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for start name will be: The Not american pistol.
This weapon have a penalty of 45% of less damage than the stock (at the body)
,the other penalty will be like a 55% more slower than the stock, will make the scout slower and the engineer in a 10%
and only 8 rounds
But this weapons can increase damage in a 40%( stock= 100% lugermorph=140%)
if you shoot in the head and like headshots, and if you connect 4 bullets, you can deal minicrit headshots with the 140% (like 175% than the 100% stock) and the minicrits damage will be gradualy more dangerous depends the distance(headshots before the minicrits will be the same).
Example:
in point blank the stock deals: 20 dmg
but the The not american pistol in point blank to the body will deal: 11 dmg (at the body)
And for head will deal at point blank: 28 dmg
And if you connect all 4 bullets you can deal the minicrit buff : 35 dmg.
In medium range will be:
stock:10
Not american pistol (body): 5,5
Not amercian pistol (head before mini crits):14
Not american pistol (if you connect all the 4 bullets):18
And fot all the ranges will gradualy be better or not be better.
Why would you use this weapon?
it's when you use weapons that doesn't have a functionality of be a very good primary weapon example:
Baby Face's Blaster with this weapon will be a very good combo because at the start you will have less velocity than the normal scout, but if you connect the bullest of the Not american pistol, and you connect the bullet of the baby face's blaster you will have (if scout it's good at ai,img) basically a minicrit headshot dealer with a very fast mobility.
Or with Force-A-Nature to make a combo with his knockback mobility and the headshot deal of the not american pistol .
and with the engineer make more validate weapons for more agressive styles like a rescue ranger, with the jag, to have a better option to self defense than the stock pistol(if you are good enough).
Basically the concept of this weapon is not designed to finish off, but rather for primary weapons that are not very good in the role of being weapons that serve almost any situation and help them with this weapon.
Fire rate and reload speed increases while fire on a single target
On miss: Fire rate and reload speed resets
-25% clip size
(Fire rate and reload speed is slightly decreased, maybe 5% or 10%?)
+10% clip size
+15% damage
+can not be knock-back on wear
+35% more health from health packs when out
cons
-20% firing speed
-15% less ammo from ammo packs
when right click you will shot your whole clip
+ can not be shoved or knock-back when equipped
+ Uhhh.... (Crits on headshot)
+ 35% more health from health packs when equipped
+ On Kill: +10% heal.
- 20% firing speed
- 50% clip size
- 15% less ammo from ammo packs when equipped and for 10 seconds after sheathing
- On Miss: Shoot yourself in the foot. Idiot.
- Accuracy decreased by -20% in continuous usage
- Dr. NoRandomCrits: Critical damage is affected by range
- Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills
+ mini crits from behind from close range
- 15% slower firing speed
- no random crits
Level 1987 Lugermorph
Slots: Primary (Medic), and Secondary (Engineer and Scout)
+ 25% Damage vs Burning, Bleeding, and Wet Targets.
+ Crits whenever it would normally mini-crit.
= Deal Double Knockback on Scouts under influence of Bonk! Atomic Punch, Hype mode, or Crit-a-Cola.
- 30% smaller clip size. (or rather 8 rounds instead of 12 or 40)
- No random Critical Hits.
= Has a -1% chance of one's mind becoming the Devil's Playhouse