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> Right click: Zoom in like a sniper
> Grenades explode on impact with anything
+ 20% faster projectile speed
- 50% slower deploy speed
-smaller explosive detonation time (so it last only a second after fireing)
-10% damange if not perfekt hit
+explodes on contact (like soldier's Rockets)
+15% extra explosion splash radius on hit
(~) Grenades do not tumble
(+) Shots can be charged to increase projectile speed, up to +50% faster projectile speed after 3 seconds of charging
(+) Does not experience damage fallout on direct hits
(+) Direct hits show target through walls for 1-3 seconds depending on grenade charge
(-) 25% smaller clip size
(-) 25% blast radius penalty
(-) 20% less max primary ammo (from 20 shots including clip to 16)
(+) Projectiles fly in a much more straight line. Not so wobbly.
(+) Longer range.
(+) +25% projectile speed.
(-) +20% reload time. Slower reloading.
(-) +15% firing time. Slower shooting.
(-) 2 ammunition per clip.
(-) 50% smaller blast radius.
(-) 15% less damage than usual.
(0) Damage varies and builds up with the distance traveled and the number of times bounced by projectiles.
(+) +30% projectile speed
(+) Direct hits against players increase explosive radius to 150%
(+-) Grenades fire in straight line (like soldiers rocket launcher)
(-) -50% explosion radius
(-) +25% tumble duration
(-) Crits deal mini-crit damage
I see this as a bit of a mix of the Direct Hit and the Loch n Load. The pills launched will be faster, and good aim is rewarded by making it hit others easily, with the 50% increase to stock's explosion radius. However, if you miss, there are a couple downsides to make you worry. The explosion radius is much smaller, being only slightly larger than a teleporter, and the increase in the amount of time tumbled grenades take to explode mean you're only gunna kill someone if they arent paying attention.
Also the mini-crits thing is just so it isn't OP. A crit pill is normally able to wipe out half the team in one go, making it bigger is just kinda bs. Same with the specific (Contact with players) thing. Buildings wont get the increased radius, otherwise, it would be op against engies cause you could kill them and the nest in just 2 shots. Now if you were to blow up the engie, though, the shots would hit the buildings, so it's not just useless agains them.
~ bombs explode apon impacting anything
~ no explosion timer ( set the timer to about 25 seconds in case it falls out of the map somehow )
+ single reload
+ explosion creates aoe effect that lasts for 5 seconds and that is similar to afterburn and radius is similar to the blast radius to ground directly beneath the explosion
+ impact damage inflicts bleed for 5 seconds
- -25% clip size
- -80% damage on explosion and impact
- -15% explosion radius
- -20% reload speed
idk if this is overpowered or not, maybe WAY too much area denial is being set here
only 2 grenades in clip
hole thing is reloaded at once
75% faster projectile speed
50% less damage gainst players while unzoomed
while zoomed slowly charges
at max charge 100% faster projectlile speed
20% more damage
+30% blast radius
+25% explosive knockback
-75% clip size
+50% self blast damage taken
+Pill fires in a strait line
+Pill can be charged then fired to do more dmg
+Scoping with this weapon makes it launch quicker
+You can charge 2 pills at once
+Firing 2 charged pills quickly at an enemy disables their weapons for 5 secs
Cons:
-Clip size reduced by %50
-smaller pills
-deals %25 less dmg than stock
-disabling an enemies's weapon also disables your primary and secondary.
[+] Projectiles have no gravity
[+] Projectiles pierce enemies, dealing 65 damage
[-] Projectiles cannot bounce, and explode automatically on surfaces
[-] -45% explosion damage penalty
Bullets explode on impact. Damage and explosion radius dependent on charge duration
70% larger explosions on headshots
+50% headshot damage (centermost target only)
-20% Damage Penalty
Mini-crits when it would normally crit
On Miss: -40% damage penalty
I imagine for an explosive sniper to work, the explosion radius would be somewhere between stock rockets and Direct Hit's "explosions", albeit leaning a bit closer to DH size but still large enough to be useful in hallway shooting.
The hidden splash damage penalty would be to prevent snipers from simply playing a game of "shoot the foots", but if you're shooting at tightly groups, you can still deal a fair chunk of damage, forcing players to spread out in situations where it's not optimal.
Idea of explosion on contact is good, but since it's precision weapon, should have less radius.
Sniper like zoom wouldn't work, unfortunatelly - think of sticky bombs trigger
Would definatelly like to see it ingame though - demo's arsenal is at least 50% swords, with only 2 weapons for each slot excluding stock being unlockables