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This is a complete list of additive-type traits for TF2 weapons and items.
I reorganized the attribute descriptions based on Weapons/utilities and items that are more combat strategic in character. Seasonal and additive visual effects were removed from this collection.
The official TF2 wiki content deserves credit for this.
The attribute of Negative Additive
Weapons and other items: Negative additive attribute
- airblast disabled
There is no air blast
- can overload
The chamber can be overloaded and result in a misfire.
- cannot detect intelligence
Wearer isn’t allowed to carry the briefcase or the Time JACK that is PASS-TIME
- crit does no damage
Critical hits do no damage
- crit_dmg_falloff
The range of a weapon can cause significant damage
- crits_become_minicrits
Minicrits in the same way as it would be Critiques
- Dragons fury
Alt-Fire: Repressurization of -50%
- energy weapon building is not an unwise idea
Deals only 20% damage to buildings
- freeze backstab victim
Backstab is melted in ice
(tbh no ice popsicle
- the grenade does not explode upon the impact
Cannonballs don’t explode upon the impact
- health drain medic
Wearer receives a %s1 health regeneration per second
- hit self on miss
Miss: Hit yourself. Poopy head.
- holster_anim_time
You will take less time to holster your weapon
- honorbound
Honorbound: If you draw it once it inflicts 50 damage to you unless you kill it.
- The craze is back!
Air jumps receive a lower boost
- item_meter_resupply_denied
Spawning and resupply are not a problem for the gas meter.
- item_meter_starts_empty_DISPLAY_ONLY
Start emptying your gas meter
- lose demo charge due to the damage caused by charging
Shield charging can reduce the remaining charge time by taking damage
- causes damage is not as well-known.
Boost reduced when hit
- mark for death on building pickup
Self-mark for death when carrying buildings
- Max Health Additive Penalty
%s1 max health on wearer
- max pipebombs decreased
%s1 max pipebombs out
- melts in fire
Regeneration occurs in %s1 secs and by picking up ammo
- mod ammo per shot
Per Shot Per Shot: *%s1 ammo
- mod use metal ammo type
Metal is used for ammo.
- mod wrench builds minisentry
Replaces the Sentry with the Mini-Sentry. Mini-Sentry
- mod_cloak_no_regen_from_items
No Cloak Required
- mod_disguise_consumes_cloak
Normal disguises require (and require) an entire cloak-meter
- mod_maxhealth_drain_rate
The maximum amount of health is drained when the item is in use
- Dispensers don’t offer primary ammunition, but is active
Dispensers are inactive , and there is no ammo in stock
- NoCloakWhenCloaked
Ammo boxes that are invisible are not covered by meters that are cloaked.
- projectile spread angle penalty
+%s1 degrees random projectile deviation
- pyrovision only. Display only.
Only visible only in Pyroland
- repair health to ratio of metals Display only
When building repairs are completed When repairing buildings, %s1:1 ratio of health-to-metal
- self mark for death
You are Marked-For-Death while active, and for short period after switching weapons
- SET BONUS: alien isolation merc bonus neg
Increased Melee damage resulting from Isolationist Pack Set
- SET BONUS: alien isolation xeno bonus neg
Increased Nostromo Napalmer damage taken from Isolated Merc Set
- sniper fires tracer
Fires tracer rounds
- Headshot sniper is not available without full charge
No headshots if the battery is not fully charged
- sniper no headshots
No headshots
- sniper only fire zoomed
It is impossible to fire unless zoomed.
- burst mode with sticky-air
The surface is shattered by bombs that were hurled
- Sticky Arm Time Penalty
The time for bomb arm is %s1 slower
- uses ammo when aiming
When spinning up, it consumes an additional %s1 of ammo per second
Bonus: Cosmetic Negative Additive Attribute
add jingle to footsteps
All you need to do is make a jingle
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