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(+) Target is Stunned for 0.7 - 2.5 seconds [depending on how far you yeet the steel ball]
(-) The balls throwing range is reduced by 45%
(-) 2% chance of shattering the bat upon firing the steel ball
(-) 10% reduced melee damage
+ Marks enemies for death with iron ball
+ Alt-Fire: +100% versus enemy buildings
- -60% accuracy
- -90% throwing arc
- -50% damage from bat
- Bat has a 20% chance of breaking after hitting a iron ball and cannot be replenished with ammo box.
- NO RANDOM CRITICAL HITS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
what about -50% fire rate instead
+ Alt Fire: fire a ball similar to sandman
+ The Ball has +134% more damage (base damage of 35)
+ Crits after staying 1 second in the air (105 crit damage)
- The ball has +100% recharge time (20 seconds)
- -20% deploy speed
- -40% melee damage
The idea of giving the "Marked for death" effect is good but I believe it would be better on the Sandman when they decide to balance the weapon.
Originally I thought the idea of giving more damage to this weapon was bad because that's Warp Assassin's idea, but when reviewing well the warp serves more to start confrontations or finish targets with low health, while this weapon serves to help finish priority targets. (especially snipers where the ball ends up almost one shotting then)
+ Alt Fire: Launch a steel ball towards your foes. Make them feel pain!
+ 88% Damage increase
+ 33% More damage against buildings (i would imagine a steel ball against a sentry or dispenser is going to destroy it)
+ Penetrates Resistances (SECOND weapon to do so btw, right next to the enforcer (afaik))
- 50% Launch distance (its a steel ball, do you expect someone with weak bones like the scout is going to throw it very far?)
- 100% slower recharge time (like suggestion above)
- 20% deploy speed
User is slowed down by 30% when weapon is active (again, steel ball)
(Unmentioned: Ball shakes screen slightly when it falls to the floor near all players. Purely cosmetic, has no effect on user or other players)
(Unmentioned: Ball projectile hitbox and model is 20% larger than Sandman's ball projectile)
Good for destroying sentries (it would be difficult, but it can probably be done without getting detected by the sentry) or getting the drop on a med + power push. Not super useful in upfront combat. I feel like I could also re-introduce the stun effect from the Sandman before the nerf, but I feel as though it would complicate things even more than they are now. Stats could also be cleaned up and simplified but i dont really feel like doing it right now.
(+) Alt-fire: Launch a steel ball dealing 40 damage and which does considerable knockback (a bit more than an airblast?)
(-) Alt-Fire is on a 10 second recharge (equal to the Sandman)
(-) -15 max health on wearer
Level 5 Stick-n-Ball
Pros:
(+)75-95 Damage on hit (damage depends on distance)
(+)Stuns enemy on hit for 3 seconds
(+)Mini-Crits on stunned enemies (Stick)
Cons:
(-)10% Slower Movement speed
(-)20 Second cooldown
(-)50% Slower projectile
(-)15% Less damage against non-stunned enemies (Stick)
(-)20% Slower swing speed
+ 75%/25% damage (Ball/Bat respectively)
+ 10 damage resistant
-25 health
-no random crits
I just noticed the chain on the steel ball and thought "hmm maybe the ball attaches itself to the enemies to slow them" hence the til death