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Nahlásit problém s překladem
The Flyswatter: On hit on an airborne explosive-jumping target: Removes momentum.
The more charged a shot is, the more stopping power the bullet has. A fully charged shot will completely halt the target, causing them to fall back down to Earth. Downsides are 20% more explosive damage recieved and 10% slower reloading speed.
Unnamed Sniper Rifle (<== not it's actual name): On a fully charged headshot, the victim must wait an extra 2 seconds before they respawn. If you get killed by another Sniper, you have to wait an extra 2 seconds.
To be honest, the alt-fire is probably very impractical, and it seems like it would be a bit complex. Would you have a visible fishing line? Could it be cut by blade weapon? Burnt by fire? How accurate would you need to be with it? What are the chances of hitting and missing? What would be the range? How long would it stick to a player? Would you need to click alt-fire again to release the lure? Would the line simply break? Would there be a recharge time? How long a recharge? Would hooks be a kind of ammo (on a melee weapon?!? This is getting crazy!) and have to be restocked, or would they be unlimited?
But I imagine the fishing rod's mechanics could be somewhat in line with how engies control their sentries with the wrangler (with how you aim and tug at people), and how the pyro's perform an air blast (physics of a pull could be the direct opposite in force to the push). I'm not the least bit knowledgeable when it comes to modelling and programming this sort of thing. It seems like I'm suggesting an all-knew game mechanic.
I like the idea of a flyswatter though. That's awesome. As long as it looks like an actual (slightly oversized) flyswatter.
By the way, I might be a little obsessed with a camping-themed Sniper.
I meant it stops OTHER projectiles.