Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
+10% movement speed, +20 damage.
Reapirs 30% less per hit on building.
Im not sure there's much to be done with the weapon.
PROS
while active:
25% more damage
10% more movement speed
on wear
+10 maximum hp
CONS
you can build only level 2 sentries
25% slower switch to and switch out speed
10% slower build speed
random crits are switched with a chance to bleed your target for 4 seconds
this also aplies to the kritzkrieg and end round crits
sentries will cost the same amount of 130 metal
On full bar the ''BOLT CUTTER'' will close and the enginner will rush with the speed of 10% with attacking infintely until the bar is gone
On crits: enemy will be slowered by the 10% *depending if it hits with an random crit* and will bleed
it does total of 30% of damage to the spy sapper
You will move 20% slower because of the weight
if youre wil low health you could use your metal to make HP
You will be marked to death if you equip this
-50% ammo gained from dispensers
+50% ammo gained from broken buildings, and ammo packs.
+10% movement speed
+? damage( around 73 to 78 damage)
+10 movement speed
sentries now have +10 firing speed
for every kill or kill assist your sentry causes, get a crit. (assist is one crit, kill is 2 crits) when sentry is destroyed, your primary is given crits.
-15 slower build speed on sentries
teleporter and dispensers only cannot be upgraded past level 2
sentries now take 25 more metal
crits are not given if user is using frontier justice.
no crits.(this applies to kritskreg and end of round crits, as well as crits gianed for captureing intel.
this is probably horrible above the power curve or horribly below the power curve.
+Crits cause bleeding (for 7 seconds)
+5% movement speed
-No random crits (as in extra damage)
-Takes an additional hit to remove sappers
-Teleporters cost 75 metal to deploy
Because i don't know anything about balancing weapons i only got 250h
%15 faster hitting speed
%10 faster weapon switching
uses %20 more metal to repair
I dont know why but this idea seems to be one of the best for me :D
Pros:
You become invisible while healing from your dispencer for 5 seconds (you decloak silencly)
You gain a speed bonus while redeploying your buildings
+10% speed bonus on wearer
Cons:
-25% damage penalty
You decloak if you move, use a voice command or use your weapon (hit, shoot, swing, try to build smth, etc...)
3 hits to destroy a sapper
-50 metal supplies on wearer
Minicrits cloaked or disguised enemies
20% less repair efficiency (it cost 20% more to repair buildings)
25% less health from healers