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Like that'll make a huge difference compared to applying jarate to a large group of players in a few seconds...
This ones gonna do it more effectively
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 should *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.
with the proposed stats you chose it's a direct upgrade over the jarate
more jarate and infinite range?
I already knew it had a limited range and dealt no damage, but the range was similiar to that of thrown jarate, which made the two conflict in a way. So far my favorite comment here is from Knusperfrosch.
--> 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.