Note:
Most of the weapons on this page are lifted from the original Google Doc version of GOOSE as well as TC2's pool of removed/experimental/developer-exclusive weaponry, with alterrations done of course just in case I find them unbalanced.
My rule of thumb here is to also minimise the amount of reskins added as much as possible.
Flanker
Base Stat Changes (as a refresher):
Pistol ammo reserve increased to 48 from 36
Stock bat now counts hits like its reskins.
Based on the Baseball Launcher joke weapon. This weapon is primarily supposed to be a reinterpretation of the All-Sides, however with a more unique set of stats to make a mid-range Flanker primary that isn't just a rehash of the beta TF2 Nailgun or a worse stock revolver.
Home Run-inator
Level 1337 Baseball Launcher
Flanker Primary
This weapon fires baseball projectiles that do anywhere from 45-90 damage.
+66% clip size
+200% damage bonus (compared to Sandman)
+50% faster firing speed
Baseballs do not stun
-33% max primary ammo on wearer
-20% projectile speed (Compared to Sandman)
Damage ramp-up and fall-off is inverted (Compared to Sandman)
A spongebob reference designed for giving Flanker another means for crowd control that leans more into dealing direct damage towards crowds.
The main purpose(?) of this thing is to be used in KOTH maps when the enemy is trying to make a large push into the point. This weapon allows you to soften up all of the targets standing on the point in order for you or your team to finish them off later.
S.P.D.T.Y.T
Level 1337 "Small plastic disc that you throw"
Flanker Secondary
Compared to Six-Point Shuriken:
Thrown projectiles will bounce off of target and in the general direction of another target.
Each consecutive hit deals 10% more damage than the prior one
Any hit after the third will do minicrits.
Projectiles do not do bleed
Projectile breaks upon hitting fifth target
90% slower charge
20% damage penalty
Trooper
Base Stat Changes (as a refresher):
You will no longer take extra self damage if you happen to shoot an enemy who is next to you so long as you have the "Blast Jumping" status effect.
Rocket Launcher Base Damage nerfed to 85 (Max Rampup remains at 112 and Falloff at 46)
Blast jump push force reduced (20% Horizontal, 40% Vertical)
A more balanced interpretation of the OG Torpedo Tube. Actually inverts damage falloff and rampup numbers without weird "extra" stats.
Use case remains basically the same, spam at the payload cart from across the map.
Distant Decimator
(Formerly the Torpedo Tube)
Level 1337 Rocket Launcher
Trooper Primary
Projectile speed gets increased up to 100% faster depending on distance traveled
This weapon holsters and unholsters 25% faster
20% slower firing speed
Projectile speed is initially 20% slower
20% less push force from blast jumps
Buildings are subject to damage ramp-up/fall-off
Damage ramp-up and fall-off is inverted.
Projectiles accelerate up to +80% faster
Deals up to +134% more damage based on distance travelled
-20% damage penalty vs players
-20% slower firing speed
Changes:
Projectile maximum speed goes up to 100% faster rather than 80%
Damage penalty vs players removed.
Projectile speed is initially 20% slower
Less push force from blast jumps
Buildings are subject to damage ramp-up/fall-off
Damage ramp-up and fall-off is actually inverted rather than there being a 134% damage bonus and 20% damage penalty.
Suggestion by DoodleHD
Imagine the Wrecker's yard but it's the Rocket Jumper. That's it
Dumpster Diver's Delight
Level 1337 Rocket Launcher
Trooper Primary
Compared to the Wrecker's Yard:
No self inflicted blast damage taken
100% damage penalty
Wearer cannot perform any objectives.
A special rocket launcher for learning overload jump tricks and patterns.
This weapon deals ZERO damage.
The Assault Rifle from Era Warfare always seemed to me like a very unique concept. And given that TC2 has the Friendly Fire Foiler (a weapon that has very little in the way of actual secondary options that uniquely compliment it and its use case) I thought adding both this and the M4A1 would be quite unique.
BAR-Raiser
Level 1337 Light Machine Gun
Trooper Secondary
Compared to MAC-10:
35% Damage Bonus
20% Accuracy bonus
-34% Clipsize Penalty
25% slower reload speed on primary
25% slower reload speed
20% slower firing speed
Always Minicrits
20 rounds of .30-06 carnage!
Cashes in a bit more on the burst-fire angle that the cards on agent attempt to do. Similar to the BAR and Boonie Blaster this weapon is supposed to also be another weapon that's supposed to be FFF-friendly.
Also it's my own little way of commemorating the short-lived very obvious ChatGPT shitpost that was the Assault class
Serviceman's Standard
Level 1337 Carbine Rifle
Trooper Secondary
Compared to Mac-10
60% Accuracy Bonus
35% Damage Bonus
20% less ramp up
Recoils upward very slightly.
Fires in 3-Round Burst only.
Come here, cupcake!
Honest to god I think I only added this because I saw that unused grenade model in the TF2 wiki. Could be useful for cart spam or objective spam on defense, or alternatively giving Trooper the ability to shoot around corners.
Pineapple o' Pain
Level 1337 Hand Grenade
Trooper Secondary
A throwable, rechargeable Fragmentation Grenade that bounces off of walls, and deals bleed damage for up to 3 seconds to anyone caught in the radius.
25% Faster Recharge in VS Bosses
Explosion stuns bosses for 2 seconds
Unlisted: The FFF's reload speed bonus increases recharge speed by 30%
Inspired by an old rework for the Reserve Shooter where it was turned into a Rifle. Partially mixed with the Experimental Item. This should give the Ranger's Rifle a bit more purpose without being a hyper-situational weapon with a set of "whatever" upsides.
Icon is an edited version of The Carbine from sned9's blog and inherently the Arsenal weapon.
Ranger's Carbine
(Formerly the Ranger's Rifle)
Level 1337 Carbine
Trooper Secondary
(Experimental item added to main game)
Compared to Revolver:
Mini-crits targets launched airborne by explosions
This weapon deploys 30% faster
30% more accurate
-34% clip size
-35% damage penalty to non-airborne players
Banned in Vs. Bosses
(Compared to Boonie Blaster):
Mini-crits against targets launched by explosions
+60% deploy speed
+35% damage bonus against targets below half health
On Kill: +75% reload speed for 3 seconds
-66% clip size
Changes:
Now based on the Revolver to avoid inheriting the Boonie's new stats.
Clip size boosted
Added accuracy bonus
Removed the On-Kill bonus
Added -35% damage vs non-airborne players
Removed the 35% more damage vs half health players
Arsonist
Base Stat Changes (as a refresher):
Airblast pushforce increased by 125%, Airblast also preserves the effects of projectiles (i.e, Cow Mangler charged shot), and can remove self inflicted debuffs.
Flamethrower now more ammo efficient (.08s/1 ammo -> .105s/1 ammo)
Flare guns use the bounding box as its projectile hitbox now and can attack things such as buildings and pumpkins.
Fire Extinguisher can remove your own debuffs by swinging at the air, and allows you to de-debuff teammates for 50 HP. Also grants 25% more ammo from packs
Airblast targets sent into the air are given the "Airborne" status effect.
Airblast takes 75% more ammo now (35 ammo)
Minimum afterburn duration only 1 second.
The Napalmer and the Firkin' Flamer if it had a baby! A gimmicky primary for the Arsonist to give him more of a support/defense oriented kick.
This weapon is best paired with a flare gun for dps-maxxing but a shotgun remains effective also.
The Slickster
Level 1337 Flamethrower
Arsonist Primary
Alt-Fire: Fire napalm, which can stick to enemies, floors, and walls.
Enemies coated in napalm burst into flames upon taking damage
Napalm that is stuck to ceilings, floors, etc can be ignited by being shot.
90% of the damage dealt with the oil slick will be returned as health, and can overheal up to 230 health.
-75% damage penalty
No Afterburn
The napalm is slippery
Banned from Vs. Bosses.
Inspired by the Mannmelter, namely thewhat's reinterpretation of the Mannmelter which encourages getting kills in order to get free crits.
Now I wasn't exactly too keen on thewhat's rebalance of the Mannmelter basically acting as a BS Diamondback for Pyro so I of course decided to tone the weapon down a bit to both be compatible with the more Combo-based angle that I think arsonist should approach.
Hyperlaser
Level 1337 Sci-Fi Doohickey
Arsonist Secondary
Compared to Flare Gun:
+45% faster projectile speed
Every kill grants a minicrit. (Can store up to 10)
Minicrits become Full crits upon contact with a burning player
16% damage penalty
25% slower holster and unholster speed
Inspired by a scrapped Flanker primary weapon, as well as the part in Black Ops 1 where Mason goes absolutely HAM on some viet-cong with a dragon's breath SPAS-12.
This is supposed to be a noob-friendly alternative to the Flare Gun, and the biggest most noteworthy change I'd say is the addition of a range limit to the afterburn effect, because the corkscrew in main game TC2 just lets you ignite anyone from anywhere on the map.
Dragon's Breath
(Formerly the Corkscrew)
Level 1337 Shotgun
Arsonist Secondary
Compared to Shotgun:
On hit: Target is engulfed in flames
100% mini crits vs burning players
Bullets deal damage within a 45 stud range
-25% damage penalty
-50% clip size
This weapon reloads its entire clip at once
100% crits vs burning players
On hit: Enemy is engulfed in flames
-33% damage penalty
-66% clip size
This weapon reloads its entire clip at once
Changes:
Clip size increased by 1
Minicrits burning targets
Reduced damage penalty
Limited flame range to 45 studs
100% crits vs burning players
A weapon semi-inspired by the Gas Passer. Meant to do a similar thing to the Scorch Shot / Detonator except it covers a larger area.
Bottom's Up!
Level 1337 not alcohol
Arsonist Secondary
Compared to Pineapple o' Pain:
Grenades set enemies on fire rather than bleed
Afterburn duration dependent on target's closeness to the center of the explosion
Explodes on impact
30% damage penalty on explosion
Boss takes Minicrits from all sources while burning
A reimagining of the old Limb Trimmers unlockable concept from Typical Colors 1. Basically an eyelander for the Arsonist.
Hedge Honcho
Level 1337 Clippers
Arsonist Melee
Attacks do 50% more damage to players with <50% Health.
On Kill: Gain a limb (up to 5)
Attacks do 20% less damage to players with >50% Health.
This weapon deploys 25% slower.
Each limb increases Flamethrower range and secondary reload speed by 10%
Brute
Base Stat Changes (as a refresher):
Increased base movement speed from 77% to 80%
All lunchboxes recharge 33% faster (20s rather than 30s)
Yup we're skipping Annihilator.
Inspired by a comment made by the Limbo/Estelle Project creator of a Brute primary slot shotgun as well as the Thumper joke weapon.
Acts as sort of an M249 alternative that is more powerful at close range, as opposed to the M249's midrange usefulness. Also 150 damage meatshots, delish.
Big Bubba
Level 1337 Auto Shotgun
Brute Primary
(Compared to the Shotgun:)
+250% bullets per shot
+150% clip size
-52% damage penalty
125% less accurate
Firerate ramps up with extended periods of shooting, up to 30% faster.
This weapon is based on the Deathblow (or well, Ammo Hog)'s stats from 2016. This weapon aims to allow Fat Scout to shine a bit more. Paired with the stock fists you become an insanely fast-reloading 100% shotgun-based power class.
Ammo Hog
Level 1337 Generator Backpack
Brute Primary
15% Faster walking speed on wearer
Wearer regenerates +4 reserve ammo every second
On kill: 2 shots are reloaded in clip
25% Faster Reload on secondaries
50% less ammo from packs
+25% faster walking speed in Vs. Bosses, doesn’t stack with other weapons..
Does the ammo refill every 150 damage.
Protects the user against one boss attack, but ammo regeneration is disabled for 5 seconds
A sort of re-tooling of the All Sides as a set of Brute handguns. Acts as a sort of Boonie Blaster for Brute.
Duelin' Desperado's Dual-Duelers
(Formerly the All Sides)
Level 1337 Akimbo Revolvers
Brute (formerly Flanker) Secondary
(Experimental item added to main game)
(Compared to the Revolver:)
+75% faster firerate
+100% clip size
-50% damage penalty
20% less accurate
20% slower secondary reload on wearer
First shot is not perfectly accurate
(Compared to Revolver):
+30% damage ramp-up
-30% damage fall-off
-12% damage penalty
(All of these stats are unlisted)
Changes:
+100% clip size
+75% faster firerate
Removed the ramp up stat.
First shot is not perfectly accurate
Damage penalty increased
20% slower secondary reload on wearer
Now on Brute
Mechanic
Base Stat Changes (as a refresher):
Added quick-PDA option.
Sentries made worse (Sentry reaction time reduced by 50%, knockback reduced by 40%.)
Pistol reserve ammo reduced from 200 to 48 (same as Flanker)
ha ha funnee Super Shotgun
Superb Shotgun
Level 1337 Double-barreled Shotgun
Mechanic Primary
+30% faster firing speed
25% damage bonus
-66% clip size
25% less accurate
-50% max primary ammo on wearer
This weapon reloads its entire clip at once
(Image is a Freemodel)
A weapon that is supposed to encourage cooperative engineering between mechanics by allowing you to overheal buildings.
The idea is to either overheal friendly Mechanic's buildings, or to use in tandem with the PDQ to quickly set up and then maximise the health of a building.
However unlike the Southern Hospitality or stock, this is moreso for "Placing down a building, making it a bit tankier and forgetting about it" rather than "staying by your nest and ensuring your buildings stay sufficiently tanked"
Blowtorch
Level 1337 Blowtorch
Mechanic Melee
(Joke item added to main game)
100% faster firing speed
-30% less metal used per repair/refill
-60% metal per upgrade
-65% damage penalty
Fortification: Repairing a friendly building that is already at full health and ammo will allow you to overheal it up to 125% of its base health pool.
90% faster firing speed
-90% damage penalty
-90% metal per hit
This is a joke weapon
Changes:
Firerate increased
30% less metal used per repair/refill
Increased metal increment per upgrade
Damage penalty reduced
Added ability to overheal friendly buildings.
Doctor
Base Stat Changes (as a refresher):
Crossbows possess reversed damage falloff and rampup (ranging from 40-65, base damage remains 56)
Crossbows possess reversed healing and rampup (ranging from 56-112, base healing remains at 70)
Stock Supercharge provides resistance to all forms of knockback (sans Airblast)
On stock saw, reduced extra health from packs from +50% to +20%
Added back as a desperate attempt to give the Syringe Crossbow category of weapons some variety.
Crusader's Crossbow
(Formerly the Crusader's Carbine)
Level 1337 Syringe Crossbow
Doctor Secondary
Crossbow bolts provide 25% damage resistance upon hitting a teammate.
Patients hit by bolts have 50% slower overheal decay.
-25% damage penalty
-25% heal penalty
Fires special bolts that heals teammates based on distance traveled
-34% damage penalty
-34% heal penalty
Changes:
Both penalties lessened
Bolts provide resistance and slower overheal decay to patients.
"Fires special bolts that heal based on distance" no longer listed as the stock crossbow does this now.
Practioner's Peril
(Formerly the Booster Shot)
Level 1337 Machine Pistol
Doctor Secondary
Compared to Syringe Pistol:
Alt-fire with this equipped: Spend 25% SuperCharge to gain the effects of your equipped medigun’s Supercharge for 2 seconds
+2 health regenerated per second on wearer
-25% damage penalty
No supercharge on kill
Mini-crits whenever it would normally crit
For the physician tired of beating around the bush.
Marksman
Base Stat Changes (as a refresher):
Changed effective distance from 40-120 studs to 25-120 studs
Rather than a damage penalty, shooting at an enemy from outside of your effective range only makes your headshots deal minicrits.
Headshot delay reduced to 0.2s
SMG damage very very slightly buffed.
All scopes have 25% reduced zoom
Reserve ammo reduced by... 1. (I swear I did this for a reason.)
All Marksman primaries have unlisted stats listed now.
Range penalites do not apply in Vs. Bosses
Literally just a weapon concept lifted from my own game LOL.
Another weapon in the same vein as the Poacher's Pride and Efficient Eliminator, encourages a more mobile playstyle on Marksman, best paired with the Razorback.
Bushman's Burster
Marksman Primary
This weapon does not charge up
Mini Crits on Headshot
This weapon has severe recoil and spread if not scoped in
50% zoom reduction
A scoped assault rifle with a 21-round magazine that fires in fast 3-round bursts, each bullet doing 20 base damage.
half-assed Redug promo
Top Grade
Level 1337 Actual Gun
Marksman Secondary
Reskin of the Classic
lol idk i just wanted marksman to have more Machine Pistols
Flak-Flanker
(Formerly the Airborne Annihilator)
Level 1337 Actual Gun
Marksman Secondary
Critical hits vs. targets launched airborne by explosions
20% more accurate
25% explosion damage vulnerability on wearer
-20% damage penalty
-60% clip size
Intern
A randomiser-exclusive class
He has one weapon
The related phenomena includes high-ordinance explosives.
The Umbrella
Level 1337 Umbrella
Intern Melee
Protects you from rain, and other related phenomena.
HIDDEN STATS:
(Compared to Bat:)
Press the 'JUMP' key in the air to open up and flutter down slowly.
Alt Fire: Open the umbrella in front of you: giving a 20% damage resistance, and allowing you to deflect all non-explosive and non-fire projectiles.
-60% slower firing speed