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  24. Custom Weapons Information/Stats Notes Miniguns and Flamethrowers cannot have their sfx replaced directly due to Valve nonsense Stats cannot be displayed in-game currently, as a compromise was made to use newer code to avoid issues such as poor/missing particle effects and ugly view models We are aware of the lighting weirdness on some maps and the sound effects playing over long distances, bugs we must tolerate for now Our overall meta is focused only on fun casual gameplay, which is the core of TF2. Nothing is intended for a "competitive" environment, nor will it ever be Not every class needs multiple custom weapons per slot. Not all classes are lacking options, and some by design dont have many anyway The downloads are long, we know. While they aren't as long as some other servers (i.e. 20 minute+ downloads) This is the price we pay for new stuff without Valve Vanilla balancing changes (Like ones shown with !changes) do not apply to custom weapons. They have their own stats Accuracy bonuses like those present on Pistols and SMG's are technically debuffs in many cases, as stock weapons have had spread almost entirely removed Sniper having the most weapons is in response to big changes to his vanilla stats. We wanted to give him more options and make him viable in different ways CTRL + F to search for a specific name or phrase on a webpage, you caveman The Stats Scout The Thunderbuss (Scattergun) -85% Clip size -50% Max primary ammo -10% Firing speed -80% Damage penalty +650% Bullets per shot +10% Reload speed =Funny blunderBUSS The Quad-off (Double-barrel) -33% Clip size -20% Slower reload -15% Damage -25% Max primary ammo +10% Faster reload speed +100% Scattergun knockback =Reload entire clip at once =In spite of its many negatives, it's a banger. =Think 4 barreled fource-of-nature, higher risk higher reward The Turf Tyrant (Scattergun) -25% Max primary ammo -15% Firing speed -10% Bullets per shot +20% Accuracy +33% Clip size +33% Damage vs Scouts Solid SOCOM (Engineer and Scout Pistol) -10% Damage penalty +99% Accuracy +Mini-crits targets from behind at up to mid-range The Big Mac (Scout and Engineer pistol/smg?) -20% Damage Penalty -Spread increases with continuous firing +30% Fire rate +20% Accuracy (Technically a debuff compared to other pistols) +70% Clip size +12% Max secondary ammo (-50% as engineer) =A mainstream media meme smg from back in the day. Rattatat tat The Magnum Opus (Scout and Engineer pistol) -40% Clip size -25% Slower reload -335% Fire rate -60% Max secondary ammo (-82% as Engineer) -Crit damage has falloff +60% Accuracy +100% Damage bonus +Increased Knockback +Crits on headshot (48-90 depending on range) The KGB Capper (Scout and Engineer pistol) -25% Firing speed -30% Clip size -20% Max secondary ammo (as engineer) +25% Damage bonus +99% Accuracy +Damage pierces ALL resistances Bonk! Sugar Frenzy! (Scout drink) +25% Reload speed, +20% Firing speed, and +10% Move speed on consumption =Lasts 8 seconds =I can't change the default lunchbox items, which sucks bc they suck. So this will be the only usable one Soldier The W.A.S.P (Rocket Launcher) -75% Clip size -25% Max primary ammo -15% Rocket speed -10% Blast radius +20% Faster reload +15% Damage bonus +15% Fire rate +Rockets Have +15% blast radius, no damage falloff, and stop target movement momentarily on direct hits =Rockets have physics The Follower (Rocket Launcher) -25% Clip size -30% Projectile speed +20% Faster reload +Mini-crits targets launched airborne by explosions and jetpacks +20% Damage push force +Rockets follow your cursor Tropic Thunder (Rocket Launcher) -4 Degrees random projectile deviation -25% Max primary ammo +75% Clip size +25% Less self blast damage +Cause an earthquake when landing from any blast jump =The premier chaotic neutral rocket launcher The Frantic Freeman (Multi-Class melee) -25% Damage penalty +20% Fire rate =Crowbarrrr. Why Valve hadn't added this themselves is a mystery The Garand Slam (Soldier Shotgun) -25% Max secondary ammo -70% Bullets per shot -Crit damage has falloff -20% Firing speed +125% Damage bonus +20% Accuracy +33% Clip size +Can headshot +Sounds cool =Fires 3 pellets =Hit all 3 pellets for 122 damage Pyro The Makeshift Manmelter (Flamethrower) -25% Afterburn duration -25% Afterburn damage -1 Second flamethrower spinup time +Firing flamethrower pushes the players forward and increases their speed +25% Fire size when reflected off of a surface +33% Damage on fire reflected off of surfaces =Flames have altered physics. Flames will bounce off surfaces more easily, and can be arc'd effectively to reach out of sight places or hit around corners. Maybe even over short walls or drops The Burner's Bark (Pyro Shotgun) -34% Clip size -15% Damage penalty -25% Max secondary ammo +15% Faster deploy speed +Mini-crits burning players +100% Afterburn damage =Afterburn only ticks several times =Ignites enemies at close range. Roughly 275 Hammer units The Stormbringer (Pyro Shotgun) -20% Accuracy -20% Damage penalty -85% Clip size -50% Firing speed +100% Bullets per shot +Shoot down to propel yourself upward +Ignites targets at point blank range +Heavy knockback on target =In spite of negative numbers, the weapon tears ass The Afterburner (Flamethrower) -25% Afterburn duration -66% Airblast recharge time -Airblast doesn't reflect projectiles, put out fires, or push enemies -30% Horizontal airblast push force +33% Push force from damage +100% Vertical airblast push force +Airblast pushes the pyro in the direction he is moving (effectively a dash move) +Full afterburn damage (stock thrower had afterburn nerfed) +50% Faster airblast to fire time (Able to use primary fire faster after an airblast) =Similairly to how you charge off a ramp with a demo shield, dashing off a ramp or stairway can get wicked air and distance Demoman The Subtle Scotsman (Demoman Melee) -150% Deploy and Holster speed -100% Fire rate penalty +175% Push force from damage +100% Push force from self damage +200% Damage from melee +175% Damage force increased +125% Damage bonus +All damage is explosive =Funny creeper minecraft caber The Highland Highjumpers (Demoman Primary Wearable) +15% Movement speed +40% Less damage from blast jumping +100% Air control +25% Jump height The Two-Legged Artillery (Grenade Launcher) -75% Clip size -25% Max primary ammo -25% Projectile speed -25% More self blast damage +175% Projectile range +35% Shorter grenade fuse +15% Blast radius +60% Damage on grenades exploding on timer that contact a surface (the ones you miss and explode after fuse runs down, that also hit a wall/floor etc) +80% Damage on grenades that explode on timer, without contacting a surface (If the fuse runs down before it hits ground/wall, more damage) =Like a howitzer, but you hold it in your hand =Undoubtedly going to be a hard weapon to learn but thats a good thing I think =Highland Howitzer will pair well, considering how it can compensate for the Artillery being geared towards longer range fighting =Requires ample space and good positioning. It is also rather loud so the other team can locate the mobile artillery battery shelling them =Inspired by Battlefield 1 players camping artillery truck for 40 minute games doing nothing The Flak Attack -33% More self damage -Poor range +15% Projectile speed +Mini-crits targets launched airborne by explosions or rocket packs +75% Shorter grenade fuse =Short fuse can be great plus or bad negative depending on your goal, map, and playstyle The Riot Retort (Shield) +25% Bullet resistance +30% Fire resistance +75% Less push force from damage +Enemies hit by the shield bash will have their aim thrown off The Heavy Duty (Stickybomb Launcher) -50% Projectile range -2 Max stickies out +88% Charge rate +20% Fire rate +20% Damage based on charge The Steadfast Blast (Grenade Launcher) -50% Clip size +20% Damage bonus vs players +Grenades dont spin, allowing them to travel slightly farther +20% Faster reload +20% Fire rate +25% Blast radius on direct hit =Clears out points or pushes, if you can aim =Almost a negative. Grenades have awkward travel trajectory The Claymore Claymore (Sword) -Damage self when damaging others -33% Deploy speed +30% of base health on kill (Can become overheal) +Attacks are explosive +133% Damage vs Buildings =Funny Claymore Heavy The Heavy Support (Minigun) +25% Max primary ammo +20% Accuracy =Raw stats are not shown as they are misleading. The weapon shoots less projectiles but fires faster overall =Time to kill is faster than a normal minigun, at the cost of burning ammo quickly and overheating =The weapon becomes more accurate the hotter it gets =If the weapon overheats, you will have to wait 2.2 seconds to fire it again The Heavy Battery (Minigun) -10% Firing speed -33% Move speed when spun up -48% Max primary ammo +20% Accuracy +15% Damage bonus +33% Damage resistance when at 50% Health and spun up The Heavy Assault (Minigun) -20% Slower spinup -20% Damage penalty +33% Firing speed =Rage meter fills with damage =Deploying with full rage using MOUSE3 stops firing for 1.5 seconds before boosting fire rate +33% until the rage meter depletes =-35% Accuracy when in burst mode =Ammo burns faster while in burst mode The Heavy Pack (Heavy Wearable) -Replaces equipped minigun +25% Health from healthpacks +15% Move speed on wearer +50% Max secondary ammo +500% More food items on wearer +30% Jump height on wearer +1 Capture rate on wearer =The ultimate fat scout experience =Speed bonuses stack with other items. Use with Automated Assault or the GRU for extreme speed The Automated Assault (Heavy Shotgun) -30% Accuracy -70% Max primary ammo on wearer -50% Deploy and Holster speed -34% Max secondary ammo +25% Damage bonus +10% Faster move speed when held +230% Clip size =It's the AA12. Simple as The Heavy Revolution (Minigun) -5 Ammo used per second while spun up -50% Firing speed -20% Slower spinup time -25% Move speed while spun up +66% Bullets per shot +20% Damage Bonus +All allies in a 280 Hu radius have 35% Damage resistance and 50% Sentry resistance when you are spun up with ammo =Similair to battalion's Backup, without the crit resistance or the range of the backup =This does not apply to the Heavy himself The Heavy Heirloom (New Minigun) -25% Slower spinup -25% Max primary ammo -25% Damage penalty -Push from damage taken increased +75% +33% Firing speed +45% Faster move speed while spun up =MOVE! Excellent push and/or peek weapon =Boon to the solo heavy with unhelpful team Moai (All-class melee except spy lol) =Just a necromasher reskin with funny sound and ungodly crit rate =The crit rate is not altered in any way, it really does crit that much Miner's Malice (All-class Melee except spy (heh)) -? +? =??? The Soviet Survivalist (Sniper and Heavy Melee) -15% Damage penalty -25% Swing speed +7 Seconds of bleed on hit +33% faster deploy speed Engineer The Property Protector (Engineer Shotgun) -30% Fire rate -30% Damage penalty -67% Clip size -Increased recoil on shot -64% Max primary ammo +135% Bullets per shot +Hefty Knockback =Shoot down to push yourself up. Yes, you can jump with this weapon. Ultimate funny sentry meta =Double shot double barrel. Pump action? The Steel Battalion (Multi-Class Shotgun) -50% Bullets per shot -20% Reload speed -15% Clip size +25% Accuracy +135% Damage bonus =Effectively a side grade to the shotgun. Deals higher damage at longer ranges, if you can aim a little better that is The Tradesman's Tote (Engineer Primary Wearable) -Replaces primary +10% Move speed on wearer +25 Metal regenerated every 5 seconds +25% Max metal on wearer +15 Max health on wearer =No negatives listed. What people often forget is, losing a weapon is a negative in itself Nightwatch (Multi-Class Shotgun) -15% Damage penalty -25% Accuracy -33% Max ammo +20% Fire rate +20% Clip size +20% Faster reload =Another side-grade, not every weapon needs a weird gimmick Hunter's Hallmark (Multi-Class Shotgun) -25% Fire rate -85% Bullets per shot +800% Damage bonus =Mini-crits on center-mass hits i.e. Center chest or back The Overbite (Wrench) -50% Max sentry ammo -No metal from dispensers while held +25% Building Health +20% Sentry firing speed The Traumahawk (Wrench) -25% Construction hit speed boost -20% Repair rate +5 Seconds of bleed on hit +Two-way teleporter +Speed boost for 4 seconds after players use your teleporter The Spanner (Wrench) -25% Deploy speed -10% Swing speed +133% Damage vs buildings +15 Upgrade metal per swing Medic Maniac's Maschinepistole (SMG) -25% Fire rate -20% clip size -57% Max primary ammo -Crit damage has falloff +50% Damage bonus +15% Health restored on kill =No spread whatsoever =Medic has a gun The Area-Revival (Needlegun) -20% Max primary ammo -20% Damage +40% Firing speed +33% Taunt speed +On hit teammate: Heal them for 6hp a hit, and can overheal The Leidwerfer (Needlegun) -50% Clip size -20% Max primary ammo +10% Fire rate +15% of max health restored on kill +On hit: Target is pissed (on) for 5 seconds =Medic finally has piss The Puncture Test (Medic Shotgun) -88% Max primary ammo -Slow reload +33% Clip size +15% Of base health restored on kill +On hit enemy: Heal yourself and all teammates nearby 24hp/s per hit =Medick Shotgun?!?! Die Totenwerfer (Medi-Suck) -20% Ubercharge duration -No health regen while held +Drains enemy health when attached to them, dealing 45 damage a second +10% Ubercharge on kill =Ubercharge is crit boost =Battle Medick The Fuel Rod (Medi-Nuke) -75% Deploy speed +1% Heal rate =Ubercharge is a fiery explosion that deals 500 damage in a 300 Hu radius =I love this weapon The Anesthetizer (Medi-gun) -25% Max overheal -5 seconds uber duration -33% heal rate on patients with overheal +175% Ubercharge rate +No overheal drain +25% Heal rate =Uses quick-fix uber =Effectively boost max health of teammates, if you have spare time The Pacifist's Parcel (Medic Wearable) -Replaces Primary +15% Move speed on wearer +5 Health regenerated per second +25 Max health +Drop health packs on kills with any equipped weapon =Pretty good, you'll miss your primary when it's gone Sniper The Manncannon (Sniper Rifle) -50% Deploy speed -80% Fire rate -60% Max primary ammo -Increased shot recoil -25% Reload speed -15% Move speed on wearer +20% Damage bonus +Shoot down to propel yourself upward +Heavy knockback on target, especially if airborne +Full charged shots penetrate all players +20% Damage for every target penetrated. Damage bonus applies AFTER initial target is hit and increases for every other target that same shot hits +All kills are gibs =Bigass anti-tank rifle =Weapon is obnoxiously loud. Good luck hiding your position. The Bushman's Backsack (Primary wearable) -Replaces primary +10% Move speed on wearer +100% Max secondary ammo +5 piss jars +15 Max health +Up to 4 health regenerated per second =Yes, it stacks with secondary wearables =The ultimate smg sniper accessory The Caretaker (Sniper Rifle) -20% Fire rate -30% Max primary ammo -25% Damage penalty -Charge rate is virtually non-existent +100% Aiming move speed +Move speed increases further while scoped in +Massively increased charge rate when aiming at a target and charging or scoped +Charge and shoot independently of zoom +25% Damage vs targets below 75% Health =Full charge is not needed for headshots, unlike the classic. You can headshot whenever you like =Rifle beeps when on a target =Guess you'll have to have consistently good aim, not just occasionally good aim The Killer's Karbine (Sniper Rifle) -25% Fire rate +15 Max health on wearer +10% Faster move speed on wearer +33% Faster holster speed =Raw stats are misleading. This weapon deals 122 on headshot flat (unless target has resistances of course) =Weapon does not scope, and has no damage charge =Weapon has a magazine, and must reload before firing again. Will not reload when switching to other weapons =Best sniper gun ever forever 2 =Bodyshots are subject to damage falloff Mundy's Manhunter (Sniper Rifle) -30% Max primary ammo -10% Fire rate -80% Bodyshot damage -18% Headshot damage +15% Charge rate +35% Aiming move speed +225% Damage bonus vs Snipers +Pierces all resistances (especially vaccinator) =Made in response to the massive sniper changes. Sniper players were upset they could no longer one-shot duel, so we added this =Headshotting a sniper is a guaranteed kill, even with overheal and resistances The Heckler (SMG) -20% Clip size -20% Max secondary ammo +15% Faster reload +50% Fire rate +25% Accuracy =Dummy fast. Melt Scrouts and Spries with ease, if you can aim. The Roo Revolution (SMG) -25% reload speed -45% Fire rate -20% Max secondary ammo -25% Max primary ammo -Crit damage has falloff +20% Clip size +Crits on headshot +66% Accuracy =Epic AKM Spy Miami Magnum (Revolver) -20% Damage penalty -Crit damage has falloff -25% Max secondary ammo (Technically revolvers are secondary) +Can headshot +66% Accuracy +Teleport to victim on kill =Be careful when you kill someone =Don't miss The Rhino (Revolver) -25% Max secondary ammo -15% Damage penalty +Mini-crits targets from behind up to medium range +20% Firing speed +25% Accuracy (technically a debuff, opposed to +66% Accuracy on stock) The Trespasser (Revolver) -15% Damage penalty -15% Clip size -48% Max secondary ammo +20% Accuracy (Technically debuff) +On hit: pissed for 5 seconds The Cutthroat Commando (Knife) -20% Fire rate -33% Slower deploy speed +25 Health on kill +25 Max health on wearer =Rapid cloak on kill =Rapid cloak is instant, it will look as if you just disappeared =Rapid cloak works, even if you have dead ringer. EVEN if it doesnt have full charge =No more chain stabbing or effective butter knifing The Chainstab (Knife) -33% Deploy and Holster speed -15% Swing speed +8 Seconds of bleed on hit +Speed boost on hit +Crits gib victims The Sacrificial Speedrun (Knife) -10 Max health -20% Faster cloak drain +25% Move speed when cloaked The Specialist's Sneakers (Spy secondary wearable) -Replaces revolver +300% Increased air control +25% Jump height +66% Push force resistance +1 Capture value on wearer =The ultimate in espionage assistance Spyper's Specialty (Spy Melee wearable, replacing knife) -Replaces knife +15% Move speed +25 Max health +66% Slower cloak consume rate +100% Max secondary ammo End of stats. Check back later for any changes or new additions
  25. hello i want to play
  26. Please be informed below are the perks of donating to Volition Servers. Donations are for 1 month period: $5 patreon status on discord $10 skins access patreon status on discord whitelisting on I&A $15 skins access patreon status on discord whitelisting on I&A whitelisting on Liberation $20 skins access patreon status on discord whitelisting on I&A whitelisting on Liberation access to dev server for testing purposes if interested
  27. This post has been moved from "Staff Applications (OPEN)" to "GENERAL DISCUSSIONS". To clarify, the application format is definitely intended to be viewable by everyone. However, submitted applications can contain private information for only approved staff to have access to. In effort to respect everyone's privacy, non-staff are not able to see previous applications.
  28. Here you go my man.
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