![]() ![]() ![]() They've got a jetpack, a flamethrower shotgun, a gas canister, laser flamethrower, three kinds of flare guns, an axe with barbed wire wrapped around it. In terms of ridiculous weapons? The Pyro's whole kit is full of things like this. This is a strict downgrade in every sense of the word, unless it somehow allowed you to disguise more quickly. And it takes a second or two to disguise again. But when you fire while disguised, you immediately lose your disguise. Does 20% extra damage when you're disguised and less damage when you're not disguised (I believe). When I think of "dumbest weapon," I register that as "why would anybody use this weapon?" And to me, that weapon is The Enforcer. Unlike the standard Invisibility Watch, Dispensers and ammo cannot replenish the Cloak meter. The uncloak noise is noticeably loud up-close but rapidly fades with distance. The Dead Ringer uncloaks with a very loud and distinct sound. The cloak takes 7 seconds to fully drain (from 50%) down to zero. This returns to standard cloak once 3 seconds pass (cloak flickers on contact, 20% reduced damage). The initial damage reduction allows the player to survive massive amounts of damage as long as the user has a sufficient amount of Health before the attack was made, with the exception of fully charged headshots by Snipers using the Machina, backstabs from enemy Spies, and Taunt kills.ĭuring the first 3 seconds of cloak, the Spy will not flicker on contact with enemies or upon being shot, and he gains immunity to afterburn. The Spy takes 75% reduced damage for the initial attack that activates the cloak and will gain damage resistance depending on how much time is left for his cloak (from a maximum of 65% to a minimum of 20% after 3 seconds). Upon activation, the Cloak meter will immediately drop to 50%, and the Spy will receive a 3-second speed boost. This also means the Spy is unable to cloak on command and will have to rely on damage instead. The watch must be fully charged before it can be held, and holding the watch prevents the Spy from attacking. To use this cloak, the Spy must be holding the watch by pressing secondary fire before taking damage. If a player is disguised as one of their own teammates, activation drops a ragdoll corpse of their current class (which, to their team, will appear as a ragdoll of the Spy wearing a mask of the class they were disguised as). The Cloak generated is instantaneous and can generate certain information in-game that enhances the legitimacy of the user's "death" (listed below). This weapon's main attribute is to Cloak the user for 7 seconds upon being injured if it is held out, leaving behind a fake Spy ragdoll corpse to distract and deceive enemies. The gibs from a destroyed Combat Mini-Sentry Gun do not grant the Engineer any metal when picked up. The Mini-Sentry builds, rotates, and fires much faster than the standard Sentry Gun however, it cannot be upgraded, and each shot deals lower damage compared to that of a standard Level 1 Sentry Gun. Using the Gunslinger replaces the Engineer's standard Sentry Gun with a Combat Mini-Sentry Gun. Similiarly to the Fists, the fingers only show sparks to indicate the crit boost. However, as long as there is no miss and no pause in the attacks, whether all three punches hit the same target, two different targets, or three different targets, the third hit scores a guaranteed critical hit on whichever enemy player is hit.Įven though this weapon does not deal random critical hits, the Gunslinger can be crit boosted by regular means but being a body location, it does not glow when crit boosted. Any missed punch or release of the attack key resets the combo. Should the player score 3 melee hits in succession, without releasing the attack key, the third punch (a swift downward motion with a clenched fist) scores a guaranteed critical hit. However, the player is able to perform a three-part combo attack on enemies. If obtained through a case or an unlocked cosmetic crate, the hat will be exclusive to that case or crate.The Gunslinger grants the Engineer an additional of 25 maximum health (raising his total health to 150), at the cost of disabling random critical hits with the weapon. If obtained through a crate, the hat may be any hat from any Mann Co. They can be obtained in crates Series #1 through Series #25, Series #88 through Series #103, any Unlocked Cosmetic Crate, and any cosmetic case. The first series of standard Unusual effects was added in the Mann-Conomy Update. Standard Unusual effects can be found in specific crate series and all case series. ![]()
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