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+20% Damage
+50% Damage to Sappers
Right Click to Charge up and throw the weapon for a Mini-Crit or Critical-Hit at long range
Thrown Weapon Destroys Sappers
Has a 10 Second Cooldown
No Random Critical Hits
-20% Slower swing speed
+15% Damage Bonus, with an extra 5% against enemy Engies and Pyros
+100% Damage Bonus against Sappers
No Random Critical Hits
For Engineer:
+20% Faster Building speed (to compensate the swing speed penalty)
-15% Less Building health on hit
For Pyro:
Can also damage enemy Sappers
(kind of unoriginal because Anapia has already suggested this, but)
Alt-Fire to throw weapon and and deal 50% more damage (10 seconds recharge)
[+] +25% damage against players
[+] Damage destroys sappers (pyro exclusive)
[+]On hit with enemy player> +30% swing speed (engineer exclusive)
[+/-]Hits upgrade the building , uses flamethrower ammo (pyro exclusive) {2:1 ammo to upgrade unit ratio} {{50 ammo used per swing}}
[-]Can destroy enemy sappers (both engie and pyro)
[-]-30% damage against buildings
[-] On hit with allied building> -15% swing speed (engie exclusive , pyro wouldnt be able to take off the sapper in time if he/she also had this nerf)
[-] Uses a metal to upgrade unit ratio of 2:1 (engie exclusive) { uncle dane's MMPS for this weapon would be 50 metal for 25 upgrade units)
Any other idea or change or anything else?
(pyro only) allows for building repairs using flamethrower ammo, said ammo drains dispensers
(pyro only) can damage enemy sappers
double damage vs buildings
double upgrade, refill, and repair costs
(engi only) dispenser ammo drains when refilling ammo
idk
This is the best stat i've read
+Pyro can destroy Sapper
+Instantly Destroys sappers
Can be Thrown.
- You take 10% more damage while a building is sapped (Effect stacks)
+20% more damage
+100% bonus damage to sappers
-15% slower firing speed
-No random crits
(for pyro)
+Can remove sappers
+Can repair buildings at the cost of your primary ammo (also won't repair nearly as much per swing)
-50% less health and ammo from dispensers
(for engi)
+Can fill up a trauma count (maximum 6) which can provide him and his sentry extra bonus status effects including which are lost on death. such effects can be extra health for buildings, and faster build rate
- for each trauma victim, sapper damage increases by 10% for each victim (maximum 6)
-15% lower fire resistance
+10% Damage
-10% Hit speed
bleeding effect on hit
can destroy sappers in one hit
- 25 health from Engi
Right click to throw weapon like scouts throwable that deals bleeding damage, helps find spies once they have cloaked.if you hit the head you get a sound effect and is shown to the server via top right downside to this is that you have to wait for your wrench to respawn to repair and restock all buildings.You still can move buildings to try and get them out of harms way.
+ 10% repair/restock costs
(Pyro)
Can also destroy sappers in one hit (Pybro)
+15% Damage
bleeding effect on hit
-15% swing speed
For every Sapper destroyed Pyro gains 25 health and sentry gains 25 health
can be thrown as well.
-25 health from Pyro
-5% primary ammo
(Overview): if the weapon has these stats.....
This is a risk/reward weapon. if someone is close enough you can hit them, you will deal more damage at the cost of not being able to hit as fast again. You also have lower health, which means if you miss.. your only hope is to use your shotgun or somehow get away. For pyro, he will give up some of his primary ammo and swing speed to help sentries in need and get a nice boost with bleed and fire damage combo, if he can pull it off. Maybe it can be used with the flare gun to get someone from far away distance. It also means if the pyro is lucky enough to get close enough to hit the enemy without getting killed he can deal more damage, push away the enemy with a air blast and deal bleed/fire damage. Though getting that close with -25 health is a dangerous task. also if the pyro runs out of ammo and has thrown his axe, he only has his secondary. if your skilled enough, this weapon can be a good utility, though it can become a defect if you dont use it correctly. One more thing for engi is that he loses his hit speed he cant get his buildings up as fast so he is a bigger target for spies, but this can be used as a advantage. If you attrack spies, your weapon has better stats for dealing which again, risk/reward. If you cant pull it off it can lead to a death, but if you can pull it off, its a big reward.
+25% Damage
+50% Damage to Buildings/Sappers
-25% Swing Speed
Can be thrown when the alt. fire button is held.
When thrown, can break sappers.
15 Second Recharge.
Recharge can be reduced by picking up ammo packs (25% for small ammo packs, 50% for medium and 100% for Full/Resupply Cabinets.)
Bleed damage done to user will always crit when the weapon is deployed.
Engie. Stats: Stats Specific for the Engineer.
-15% Build Rate
-10% Metal from all sources except full metal packs and resupply cabinets.
+Bleed Damage to Spies for 5 seconds. (And only spies)
Pyro Stats: Stats Specific For The Pyro
-20% ammo from dispensers.
+Bleed Damage to Spies for 8 Seconds. (And only Spies)
Can repair buildings for 20% of flame thrower ammo at a 1/5 ratio. (For reference, I believe that the wrench repairs at a 1/3 ratio and the rescue range does 1/4.)
-20% swing speed
alt switch from one side to the other
wrench side: destroys sappers
axe side: causes bleed damage
no random critical hits
+ on hit: gain 25 metal
- slower swing speed