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
Wearer can run and move at air
+35% slower descend when falling
+2 more jumps
-50% clip size
-50% jump height
Have full control when airborne to easily avoid projectiles
- Fires high-speed slug projectiles instead of hitscan pellets. (About the speed of a Direct Hit rocket.)
[+] +30% reload speed
[+] +20% damage
[-] -75% clip size (one shot per clip)
So its close-range DPS is worse than default, however it deals much higher burst-damage. It is also a great deal more viable at midrange, but is balanced out by not being hitscan. A solid side-grade. I had the extra idea of making the projectiles break into a shotgun burst similar to Roadhog's attack from Overwatch, but figured such a thing would be too tricky to program.
- increased damage
- tighter spread, and less damage falloff
- faster reload
- move speed is increased when below half health
- reduced jump height while active
A bit like the baby faces blaster, excels at taking out one or two key targets at close to mid range and then making a quick retreat after taking damage.
Pros:
- 20% increase in damage
- 35% reduced spread
Cons:
- 50% reduced clip size
- 50% total ammo reserves
- All shots apply the slowed effect to user for 1.5 seconds
"A swear I saw some slugga' from Texas use this thing."
A high risk and reward weapon that rewards carefully positioned ambushes to protect the user and maximize damage.
Pros:
25% more damage vs humans
Crits on airborne players
45% more fire damage resist
infinite reserve. (Aka you always have reload ammo)
Cons:
15% longer reload time.
70% more damage taken from explosives.
-20% Accuracy
+2 clip-size
+ 40% more accurate
- On Kill: Damage decreases by -10% as weapon switch speed increases, max stack is -50% damage penalty
- 16% clip size (5 from 6)
- 20% slower reload speed
- 40% slower firing speed
? Upon death, weapon switch speed bonus is reset and damage reverts back to normal.
? Hidden stat: This weapon has 25% reduced damage falloff
Why did i came up with this proposal stat?
Thought it bring more uniuqe gameplay style to Scout. Hopefully this is a balanced weapon. ^-^
15% slower firing speed
55% slower weapon switch speed
level 50 lever action shotgun
Slot: Primary (Scout and Engineer)
+ On Kill: Gives increased speed and health
+ 66% Larger clip size
+ 60% More pellets per shot
- 100% Less damage per pellet.
- 50% less Health
- No random Crits
Did I just give Battle Engineers and Scout a Eyelander style Weapon? Yes
Did I also give this weapon to the Engineer even though the Dev intended for it to be a Scout primary? also Yes
+10 or 15% faster reload
+25% damage res when doing the objective (carts, points, flag, etc)
+25% more accurate
-15 or 20% less damage
+15% damage
-34% clip size
Dealing damage accumulates a "Raid". m2 activates the raid. During a raid, the weapon has a +25% firing rate and a +45% reload rate. Raid lasts 15 seconds (To accumulate a raid, you need to deal 250 damage units)
The rough rider
(I think it should be a secondary)
+90% accuracy
+ability to fire a single "K bullet" that deals +200% damage
+20% damage
+guaranteed mini-crits from far range
-1 clip(holds 5 rounds irl)
-every shot requires you to recock the lever
-fires 1 bullet