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> Shoots pew-pew lazors!
> No bullet spread
> Reloads entire clip at once
+ No damage falloff
+ No ammo
- 263% slower reload speed (2 seconds for the whole clip up from 0.76 seconds per shot)
- 16% smaller clip size (5 down from 6)
- No random crits
> 2 bullets in the clip
> Bullets have a tighter spread
> Does more damage
>Reloads quicker
the idea being you have to be accurate with your shots to compensate with the lack of spread/ammo
so you gotta use the lever to eather load the whole mag OR charge it like a crank.
each shot could be chambered to be a single energy bullet or pallets of energy that should have very low distance if they are pallets ...IF it's a laser shot then it has a long range ..
i'm trying my best to go as cartoon logic as i can cause ....lazer is "solid" light shooting that would mean making a very VERY hot beam of light in a streight line OR that spreads like a flashlight in a cone ... so yeah... a very deadly flashlight.
+15% damage bonus
-No random crits
-Lazers have bullet time
so after all 5 shots, your left dead in the water for 2 full seconds until you reload? i like it. you could always switch to the secondary, but that's the case with every gun.
+Shots ricochet twice after hitting walls or objects
+Damage multiplier based on ricochet
+20% Damage to buildings
+Damage decreases cloak meters and ubercharge meters
-Has projectile speed similar to huntsman
-20% less pellets per shot
-No random crits
Light bouncing off of dirt and bricks
* (+1%-50% bonus fire rate, +1%-30% bonus damage, +1-35% bonus dodge chance)
[+] 3x clip size
[-] -60% bullets per shot
OR
[~] Fires a single projectile that splits up into many smaller projectiles after about 1.5 seconds of flight.
* (Fires 10 projectiles that deal the same damage and have the same damage falloff as a normal scattergun.)
[~] Single projectile deals 80 damage
[-] Single projectile cannot deal critical damage by any means
( ͡° ͜ʖ ͡°)
- Overheats the weapon in constant firing situations.
- Overheating will jam the weapon until an ammo pack is picked up.
> No bullet spread
- Shares the same stats with stock when firing at enemies with the Batsaber equipped, while still retaining the right to it's own debuffs such as overheating.
- Random Critical Hits are substituted by Mini-Crits.
> Running out of ammunition will cause the weapon to switch to an infinite source of ammunition, doing 25% less damage but having endless shots and less tax on overheat. You can switch to this ammo type manually by pressing X on your keyboard.
> Australium shielding emitted off of this weapon will reduce the impact of Random Critical Hits, converting them into Mini-Crits and if far enough, negate the critical hit entirely, although still taking normal damage from the weapon you were shot with at that range.
> Does not apply to Earned Critical Hits.
> Reloads clip instantly when using alternate ammunition.