Installa Steam
Accedi
|
Lingua
简体中文 (cinese semplificato)
繁體中文 (cinese tradizionale)
日本語 (giapponese)
한국어 (coreano)
ไทย (tailandese)
Български (bulgaro)
Čeština (ceco)
Dansk (danese)
Deutsch (tedesco)
English (inglese)
Español - España (spagnolo - Spagna)
Español - Latinoamérica (spagnolo dell'America Latina)
Ελληνικά (greco)
Français (francese)
Indonesiano
Magyar (ungherese)
Nederlands (olandese)
Norsk (norvegese)
Polski (polacco)
Português (portoghese - Portogallo)
Português - Brasil (portoghese brasiliano)
Română (rumeno)
Русский (russo)
Suomi (finlandese)
Svenska (svedese)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraino)
Segnala un problema nella traduzione
I for one try to switch between weapons, make use of what I have.
And it looks like someone got dominated by a... hmm... Burning Hustlers Hallmark Demoman with Deus Specs and Ornament Armament with a Strange Stickybomb Launcher with 7883 kills
Meh. 2 if you fire them quickly and blow them up quickly. The drop off reduces damage quite significently.
Sticky bombs are fine as they are, you just need a team that can blow them back or destroy them.
Anyways, I'll give you 1.66 refined for your S. Medigun :)
I feel Gren. kills are more satisfying when properly aimed and timed to perfection. When You just send a pipe estimating when it will hit, and it does! That's just awesome. Sticky kills aren't bad either when you lay an un expected trap too.
The reload speed for the first sticky is 1.09, all the other ones are .67. The first reload for the g. launcher is 1.24, and for the consecutive ones its .6. They are about equal in reloading speed.
More the arm time + slow fire rate if there's any need for charging -- 0.92 second arm time on stock, and fall-off applies for the next few seconds. Means that the demo has to be quite good at predicting a high-velocity agile scout to do much before he gets two-shot with the scattergun, if the area is sufficiently open that the demo can't just cover the approach with stickies. Hence, pipe aim becomes very very useful in this circumstance (among others).
Also, just putting this out there, within the 0,8 seconds a sticky needs before it becomes functional anything that isn't a spun up Heavy can easily move farther than the 10ft splash range. Of course, this isn't factoring in terrain but at least theoretically spoken it is always possible to avoid a stickybomb.
I don't see any needs for nerfs here.
/thread