Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So, for Rustler's Revolver and Scrap Sentinel, I designed them with the battle engineer mindset in mind. The Rustler's Revolver is an offense-centered revolver that encourages teamwork and being a battle engie far more than being a turtling one. It encourages direct confrontations with its chain hit damage boost and the FOCUS meter (which boosts attack speed and gives mini-crits for 8 seconds).
The Scrap Sentinel is another one of Battle Engineer's choices that can replace the jag as the support-powered offensive wrench. It's weak without active team support, but great with cooperative teams.
The Blunderbuss is actually encouraging the scouts to complete their objective while being on the offense (true to their definition).
The Grenadier's Discharge gives the Demo a way to replicate Soldier's Direct Hit while encouraging him to switch to the other weapons so he can both combo them and detonate the stickies.
The Totenwerfer is useful for teams which lack buff banner soldiers, allowing the Medic to be a great support while being a Battle Medic.
The Big Shot is the Sniper's single-target alternative to the Machina, effective against resistant targets with its marked damage boosts (the bodyshots are boosted more than headshots to prevent the Sniper from being all-powerful while giving him an effective counter against Fists of Steel and the Vaccinator's bullet resistances.
The Rattlesnake is the Sniper's mobility tool, allowing him to reach new sniping zones without relying on gamemode-specific mechanics (like the Grappling Hook from Mannpower). It also protects the Sniper from knife-reliant spies, forcing the latter to use their revolvers to take him down, especially when it's combined with the Razorback. The Darwin's Danger Shield is also a viable secondary pick against pyros.
These are some of the examples. Most stats are based on the stats of the retired Karma Charger YouTuber, except with a bit of better implementations and balancing, encouraging players to discover new playstyles with these weapons. Those aren't perfect (and neither are the Weapon Meta improvements in the first part of Project T), but I tried my best to stay true to Vave's current design while adding changes where needed. I also chose not to revert the weapons to their earlier designs so the game still stays mostly the same with its skill cap, except with changes where neccesary in my opinion.
Anyway, how did you find me, mate? DId you find me on the Steam Workshop Creators news article discussion?