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报告翻译问题








Alt fire: Deploy Parachute
Parachute reduces the wearer's gravity by 75%
Parachute detaches after 6 seconds
Cannot be Deployed on land
Parachute has 10HP. It will break after losing all of it's HP
You're giving up a shotgun/some form of banner for this, a bit like the chargin' targe, not every weapon has to have disadvantages.
Alt fire: Deploy Chute
-20% Weapon switch speed
-60% fall speed on use of Alt fire
After gliding for 5 seconds, knife causes criticals until landed
I would think a better name would be "Bleeding Eagles" or "Slicing Dive" or "Falling with style"
-6 second cool down before used again
-When used you are marked for death
no fall damage
-50% air turn control
-5 or 10% rocket jump blast damage resist
think. a soldier in the obvious sky open to all forms of damage from snipers, flare pyros, heavies, and conveinently placed sentries. not to mention on maps like upward, offblast, and other maps with a super large death pit, if you decide to glide too far in one direction the poor turn control in the air would send you flying toward the death pit.
but on the bright side its easier to market garden, barrage rocket bombing is much more possible with the beggars, and it would go well with not only the beggars but the direct hit and liberty launcher too.
+ 45% explosive damage resistance
When rocket jumping, releases a parachute.
Parachute can be destroyed by an enemy.
90 second rechange time
On deploy you'll glide downward
+50% vunerability to fire
+100% vunerability to bullets while gliding
Glide to the earth from any height and take no damage
Parachute can be shot causing it to break and you to become marked for death for 5 seconds
Immunity to headshots while gliding, bodyshots still count but this way snipers with most rifles cannot 1 shot kill you with a head shot. However a fully charged shot still may do it.
Parachute lasts until the wearer lands.
-Parachute burns in fire
-Parachute takes 10 secs to regenerate
-75% gravity
+some reload speed while deployed (i dont know how much)
+No falldamage while deployed
+no fall damage
+alt fire deploys parachut
+while gliding, -50 damage taken
+alt fire when gliding detaches parachute
-50% reload speed while rocketjumping.
i feel this is balanced