Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
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