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报告翻译问题
[+] 4 seconds of "eternal" darkness. (limited cloaking)
[+] %80 Crit invulnerability
[--] Motion sensitive cloak.
[--] Contact with healing beams of opposite team is harmful!
(May also attract opposite team dispenser beams.)
passive
[--] %10 fire and explosive vulnerability
+ Silent Killer (Weapons are quiet and cannot make footstep noises)
- All damage taken from melee weapons are crits
Use it when your in the enemy base Or attempt to do those awesome killing sprees n ♥♥♥♥.
+Can not be targeted by sentry guns while active
+Over heals the user when used
+Regens 1 hp per second
+User is cloaked
+Silentkiller (no footsteps or kill noise)
+75 % damage resistance to all damage
-Can only melee attack while active
-Can not damage sentries while active
-15 % move speed
-25 % damage penalty
The drink's effect would last 10 seconds.
Cannot be targeted by sentries
Drink's effects regen if enemies try to damage you.
Your melee weapon can be used while in the effects, but instead of damaging, it deals knockback, you can't use the melee anymore if they can be pushed to an environmental death
Regen is a little bit slower then sandman's ball regen, which is extremely slow.
Enemies cannot deal knockback to you.
The scout turns purple and has a health bar on top of him while under the effects.
+25% faster drink time so it can be used for sneaky escapes.
the idea is that the scout could use this to sneak past an enemy defense and take them out with the back scatterer or assist there team by throwing sandman balls at the enemys from behind, you could get behind enemys fast but would be vulnrable to damage whilst doing so, very risk vs reward like the powerjack.
the Bonk! effect makes sure scout isnt murdered as soon as he runs out of shadow-ness but also so he cant pop up behind someone, 2 shot crit them with back scatterer and hop away.