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+ Square view when zoomed in, thermic vision
+ Able to penetrate one layer of wall / whatever
+ Does not use ammo
- 80% damage against buildings
- 10% damage
- Fires tracer, energy rounds
But not able to penetrate in spawn walls.
Possible Stats #1:
lvl (x) microwave gun
+ Beam Reflects Off Of Walls (Once)
- Cannot Be Fired Until Fully Charged
- Fires Tracer Rounds
These stats would allow the player to perform the classic demoman strategy of attacking enemies using a wall, however with less splash damage and with more distance, however it could also endanger the sniper using the weapon.
Possible Stats #2:
lvl (x) pulse ray
+ Uses Scope Charge As Ammo
+ Projectile Gets Faster With More Charge
+ Shooting Does Not Make The Sniper Exit The Scope
- Damage Does Not Increase With Charge
- Fires Projectiles
This setup would allow the reckless sniper to fire low-speed projectiles or a more experienced sniper to reap the advantages of a single high-speed projectile, it would also make the sniper have to rely almost exclusively on headshots to compensate for it's low-damage, I do not prefer these stats as they may lead to spamming tactics.
+does not use ammo
+30% damage to enemies on fire
+20% damage to enemies who are being healed (weather it be by medics or dispensers)
+full charge hits all enemies connected via a heal beam
+if full charge kills the target, target explodes, dealing damage to nearby enemies
-full charge does not deal extra damage
-shoots tracers
-30% rate of fire
-marked for death while scoped
-30% damage while unscoped
+15 to 25% firing speed
-Placing camera costs ammo
- 25% decreased primary ammo
+Does not use ammo
-15% damage
+35% charge rate
-Fires Tracer Rounds
+25% charge rate
+On successful full charge shot on target: creates a small explosion that can hurt other enemies besides the target (40-60 damage)
- Can only be fired when fully charged
- Fires tracer rounds
- Knocks user abit back when fired
+ Does damage to players connected by heal beams when fully charged
+ 15% damage when fully charged
- +15% charge time
- Bright flash and loud noise when fired
- 50% damage to buildings
+25% damage to players soaked in water
-15% damage to players
-Marked for death for 3 seconds after shooting
-Fires tracer rounds
These stats give the weapon a clear advantage over enemy buildings. This combined with the damage decrease against normal players makes it more of a team-player weapon than a weapon where you just run around and have fun. The 'marked for death for 3 seconds after shooting' stat encourages players not to spam the mouse hoping to get a lucky shot. The extra damage against players soaked in water is simply there because of the idea of this being an electrical weapon.
No ammo use
Tracer Rounds
Variables:
+ Full charge, lights target on fire
- Whatever % to Buildings
-No headshots
OR
+Full Charge, small explosion radius around target
+ Whatever % to Buildings
-must use zoom of the viewfinder
-30% less time between shots
-15% faster movement speed when equipped
-15% less damage
20%+ damage vs building
charge rate increases on buildings destroyed
10%- normal charge rate
wait now im overdoing it.