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+ stick to enemy's and building (maby even ur own team)
+ can remove sappers
-90% to living things
-75% clip size
! shoots silently
(idea for this sticky is to shoot on a unaware enemy engy. bombs sticks to engy. engy walks back to his nest. pop go's the sentry
Detonating will send the stick bombs in the direction of the nearest sticky bomb(can be done up to 5 times, also it flings the sticky bombs like a rocket jump)
Will auto detonate after 30 seconds
-75% self inflicted explosive damage
-4 sticky bombs out at a time
-25% damage to players
+25% damage to building
-66% explosion radius
On detonation: buildings are disabled for 5 seconds (if stickies are destroyed, buildings will immediately reinable)
Removes cloak from nearby spies when detonated (spies can still recloak immediately after)
+25% blast radius
-30% damage vs buildings
-10% damage vs players
-50% clip size
Pros:
+20% Damage against buildings.
Can be charged up for 3 seconds to lay a critical sticky.
Cons:
-20% Damage against players
+.5 Second arm time
Stickies are magnetically attracted to enemies and buildings, and will tend to roll towards enemies within their explosion radius.
On Hit: Stuns player for 1 second, stuns building for 4 seconds
+100% Fire rate
+50% Explosion Radius
-0.2 Second Arm Time
Cons:
Stickies aren't sticky, they just roll on the ground
-4 Max Stickies deployed
-50% Damage Penalty
♥♥♥♥♥♥♥♥♥ imagine just unloading your bombs onto a bonked scout and having him run at the engy with you detonating the stickies just destroying everything.
+ disables enemy buildings for 10 seconds, depending on how many stickies.
- max stickies 3
- doesnt stick to surfaces
+ fuse time based on charge ie no charge - 3 seconds max charge - 10 seconds
+ deals 50% extra damage to wet enemys, immune to crits from weapons like neon ahhnilator
+ explosive range increased by 25% in water
- take 10 dmg per second while in water on wearer
+Stickies placed on enemy buildings disable them after 2 seconds until the sticky is destroyed
+When placed on a building, detonation disables enemy buildings for 2 seconds
-Max stickies 4
-2 second slower bomb arm time when on buildings
-70% damage
-Cannot damage buildings
Would be designed to be used specifically on nests and for taking down buildings. It requires the demo to either use the pill launcher, or have a team mate help. It punishes Engies not watching thier sentries, but stickies wont take affect for 2 seconds, so and Engie watching over their senty will quickly destroy it. If an Engie is gone all together, the Demo could leave the stickies on there to indefinetly disable it. To be honest it would probably suck for competitive, as the Engies would immediatly destroy the stickies, but for pubs and such it would probably be pretty effective.
+Attracted to buildings
+20% Damage to buildings
+Can remove enemy sappers from teammates buildings
-35% Damage to players
-10% Reload Speed
-10% Projectile Speed
DESC:
Designed and built by Professor Gordbort, the Magnetonator uses a positive or negative electro-magnetic discharge, resulting in a positive or negative force applied to you and well anyone else wearing or holding metal.
PROS:
+50% blast radious
+10% blast force
CRITS enemies in water (like neon annihilator)
CONS:
-10% damage to enemy players (-5% done to you, to help keep it fair)
-25% damage to arbourne enemies (electric discharge so no grounding, no damage)
No random crits
-2 grenades in clip
White letters:
Taunt causes demoman to change setting between push and pull
(can be instant with no animation or he does the twirl and then pushes that small black switch on the side of the launcher.)
+24% larger clip size (10 stickies)
+20% damage vs buildings
+20% damage taken from enemy buildings while weapon is active
+0.5 second sticky arm time.
Upon detenation of the the bombs they will suck in all enimies and mark play(ers) for death (7 secends) in a certon area and then explode
Dis-ables sentrys for 2 secends
+25 Run speed upon placing stickies
-50 damage penelty (20 30)
-100 damage to sentry (no damage)
-30 firing speed
This whepon could be used as a helpfull wepon that basicly astists the team pushing forward i mean as you can tell this whepon is far from damageing to players and more for helping the team
to be honest the whepon is a little weak in the damage front but the amount it helps the team it just... I want plz respond to this if you like
yea i whant to add just to not make it too overpowerd
pros:
works like EMP disable all buildings including / invins watch / deadringer etc.
con:
- 10% slower fiering speed
- 45% Clips size
- 5% explosion radius
- 40% less healing from medic sources
- +50% explosion blast
- +50% damage against buildings
Will roll towards buildings if they are in explosion range once the sticky hits the ground
If it directly hits a building it will disable it. Disabling is very different of sapping: it will render dispensers useless, teleporters will deal a small but annoying ammountof damage and sentries will still work,but with -30% firerate
Uncloaks spies,doesn't allow them to cloak for 3 seconds
Disables Medic's medigun for 3 seconds
Cons:
- -99% damage against players(no damage)
- No knockback dealt(also disables sticky jumping)
- only 4 magnetobombs can be deployed at the same time
-if there is no building in explosion range the magnetobomb will instantly explode
- -50% clip size
- -20% ammo
This would make the Demoman a huge treat for Engineers, a pain in the ass for Medics and Spies, but useless against other classes. This weapon would require the player to be extremely dynamic(no allowing sticky traps) without the aid of sticky bomb jumping, having to use only the grenade launcher.