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On hit: removes disguises
-25% damage penalty
-50% clip size
Which would be the second damage over time item for the engi. the first being the Southern hospitality.
Speaking of which the Southern Hospitality needs to be improved to be a actual combat wrench.
Like HP on hit that can overheal. and maybe minicrits on bleeding targets?
you have the Rescue Ranger for that already. Making the Welder's gun a damage over time weapon is good, and especially because it is a new secondary that is a gun. Also, I think it has 6 shots? Based of the lights for the shots in the mag.
reloads them from middle range
upgrades them at close range
10% chance for target to catch on fire
damage removes sappers
If the gun runs out of ammunition it will use metal reserves
-67% secondary ammunition on wearer
-30% slower firing speed
You have the rescue ranger. The wielder being a mini rescue ranger is not needed.
Still, this particular "variant" of the mini-rescue ranger is terrible. It's unbalanced as hell and does a lot of things the Rescue Ranger can't do, like reloading ammo, upgrading buildings, setting mean mother hubbards on fire, and even removing sappers. Also, that things uses metal reserves when it runs out of ammo. All for the downsides of -67% secondary ammunition (which would bring the ammo from 200 to 134, possibly one of the most random numbers ever) and -30% slower firing speed (which isn't much of a downside. .221 seconds isn't that terrible for attack interval.
Here's a few of my stat suggestions anyway:
Pros:
- Fires a special bolt that repairs buildings (Base damage 15 vs players and enemy buildings, heals buildings for 15 HP. Max ramp-up 150%, min 50%. Remember, there is no ramp-up for healing buildings.)
Cons:Pros:
- Fires a continuous laser beam that sets enemy players on fire. (Afterburn lasts for 5 seconds. Deals fire damage just like pyro's flamethrowers and flareguns. Deals 7 damage per tick while dealing direct damage to enemy players.)
- No reload necessary
- Direct damage done will disrupt healing and shield resists by 25%
Cons:(Stats are based off of stock Syringe Gun)
Pros:
- Alt-Fire on full Fuel:Super-heat your nails. Nails set targets on fire. (Afterburn lasts 2.5 seconds. Requires maximum Fuel (160 damage))
- Projectiles follow a straight path (just like Crusader's Crossbow or Rocket Launcher, hidden stat)
- On Hit: Gain Fuel
- Ramp-up increased to 125% (hidden stat)
- Fall-off increased to 75% (hidden stat)
Cons:I am open to criticism and feedback. Feel free to tell me my suggestions are terrible and give me feedback on how they should be changed.
I don't know if we should have Engi another new sentry support weapon or an offensive ?
Mini-Rescue Ranger or the Nail Gun
Mini-Rescue Ranger is just a new sentry support, but the Nail Gun would grant the Engineer a new ability : to set enemies on fire and only if he has fuel so it would be a bit more aggressive strategy.
Edit : Nail Gun would be better, because of the new Fuel Bar and setting Enemies on fire
So yes, new engi non support secondary would be great.
+ When continually hitting a sapped building with this, it will cause the building to start functioning again, but at a reduced rate
~ Only has 50 ammo per clip, with 2 additional clips
- does not function underwater
~ Uses projectiles instead of hitscan
+ deals knockback at close range
+ 50% damage bonus
- 50% clip size
- 40% slower firing speed
And it becomes the second Engi Damage over time weapon(southern hospitality si the first) as well as a second gun type thing for the engi. :D