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+25% Explosion radius
+50% Projectile Speed (1,824.9 HU/sec)
Does not require ammo
Projectiles do not arc
Neutral:
Projectiles detonate on impact or after a certain distance (800 HU)
Cons:
-20% reload speed (1.488 sec (first) + .72 sec (consecutive), max of 3.648 sec)
-10% damage
Only deals 20% damage to buildings
.+25% damage when an enemy is wet
. this weapon would shoot electricity that could chain into 3 enemy's
. this weapon would stun buildings for 5 seconds when the building is shot or chained onto
. does not require ammo
cons:
. weapon overheats when shot to many times and has a 5 second cool-down after the cool-down you can fire it again
. weapon does 25% less damage when close to overheating
. weapon would deal 25% less damage to players that are getting healed by a medic
On hit: building is disabled for 2 seconds.
Last shot from the clip always mini-crits, sets on fire and disables buildings for 5 seconds
+25% clip size
No ammo required
(-)
20% slower firing speed
-10% projectile speed
Deals no damage to buildings
+ 25% explosion radius.
+ 25% less splash damage fall off.
= This weapon fires low gravity laser grenades that do not roll and rather stick to the ground.
- 15% damage reduction.
- 20% reload speed.
This would give it a niche of making it more of a diet Stickybomb launcher, just weaker. It could excel in a defensive playstyle due to the mine-like nature of the """rollers""". It also lacks the damage reduction against buildings unlike other laser weapons, making it a strong option for sentry busting still. The reload speed can make it difficult to spam however.
+ 90% damage to buildings (and Robots if you purchase the $500 circuit fryer upgrade)
+ on hit: depletes enemy medics ubercharge even while ubered and spies cloak
+ can removed sappers on buildings and sticky bombs
- 50% Splash damage
- 25% reload speed
it's a more utility based weapon but it gets the job done... I think.
+25% explosion radius
applies afterburn for 3 seconds
-30% fire rate
+Infinite ammo pool
+Heal teammates on hit, and heal any surrounding teammates with splash. Healing scales with distance.
+Increased splash radius
+No explosion damage
-80% damage to buildings
-No rollers or explosion on miss
-No random crits
-Mini-crits when it would crit
My idea is essentially to allow Demos to be more support oriented since he really doesn't have any support weapons in his kit. I feel like the suggested downsides, while similar to the existing Gordtbort weapons, wouldn't hinder Demo's efficiency because he still has stickies and hybridknight at his disposal.
• explosion damage converted to afterburn for 3 seconds
• disables buildings for 1 second
• +10% damage against burning players
• 20% damage to buildings
• No random crits
• Mini-crits when it would crit
some stats that i thought fit the grordbort weapon design. being pretty much a downgrade to stock in their own fun unique way but still actually usable in some way. even with these goofy ahh stats id still use this weapon, i mean i use the cowmangler so i need to complete the dumbassness on my actual main
(+) no ammo required
(+) alt-fire: fires a charge shot, a bigger projectile that has a long fuse time but has a large blast radius. Mini-crits on hit
(+) 30% damage bonus
(-) forced to reload full clip after charge shot
(-) -20% blast radius