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-15% resist from all sourses, this bounus is doubled (30%) while in mid air
-the same anti gravity idea ♫Octavia Melody♫ [1000 hrs TF2] had
-uses a small amout of charge to jump
-10% speed
-10 health
sheild breaks when you get a hit that will kill you and you auto charge and you cant attack with this free charge
adds mini crits instead of crits
airblasting from other pyros doesnt stop you from burning if you are
airblasting from your sheild also works on your own team but can be used as a advantage
if in water blast meter slowly depletes
when sheild breaks you can only get it back by respawning or using the closet in the spawn
charging on the ground is slower than normal
when using blast ability when it starts it pushes you back for 1 second
pros
+25% fire and explosion resist
charging in the air lets you stay in the air and lower slowly.
charging in the air with the weapon is faster than charging on the ground
imunity to air blast while charging.
when charging and run into a enemy they get extreme knock back instead of a charge kill.
a second meter is added called "blast" which when is full do middle mouse click to make a strong air blast.
when using blast ability valve on sheild turns, and if your on fire and use this it stops the fire, and stops fire from working on your for 5 seconds (the airblast lasts for 5 seconds like a prolonged air blast on yourself and anyone infront).
+15% more health on equip
-25% walking speed
-10% slower charge speed
+longer charge range
+Longer charge (Similar to the Claidemh' Mor's effect)
+Higher resistances than that of the Chargin' Targe ( I forget the exact stats), adding in a halved amount of bullet resistance.
+15 maximum health
+Reduced knockback from any source, complete resistance to knockback when charging.
+Pyro afterburn is delayed from the front(Meaning a pyro has to burn you for a certain amount of time from the front before it actually triggers afterburn. There's a hidden "cooldown" bar of sorts that fills as you are burnt, and delays in the flame causes it to drop back to empty over time. It fills based on flame damage taken, factoring in half the flame resistance, meaning multiple pyros will fill it faster. When it is filled, afterburn is triggered. If they get you from behind, it will trigger instantly. Yes, it may seem like a lot, but it's actually rather simple.)
+Shield bash damage increases over the duration of the charge (going past that of the splendid screen at critical speed) but decreasing in the last quarter of the duration. (See cons for details.)
+Knocks enemies back on impact, from simply a small push to sending them back with three quarters the force of an airblast depending on charge duration. (Again, see cons.)
+
-Slower overall movespeed (perhaps 15%)
[Cons]
-Slower recharge rate
-Charge "builds up" speed starting from normal (including speed decreases) up to ordinary charge speed about three quarters in, which is the 'sweet spot' for a critical hit, then the speed decreases (at a much faster rate) the rest of the way as it drops back to minicrits. If at critical hit speed and you impact a wall, get knocked back a certain amount and be marked for death for six seconds.
- Turn control reduces depending on duration up to a maximum of 50% reduction
- 10% reduced movespeed for several moments after charging.
-Slower melee swing rate (which also means you must learn to time your critical swing earlier)
-40% overheal maximum and duration
It's clearly a heavy shield, which means it would be more difficult to move and slow down, though it would protect you from more and make it difficult to be forced back. It also requires careful timing of your charge, as the effects heavily rely on its duration. It also requires certainty of direction. Should you successfully hit, however, it can be quite rewarding.
Yes, I'm aware this is a complex as hell series of stats, but it was fun to write anyways.
-15% Slower Speed with charge equipped (could go with Scottsman Skullcutter due to speed)
+20% extra shield bash damage
+Higher Jump after every kill, shield or sword (to balance speed loss)
+20% Explosion Resistance
+10% Bullet Resistance
-35% Fire resistance
=You will not die by fire or explosions, instead shield will break or melt and take impact for you
-Shield will lose jump boost once broken
-Tide Turner
-Chargin' Targe
-Sticky Jumper
-Eyelander
-Scrap Metal
-Scottsman Skullcutter
Let me know which ones should be removed from recipe. Since I know it's alot of weapons to give up.
takes 300 damage to fill charge
-90%damage from rockets and grenades