | ||
+ | *+Bleed for half a second | ||
+ | *+7% Damage Done | ||
+ | *-10% Clip Size | ||
+ | *-80% Firing Speed | ||
+ | *-20% Reload Time | ||
+ | |||
+ | ====The Fire-Retardant Suit==== | ||
+ | (Primary) | ||
+ | *+Afterburn Retardant | ||
+ | *+90% Fire Damage Resistance | ||
+ | |||
+ | ====The Great Escape==== | ||
+ | (Primary) | ||
*On Hit with 50% Cloak or More: | *On Hit with 50% Cloak or More: | ||
*Instant Cloak | *Instant Cloak | ||
Line 70: | Line 147: | ||
*-30% Damage Done | *-30% Damage Done | ||
− | + | ====The Heart Opener==== | |
− | + | (Melee) | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | ===The | ||
− | |||
− | |||
− | |||
− | |||
− | == | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
*+Backstabs infect the victim | *+Backstabs infect the victim | ||
*Infection disables the victim after 4 seconds | *Infection disables the victim after 4 seconds | ||
Line 95: | Line 154: | ||
*+Does not remove disguise on a successful backstab | *+Does not remove disguise on a successful backstab | ||
*-Infection can be removed by a Medic or Health Kit | *-Infection can be removed by a Medic or Health Kit | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==External Links== | ==External Links== |
Revision as of 01:31, 4 December 2010
“You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. |
Advanced Weaponiser is a Sourcemod server plugin that adds additional weapons to Team Fortress 2. It is developed by Mecha the Slag.
Contents
Weapons List
Scout
The Nailgun
(Primary)
- +50% Damage Done
- -50% Clip Size
The Perceptionist
(Primary)
- +Disorientates on Impact
- -40% Clip Size
- -20% Firing Speed
The Atomic Bat
(Melee)
- +30% Firing Speed
- +Each Hit adds 7% evasiveness
- Evasiveness is subtracted from damage taken
- Evasiveness is ineffective against melee
- -90% Damage Done
- -No Random Critical hits
Soldier
The Matador
(Primary)
- +Rockets are semi-controllable
- +30% Explosion Radius
- -10% Damage Done
- -25% Projectile Speed
Pyro
The Pilot Light
(Primary)
- +Airblasts can now be charged, which will push enemies further
- + Reflected Projectiles are now full Crits instead of Mini-Crits
- +40% Airblast Cost
- +10% Afterburn Duration
- -40% Damage Done
The Gentle Manne's Olde Firecannone
(Secondary)
- +Alt Click Explodes the Flare
- - Flare Does No Damage Elsewise
- -No Random Critical hits
The Endless Carnage
(Melee)
- +25% Damage Done
- +50% Health from Medkits
- -75% Health from Healers
- -10% Firing Speed
Demoman
The RainMan
(Primary)
- -50% Clip Size
- +Leaves a Trail of Grenades
- Each Grenade Deals 50% Damage
Heavy
Maxine
(Primary)
- +75% Speed while Firing
- -Will Always Fire When Spun Up
- 15% Slower Spin Up Time
The Drill
(Melee)
- +10% Move Speed
- +15% Damage Done
- +75% Health
- +Disables use of Primary and Secondary Slot
The Electroshock
(Secondary)
- +Revives You With an Electrical Shock Upon Death
- The Machine needs to be charged by Dealing Damage
- It Cannot Revive If Exploded
- All Ammo is Lost Upon Revival
The Fists of Steel
(Melee)
- On Hit: Knocks Back Victim
- 90 Damage is dealt if the victim is smashed into a Wall
- -40% Damage Done
- -30% Firing Speed
Engineer
The Bulldog
(Primary)
- +20% Damage Done
- +50% Firing Speed
- -70% Clip Size
- -50% Bullet Distance
Medic
The Elektric Assurance
(Secondary)
- +25% ÜberCharge Rate
- +Can instantly deploy ÜberCharge at 10% or more
- -Medic is unaffected by ÜberCharge
- -50% Heal Rate
- -50% Overheal
Sniper
The Walkabout
(Primary)
- +Combo System
- Combo is Reset Upon Missing
- Damage Increases by 35% For Every Hit
- 3rd Hit Will Be A Crit and Reset the Combo
- +50% Faster Move Speed While Zoomed
- -Can't Charge
- -No Headshots
The Khopesh Climber
(Melee)
- +Can Climb Walls
- -10% Damage Done
- -90% Firing Speed
Spy
The Bloody Hurtland
(Primary)
- +Bleed for half a second
- +7% Damage Done
- -10% Clip Size
- -80% Firing Speed
- -20% Reload Time
The Fire-Retardant Suit
(Primary)
- +Afterburn Retardant
- +90% Fire Damage Resistance
The Great Escape
(Primary)
- On Hit with 50% Cloak or More:
- Instant Cloak
- Cloud of Smoke
- Instant Disguise
- Removes fluids and burning
- +20% Firing Speed
- -30% Damage Done
The Heart Opener
(Melee)
- +Backstabs infect the victim
- Infection disables the victim after 4 seconds
- The victim is killed after 8 seconds
- +Does not remove disguise on a successful backstab
- -Infection can be removed by a Medic or Health Kit
External Links
|
Languages: | English · čeština · Deutsch · español · français · italiano · 한국어 · polski · português do Brasil · русский · 中文(简体) |