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with the spring mount system on the foregrip, I imagine a increased projectile launch distance charge on this gun. With the clip being box mounted, all ammo is resorted to the gun, thus meaning that the max ammo count is decreased 25%, to a 24 clip size (also increasing the clip size by 200%). However, every shot with this grenade requires a reload, like a pump action version. Also, the maximum grenade deploy count is increased by +4, up to 12.
Summary:
PROS:
+30% Increased Projectile Launch Distance Charge
+200% Clip Size
+50% Max Grenade Deploy Count
/ All Ammo is in one clip
CONS:
-25% Decreased max ammo count
Every Shot requires a reload of the next round
Concept Stats #1:
+ On Detonation: Generates an electrical field that destroys projectiles
+ Damage removes Sappers
- Explosions have no knockback
- Timed Detonation: 3 second delay before explosion
These stats make this explosive launcher into an exclusively defense-based tool, it requires the demoman to have a greater degree of timing than the other stickybomb launchers, but it destroys any nearby rockets, sappers or stickybombs before detonating, making it useful as a spy prevention device as well as a timed explosive.
Concept Stats #2:
+ On Hit: Victim loses 40% cloak
+ Proximity Detonation: Mines are detonated by recieving damage or detecting nearby motion
- Mines cannot be detonated manually
- Weapon cannot be fired after maximum stickybombs are out
These mines are designed with scouts and spies in mind, preventing the more bold players from advancing into your territory, the explosives will detonate at the first sign of danger from any enemy unit, even cloaked spies, however these explosives will not detonate on disguised spies as they are subject to disguise rules.
You're joking right? His idea reflects the spam gameplay of the demoman, his idea would be complained about until valve got to fixing it and destroying it's gameplay entirely.
Level π Limited Edition Cyanide Dog Catcher-Styled Klondike Bar
(+) Pros
+999999999999999999% damage to all prehistoric animals predating the Jurassic Period
+999999999999999999 clip when Obama's 10 thousand year dictatorship in Australia is handed over to his cyber/clone/daughter, Beyonce
+999999999999999999 ammo
Ammo are .9001 caliber Twinkies, made especially for Honey Boo Boo
On Kill: Gain 10 points and crits for 999999999999999999 seconds with a gift of a Genuine Amish Fireplace, comes in Oak, Maple, or Cherry finish
On Kill: Gain a limited edition of HL3, complete with a complementary gift of Gaben's Own Rocket Launcher™ ( Valve Edition, signed by United States President Vladimir Pootis)
-999999999999999999& damage vulnerability to thrown refridgerators containing Ronald McDonald's 10 year old Big Mac, still in perfect condition, no preservatives
+999999999999999999% cloak duration when covered in Dickspit Jarate™
Headshots instantly kill all enemies in a 10000000000000000000000 light year radius, causing a catastrophic explosion in a galaxy far, far away that destroys Alderaan and Earth
On Kill: North Korea launches a nuclear warhead weighing 0.0000000000000001 atomic units which contains Osama Bin Laden's highly explosive carcass (will be as powerful as a 1 megaton potato drilling condom)
Nuclear warhead will cause enough damage to Stop a Gaben
(-) Cons
No random crits
Time paradox
Will not detonate stickies that will harm user
-20% damage to enemies
-20% clip size
considering the focus of the weapon seems to be hurting buildings, i think these are pretty good. less spammy with lower clip size (4 bombs per clip before reload). I'd even add on increased knockback from the bombs to blow enemies away from buildings. makes a great situational weapon.
+10% Firing Speed
-25% Damage
*No Knockback
Cool ideas?
+25% Explosive Resistance On Wearer
-3 Sticky Bombs Out
-Cannot Be Healed By Dispenser
+33% Damage
Only 3 stickies
On Equip: -10% Move speed on wearer
-15 % Blast Resistance
+100% stickybomb health ( requires 2 shots to destroy )
+10% firing speed
-4 max stickybombs out
-45% damage to players
-0.5 seconds slower bomb arm time
+10% blast radius
-stickies are visable until armed
-hidden stickies blink and have a single spike sticking out
-airblasts reveal hidden stickies
-10% damage
-25% damage to buildings
- cannot sticky jump (you take damage but the blast does not propel you)
this makes for a strictly defensive sticky launcher, unlike the scotish resistance which can be used defensively and offensively givin the situation. but we could have a sticky launcher that needs to be applied while guarding a friendy sentry, gaurding the intelligence and control points, and planting mines in front of a base on 2fort, well, turbine, ect.
+ Does 50% more damage
+20% firing speed
+ more clip size maybe?.
-Stickies cant be put on walls and ceilings, only on floor.
-Detonates only when player walks on them (player cant trigger)