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On critical hit: Explosion radius is 60% bigger
-25% damage
No random critical hits
Pros:
*On hit: Enemy cannot jump or launch themself for 4 seconds (basically shuts off the spacebar and causes soldiers and demoman to have zero launch from their own explosions, can still be affected by gravity, airblasts, enemy attacks, environmental forces, etc.)
*+50% swing rate (.4 second intervals)
Cons:
*On hit: Deals 25 damage to self
*-20% damage penalty (52 damage)
Pro's: On first hit creates an explosion 2-3 times the size of the Caber, does 175 damage and it draws 30% faster than stock, and as an alternate fire, you can remove the landmine and place it on the ground, which only does 125 damage when thrown AND there can only be 2-3 landmines out at a time. ( if you want to get another landmine on the weapon you need to visit the resupply locker )
Now for the huge list of cons
Cons: Swing speed is reduced by 80% ( land mines are kind of heavy aren't they? ), 200% slower holster speed, The User CAN NOT be uber'd, the user also cannot recieve overheal when the weapon is active, and recieves 75% less healing from all sources while active, when you land a hit, you die from the blast, CANNOT random crit, NOR can be crit boosted.
I can't think of any other cons for it, I mean really, is that pretty balanced or under powered? those are some pretty bad cons, Change them if you want! ( This version takes the Phrase " If I go down, I'm taking you with me " To a whole new level! )
Here's the short version,
Pro's, on hit creates an explostion 2-3 times the size of the caber's,
Does 175 damage and draws 30% faster than stock
Alternate fire removes the mine and places it on the ground with reduced damage.
And you can shoot the mine to detonate it.
Cons: Swing speed reduced by 80%,
200% slower holster speed,
User can't be uber'd,
user cannot recieve over heal while weapon is active,
User recieves 75% less healing from all sources while weapon is active,
User dies when they land a strike ( enemy or not ),
cannot random crit,
cannot be crit boosted.
higher crit rate.
30% more damage resistance on wearer.
20% less damage.
hits 30% slower.
holsters 15% slower.
+ On hit: Hammer explodes causing even a heavy to be left with 15 HP (note ALL CLASES will be left with 15 HP unless they have 15 HP (or more) gone(then they die))
+Broken hammer has a 25% incerased swing speed
+Broken Hammer has a 45% chance to make the target bleed for 5 seconds
+Alt fire : 35% more damage then the powerjack (both r hammers no judge man)
~Alt fire: store mine and use it as a hammer (all normal swinging will be norm hammer unless u press alt fire again) (then pyro puts mine back on)
-Broken Hammer: on miss hit 45% chance to make yourself blees for 5 seconds (boston basher much)
-After mine explodes the hammer breaks and will do 35% less damage then the power jack (dont judge they are both hammers .-.)
-Alt fire: 35% slower swing speed
-Alt fire: takes 1-1.5 seconds for the pyro to take off/put the mine back on the hammer
-75% slower weapon switch
-Broken Hammer: 35% slower weapon switch
-Alt fire: 50% slower weapon switch
---------------------------------------------------------------------------------------------------------------------------------------------
Hope fully this is not to many stats to implement also I know its very long and complicated
-> Jumping with the mine, or getting fall-damage, will couse a fire-ring that sets nearby enemys on fire. (hidden > while on fire with the mine the explosion will be a mini-crit ( only to wearer))
(the explosion deals 50 dm to the wearer and 30 -- 10 to nearby enemys ( depending on distance)
- 20% firerate
- mines can not be stacked
-only 1 mine can exist
- 7 selfdamage when holstering
-mine will get of after 7 seconds
If you do any changes i would say in any way you have to ceep the first plus. Pyro means fire, fire means fear.
Stick a mine into an Enemy that explodes and deals 40 damage if the
Enemy takes flame damage. Nearby allies will take 25 blast damage each.
-20% damage penalty
Weapon holsters 25% slower
Pros:
Alt fire to creat a detonation on impact (deals self damage)
Cons
-20% firing speed
Hidden: the Base Damage of the Alt Fire attack is 50 instead of 65
The detonation's base damage is 50, so that a detonatated hit will deal 100 damage and ~40 seld damage.
The detonations can be used as mobility utility too.
Mishael didnt use bulleted and (/)list!
Today we riot
God please no slower Holster that is the Plan B for : ♥♥♥♥ it needs 1 more down side to Balance it. Be more creativ
On hit, nearby enemies are damaged from an explosion
Critical hit to players using the same weapon
+20% Speed boost after explosion for 6 seconds
Cons:
No Random Critical hits
When deployed you are marked for death
20% less health from pick ups
Explosion does damage to self
i'm not used to making stats soo idk if these are any good