Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
Alt-fire: launch up to 3 flares like the beggars bazooka
Silent killer: no noise made from single flare
20% less accurate
25% damage penalty
Only minicrits burning players instead of crits
Hellish Flames(cannot be extinguished)
Afterburn 5 seconds
Afterburn only deals 3 damage per second
Alt-fire: Can load up to 2 flares, once flare overload the flare explodes, dealing 40 damage to the wearer in form of blast damage(flare jump like beggar's bazooka)
20% less accurate
20% damage penalty
30% self damage
Deals normal damage if enemy on fire (to balance it out)
20% higher flare jumps
I would like to see a weapon detonator like, but sorta like the beggar's bazooka, and can flare jump. That would be great!
+25% explosion radius
+20% afterburn time
-15% projectile speed
-15% firing speed
Flames require double the amount of extinguishing power to be extinguished(e.g. 2 airblasts)
No random critical hits.
about the hellish flame, resupply cabnits fix everything, EX: broken razor back or the caber
+ While the projectile is the the air, right click to make it explode into an airblast to airblast far away enemies, extinguish far away burning teamates, and reflect far away projectiles
+ players launched in the air by the airblast take mini-crits untill they reach the ground and take double the damage from gravity
CONS:
-25% projectile speed
-50% reload speed
-50% secondary ammo capacity
-burning players hit by the flare are mini-crit instead of crit
-no random crits
+15% projectile speed
+ Firecrackers mini-crit burning enemies.
-30% damage
-No random critical hits
-Exploding flare does not set enemies on fire
- Flare does not do extra damage to burning enemies.
Waaaay too OP. Three flares at once? Unextinguishable flames? The latter alone is too OP for words to describe, but add that former bit and it is massively unfair.
+10 Damage
Alt-fire while flare is in air to make it explode
+Mini crits burning targets
-Afterburn does only 3 DMG
-10 slower projectile speed
+25% damage to yourself
-15% firing speed
-1.8 seconds longer reload
+3.4 second faster reload when below 100 HP
+Right click to make flares explode
+Arcs much less
-55% damage
-30 damage to self
Specialty: Projectile has trail that burns players that come in contact, reflecting turns trail to opposite team
- crits dont do as much damage as the normal flare gun's crits
- no random crits
-15% projectile speed
+ 25% afterburn damage
+25% afterburn longevity
+ on hit, flare does a mini explosion, or sparks that cause flare fires that slightly knock back opponents, and spreads to nearby enemies through leftover flare fire, or the mini explosion.
+ crits on burning players
Remember, don't drug, go to school
and 5 stats NO MORE
Hell in the shell
Flare gun level XX
+35% afterburn damages ( 4 / ticks )
+ 0.8 second speed boost for the player after hitting a burning target ( When i mean speed boost, the same as the conch)
+flames cannot be extinguished
-No critical hits on burning players
-20% afterburn longevity ( 8 seconds )