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Second one; WE DON'T NEED FREE CRITS FOR SCOUT.
third one is maybe good; add more to it.
fourth is a common idea; boots/ stats increases are for classes who need it; not scout/
fifth one is pretty unique; shame valve won't add it because of extra max hp deal.
sixth seems pretty fun
seventh is pretty underpowered; melee unless it's utility is useless for scout.
eighth seems ok-ish
ninth is the best out of this entire pack; unique name and good boost
2. controlled crits are horribly obnoxious to deal with, let alone minicrits, so nah
3. we've already got weapons like this, seems unnecessary
4. seems very weak, honestly, a massive downgrade - taking away a useful tool/weapon for a slight speed boost isn't worth it (negating fall damage holds no value if you know what you're doing)
5. an interesting idea (like a demoknight's melee), but a bit too gimmicky atm - i'd make it 10hp per kill with a max of 50hp extra, it makes more sense
6. less bullet spread on a scattergun seems unnecessary - it's a point blank weapon, not a sniper rifle, and encourages scouts not to take risks
7. seems a bit gimmicky, scout's too weak to deal consecutive melee kills like that and it has no real benefit
8. quite restrictive, to be honest, the concept doesn't seem fun in the slightest - for scouts that do jump everywhere, it's incredibly powerful to get a minicrit shot every second shot
9. winger already exists
The Spring Water is pretty unique, but looking back (and realizing Winger exists), it's not that good.
Booster is another double barrel shotgun that DOESN'T seem that bad; add more accuracy to it and it may just be viable.
Chain Whip is just not going to be added (dmg melees for scout are not that best); but the Massacre Machine (why didn't you call it the Boston Massecre? ;-;) is something I'd use myself.
-Booster (Primary; Scattergun)
On hit while mid-air, store one extra jump (boost) in the booster. Can store up to 3. While midair, alt-fire while holding this weapon to use a boost. While midair on a boost, you cannot gain any boosts
-15% bullet spread
-66% clip size
-Massacre Machine (Secondary; Pistol)
On kill with secondary: Gain a +20 max health boost (up to a total of 165 max health)
You can see enemy's health
+20% weapon deploy time
Health boost lost on death or primary kill
Spring Water (Secondary; Drink)
+20% jump height while active
-10% movement speed, while active
Masscre Machine is actually a risk-reward; add some dmg and less fire rate to it and it'll work
This suit you?
-Booster (Primary; Scattergun)
On hit while mid-air, store one extra jump (boost) in the booster. Can store up to 3. While midair, alt-fire while holding this weapon to use a boost. While midair on a boost, you cannot gain any boosts
-15% bullet spread
-50% clip size
-Massacre Machine (Secondary; Pistol)
On kill with secondary: Gain a +20 max health boost (up to a total of 165 max health)
You can see enemy's health
+20% damage
-25% fire rate
+20% weapon deploy time
Health boost lost on death or primary kill
Spring Water (Secondary; Drink)
+5 health per second while active*
+20% jump height while active
-10% movement speed, while active
*Drinks effects last for 8 seconds, giving a total heal of 40 health.
melee wepon slot
for the class scout
every keyboerd hit, keys such as w,a,s,d, will dispence once contact is made with the enemy's hit box
melee taunt kill will be the same as the standard taunt kill with the sandman (i believe)
the name of the wepon is called the keys to winning
within contact with a enemy it does 95 damage.