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Stream has an arc
Weapon has 20 ammo in it and is depleated 1 per second
Weapon is refilled using ammo kits
Stream goes 20% farther than throwing distance
(-) -100% damage penalty
(+) Infinite ammo.
(+) Extinguishes teammates.
(+) Mini-crits against enemies.
(-) 95% damage penalty
(-) Random deviation by 3.
(-) Pisses your teammates off.
(Hidden +)Pisses your enemies off.
(Hidden +)95% Fire rate.
(Hidden -)No random crits.
(Hidden -)There are going to be modders who are going to reskin this weapon into a d**k.
fires in a constant stream
does not require ammo
deals no damage
reloads when weapon is not out, since you fire from the hip and not the croctch
cannot be fired underwater
projectile firesin an arc similar to the syringe gun
+Fires a steam of jarate that coats enemys in (the substance in) jarate
+extinguishes burning teammates
+5% damage buff if player in water
-slower firing speed
-slower reload speed
Bounes Stat when used in squirt at water, the water will become yellow
The jarate pisstol would be similar to the SMG in regard to being limited to a short-to-medium range and using the secondary slot. But it would fire individual squirts of Jarate as projectiles. The liquid reservoir would represent the "ammo reserve carried" before you have to "refill the tank". Loading the next shot would use the pumping animation from the Bison.
[Note: I'm against posters' suggestions that the pisstol should fire a "stream of Jarate" like water from a garden hose, as it would force Valve to either use the flame thrower mechanics or invent an entirely new mechanic for a narrow but continuous stream of particles that bends downwards, which should be avoided.]
The Pisstol would deal no actual damage, but have the same utility mechanic as Jarate, including the ability to extinguish teammates. But unlike with a Jarate jar, the Sniper would be unable to use the pisstol to extinguish himself when on fire.
Unlike the Sydney Sleeper the Pisstol would *not* be able to deal area-of-effect splash damage; it should only be able to apply Jarate to one person per shot, to balance out the fact that it can be used more frequently than the Jarate jar with its cooldown.
The Pisstol would fire a single-shot projectile like the Huntsman, but with much shorter range and no ability to headshot.
EDITED to add: Pisstol doesn't work underwater.
--> The next question should be: DURATION OF APPLIED JARATE EFFECT?
I took a look at the Sydney Sleeper's stats again. (Note: I rarely if ever play Sniper, so I'm not as familiar with his weapons as with other classes.)
JARATE: The item is a thrown weapon; the jar breaks and the liquid is splashed over a short distance, either upon immediate contact with the world or another player. Enemies caught within the splash radius will be covered in the contents of the jar for 10 seconds.
During this period, all incoming damage is registered as mini-crits. Effect duration can be reduced through continuous healing, or can be removed instantly by jumping into water or touching a resupply cabinet.
20 second cooldown.
SYDNEY SLEEPER: On scoped hit, applies Jarate effect to the target for 2 to 8 seconds based on amount charged. When Sydney Sleeper is fully charged or makes a headshot, the Jarate effect will apply in a radius around the victim, which can affect enemies close by. The Jarate effect can also be applied to teammates when the Sydney Sleeper is fully charged, and as such will extinguish allies in the same fashion that Jarate can.
The PISSTOL has no mechanic to charge shots. To offset the faster firing speed advantage it has over Jarate jars, the duration of the minicrit effect could be reduced to 5 seconds.
I think the best way to balance the Pisstol would be to fine-tune the attack intervall (in case of single-shot projectiles) and the duration of applied minicrit condition.
Let us also not forget that this weapon would deal no direct damage, unlike the Scout's Fan-O-War, so if the Sniper wants to do follow-up damage on a "wet" enemy, he would have to switch to primary or melee. He can't squirt them and then continue shooting the same person with the Pisstol. It's utility lies in better precision than the jar and being able to squirt multiple people who aren't standing in one spot.
A "rain of drops" similar to the Medic's Syringe Gun, which fires a hail of arcing syringes with an attack intervall of 0.1 second.
The upside would be that the Sniper could spray his jarate drops over more enemies in a short time (although the drops would still have to hit directly, no splash effect) and arc the shots over the top of obstacles.
The downside would be that the shots are harder to aim and you need to lead shots more than a projectile that flies (more or less) straight like an arrow.
jarate will last 20% longer on victim
taking damge from a flamethrower will automatically lower the amount of jarate in the tank
+20% movement speed
Medics will take damage while they're healing you if you're taking damage
+30% damage taken from explosives
zoom on scope will decrease by 10% on any rifle
That sounds like a random collection of stats that do not make much intuitive sense for the kind of weapon it is in concept, and are needlessly complicated.
Also, the Medic taking damage while healing a Sniper who has the pisstol only equipped in his loadout (which the Medic can't know from looking at him) is frankly utterly ridiculous, you are basically creating a Third Degree effect that can be abused by multiple enemies from range. No.