![how to tf2 mods how to tf2 mods](http://img.mod-minecraft.net/Mods/Team-Fortress-2-1.jpg)
Rainblower - What dreams of chronic and sustained cruelty? Scotch Shot - Flare gun with a projectile that bounces off opponent on impact. Dragon's Fury - Single shot, projectile based flamethrower, has knockback, longer interval for airblasting, slightly shortened range. Degreaser - Flamethrower, halved direct burn damage, consume less energy for airblasting. Backburner - Flamethrower, consume more energy for airblasting, deals extra damage when attacked from the back. Stock Flamethrower - Flamethrower, alt-fire to perform airblast (extinguish teammates and knockbacks enemies)
#HOW TO TF2 MODS MANUAL#
Detonator - Flare gun with alt-fire for manual detonation, mini-crits enemy on fire. Flare Gun - Sets enemy on fire, crits if already on fire.
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Black Box - Rocket Launcher with increased energy drain but "lifesteals" on enemy hit. Cow Mangler 5000 - A launcher that fires explosive energy beams instead of rockets, can be charged by holding primary-fire, charged shots deal extra damage and sets enemies on fire for 5 seconds. Beggar's Bazooka - Rocket Launcher that only loads before firing, hold primary-fire to load up to 3 rockets. Air Strike - Rocket Launcher with decreased damage, increased air-time when rocket jumping, and very high firerate while airborne from rocket jumping. Direct Hit - Rocket Launcher with increased damage but decreased splash area. Liberty Launcher - Rocket Launcher with slightly decreased energy drain and damage. Reserve Shooter - Shotgun with increased energy consumption, but deals double damage against airborne enemies, even those jumping off a cliff. Original - It all started in quake, a standard rocket launcher reskin, nothing much. Rocket Jumper - 0 damage Rocket Launcher, no fall damage after rocket jumping. Stock Rocket Launcher - Standard Rocket Launcher, alt-fire to rocket jump when pointing into terrains. 0 damage output, energy drained and unable to heal while under this effect. Bonk! Atomic Punch! - Drink to gain invulnerability* for a few seconds, then gets slowed later on. Force-A-Nature - Shotgun with high knock back and more spread, alt-fire to Force-A-Nature jump. Stock Scattergun - Shotgun with less pellet but more accurate > Sticky bombs now takes (some) time to arm before being detonated.Įrror Fix: Atomic Punch, check the updates tab for details and unstucking yourself from the error or bug Can now spin even energy meter fully depleted. > Miniguns now no longer drains energy in spin-only state, only drains > All Sniper Rifles (except Machina) can now fire without charging with > Sniper Rifles now charges with alt-fire, and bug fix for how it worked. > Rocket Jumping with ROCKET JUMPER negates 100% fall damage. > Rocket Jumping now gives 65% fall damage absorption on next fall. Rocket jump, aim to any terrain close to you is now enough to perform rocket jump. > Rocket Jumping Algorithm Rework (again), made even easier to Tested with FU and seems ok, let me know if you crashed and send the log in the discussion. No I am not doing medi-gun for now… it’s a pool of nightmarefuel I have to dive into so nope, not gonna do that for now.
#HOW TO TF2 MODS MOD#
This mod currently has 53 weapons for you. Sprites are immitated from it as well, most of it.
![how to tf2 mods how to tf2 mods](https://vip-mods.com/uploads/posts/2020-01/1580265546_1981711742_preview_ravenfieldsteam-1_28_2020-1_17_39-am.jpg)
basically, all the ideas all comes from the original game " Team Fortress 2 ". This is actually a mod that's still in progress.