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
Also, it keeps med-bots from resurrecting downed enemies.
This, you can also use it to knock enemies down from highground.
I will say I've hardly ever had an opportunity to use it to knock someone off in 1 and 1/2 playthroughs. Just hard to be in the right place at the right time.
Yeah, espically early before you can disable the med-bots effectivly with emp or abilites.
- knock out of cover
- stop heal (rare shot, most medbots can be taken before the big battle)
- knock into fire (rare shot but use enemy pyro against them)
-knock down a level (never used this, seems like a rare shot)
- make them get back up
Huh, I never noticed the AP reduction. There is a later weapon and mod with knockback, IIRC.
Mod is good, but 30% isn't that reliable on single shot weapons. Energy 'shotgun' is quite powerful, but it's kinda late - when you're able to get it, your skills and silenced guns give you ability to stealth kill meaty enemies, so butchers became medkits and skill recharges instead of threat.
It knocks opponents clear of cover or even through their cover if it's breakable.