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








+50% bullet resistance
+20% fire resistance
+15% explosive resistance
On Alt-Fire: Charge into your enemies at a blinding speed!
Downsides:
20% slower movement speed
15% slower weapon switch
+20% damage from melee sources
but having a defense stat that reflects damage onto a charging demo.
+50 charge impact damage
+20% full health
-20% movement speed
something like this i dunno
+20% Bullet resistance
+20% Fire resistance
+20% Explosive resistance
+10% Meelee resistance
-15% Movement speed
Or at least something like that
+20% Bullet resistance
+20% Fire resistance
+20% Explosive resistance
+20% Meelee resistance
If a Demoknight hits you with a crit, the crit is absorbed and deals 60% of it's normal damage.
- You can't charge with this thing.
+20% bullet resistance
+15% explosive resistance
-15% movement speed
Reduce the knockback received from enemies by 50%
BUT
Can't be healed by medics or dispensah
-45% slower weapon switch
That is a defence weapon, it is to be used with the stickies or grenade launcher. If an enemies comes next to your base, you can use the knockback to send him back to the other side of the map!
+ Charge meter fills as you take damage.
+ Can charge without meter being full (but shorter charge).
+ 25% melee damage resistance.
- 100% charge impact damage
Valve decides on the stats if they choose to add it to the game, and your opinion does not matter.
Im thinking something like this might balance it.
50% chance to ignore charge damage completely (Passive)
-15% move speed on wearer
+100% chance to ignore airblasts from enemy Pyros (:D) (Passive)
+20 resistance to explosive damage (Passive)
+20 resistance to bullets (Passive)
-If enemy charge hits, deals 20 extra damage and knocks wielder back
-Charge takes 300 damage (taken or dealt) to activate
-10% damage vulnerability to fire
+ 50% knockback resistance
+ 25% charge damage
-- 50% recharge rate
Charge damage, recharge rate and resistances increases as the wearer collects heads (+10% per head up to a maximum of 5 heads, or 80/100/75/0 % stats respectively)
Wearer can only use melee weapons
If the wearer misses the charge, twice as long recharge time for next charge