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
(+)This weapon does not require ammo
(+)Fires a laser beam that has no bullet spread
(-)Weapon overheats (Allows for only 5 seconds of continuous fire. Depleting charge completely requires the user to wait the whole 5 seconds before firing again. Charge time takes 5 seconds from complete depletion, 4 seconds after 4 seconds of fire, and so on.)
-80% damage vs buildings
the no bullet spread part is basically just tomislav
(+)this weapon does not require ammo
(+)+15 more damage
(-) if over-heated it stops manualy and wait 5 sec
(+) deactivates buildings for 7 sec
this is what im thinking
Fires a continuous beam
Beam penetrates players
Only deals 20% damage to buildings
Firing for 10 seconds without stopping causes the weapon to overheat
*Beam will do 20 damage per tick on players as they are in the beam*
*Overheat: While firing, the weapon will begin to glow a yellowish-orange color. Once becoming a bright orange color after 10 seconds of firing, will deal 25 damage a second to the wearer until you stop firing. After firing, it will take the same amount of time you spent firing to cool the weapon*
+Does not require ammo
+Fires a beam with no bullet spread
+50% less damage falloff
Cons:
-Deals only 20% damage to buildings
-Has a "Heat" meter: after five seconds of continuous fire, the gun will overheat and take ten seconds to cool back down to usable status.
Notes:
=The Heat meter will decrease when not firing at the same rate as it increases while firing. You can still fire the weapon as long as it's not overheated, regardless of the level of the meter.
Pros:
Doesn't require ammo
Fires laser with 100% accuracy
spins up instantly
Cons:
Shooting for more than 5 seconds continually will result in the beam disconnecting from the crosshair and spiraling out of control
-75% damage to buildings
cannot be crit boosted
basically constant beam for 1-2 second, stop for 1-2 seconds and repeat, overheat every 12 'shots' for 7-12 seconds, 100% accurate, spins up instantly, doesn't require ammo, -80% damage vs buildings (I was thinking of adding some sort of early manual cooldown like the plasma repeater in halo reach as well, but I already referenced one halo thing and that might just be too OP)
50% more accurate
15% more damage
10% slower spin up time
Imo this would be so much fun to shoot not at the player but a bit next to him, trying to catch him.
Don't know though how could I balance near range situation other than the spin up