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Bir çeviri sorunu bildirin
The clip size increase is the same as no reload, but sounds "more plausable".
You can get exactly 2 shots (8 vs. 6) during the time when reload used to exist.
(Revolver base damage) = 40
(Quick Draw base damage) = 40 x 0.9 = 36
When Revolver Starts Reloading
6 x 40 = 240
vs.
6 x 36 = 216 (-24 damage)
When Revolver Finishes Reloading (1 full cycle*)
6 x 40 = 240
vs.
8 x 36 = 288 (+48 damage)
*Full cycle (clearing clip + reload time)
It is obviously a bad choice against smaller classes,
but after those 6 consecutive shots,
the Quick Draw becomes useful against classes with higher health.
If the damage change doesn't sound too much different,
also imagine if you miss with the default Revolver.
Wasted damage, waste ammo on a clip.
The con is also how fast your ammo goes away.
Seems op like enforcer.
Then valve will let it in.
The Toxic Taker Over (Pyro)
simlar to flame thrower shoots toxic waste at enemy that does damage
over time also it can be shot at the ground creating a sort of puddle of toxic
that hasthe same effects.
-no airblast
-alt fire=places puddle
(looks awesome with the hazmat hat :D)
tell me what you think please
How about instead of applying damage over time marking targets for death?
And about replacing the puddle with launching a small can of toxic waste that bevave similar to the Demoman's grenades?
The stats may be a bit unrefined but I see a lot more potential in this concept than the idea of a super-loud automatic rifle for the Spy people discussed above.
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