Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem








Pros:
- Projectiles cause dispensers to recover 5% of their stock and teleporters to recover 15% of their charge upon contact. Also refills 10% of rockets and bullets on sentries.
- Projectiles deal 65 damage to sappers.
- Weapon passively recovers charge on the weapon at 1% per eighth of a second.
Cons:
- Spies are able to place a sapper on your battery pack which will cause the user to detonate after two seconds or upon your death, dealing taunt kill damage to all around the engineer in a radius equal to 135% of a rocket's explosion. (Can be removed by taking any kind of damage, including fall damage, and causes the spy to be stopped from switching items for 1 second.) The sapper creates an incredibly loud alarm noise and illuminates the sapped engineer with the opposing team's color.
Just a suggestion for a weapon that is useful in the early game and set-up, but a threat to your team if you don't plan around the sapper weakness.