Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I think bloodthirst should have a secondary ability for melee weapons. Causes a bleed effect for 6 seconds, during that time special units cannot use their abilities. Mainly focused on medics, you through your very valuable weapon out there to stop a medic from doing his job (lore wise he is 'treating himself') so you can kill him easier. Since medics tend to be in a monsoon of other officers, it's safe to say in some cases you won't be getting that throwable weapon back.
I'm not sure on disabling abilities of say the cloaker or taser, as they punish you for not paying attention and straying too far from others. However, the medics typically are support for dozers and the fodder. Giving us a way of dealing with their insta-heal abilities would be enough utility for some to use it.
Since incendiary grenades stun entire crowds of cops - excluding a select few, which is the primary reason why they're my favorite throwable, among the other reason that it's amazing for keeping maniac stacks around. So, giving throwing weapons (axes, javelins cards etc) a utility that disables medic's abilities for 6 seconds or so, won't be too bad.