安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








+25% damage
-10% damage agaisn't spies
-35% less accurate
Random mini-crits
Last shell is critical.
The More damaged ur sentry the more damage u deal
-40 Clip Size
No Random Crits
+50% metal capacity
-20% firing speed
+25% dmg
+25% reloading speed
Cons:
Only one shot per clip
-35% less acurate
Pros:
+30% Fire rate
+15% Accurate
Cons:
-34% Clip Size (4 shots)
-15% Damage
+20% Damage
+20% reload speed
Minicrits on headshot
Cons:
Only 1 pellet
-66% Clip Size (2 shots)
-15% Slower Firing Speed.
+100% damage vs. buildings (Sappers)
-30% firing speed
No random critical hits
No ammo from dispensers (does not apply to secondary)
Feel free to criticize my stats.
Here are mine..
-2 Shells in clip
+Altfire to use a double-barrel shot that does 75% more damage and 100% more pellets, but takes a full second to recover from recoil and pump the slide
-15% damage against other engineers
-20% reload speed
+When in the presence of friendly (but not yours) buildings, they are repaired 40% faster by their builder.
The strategy here is to be a sort of "strategic turtle" engi. You don't go out on the field that much, but you can take care of those pesky spies up close. It encourages you to help other engis recover from strong attacks.
Maybe no ammo from dispensers could be changed to 70% less? Also, how 'bout no critz on alt-fire. Instead of reg. fire