![]() Added the ability to remove Strange parts via the Restore button in the backpack.Added Strange Parts: Gib Kills, Airborne Enemies Killed, Heavies Killed, Buildings Destroyed, Projectiles Reflected and Headshot Kills.Supply Crate that each item can be obtained from. Numbers indicate the series of Mann Co.Strange Cosmetic Part: Freezecam Taunt Appearances Strange Part: Kills While Explosive Jumping Strange Part: Not Crit nor MiniCrit Kills Strange Part: Unusual-Wearing Player Kills Strange Part: Medics Killed That Have Full ÜberCharge Strange Part: Robots Destroyed During Halloween ‡ Also applies to Festive, Festivized, Botkiller, Australium and/or Decorated variants of this weapon. † These weapons are not currently available in Strange quality, see article for more information. ![]() Horseless Headless Horsemann's Headtaker.In this case, it's probably because the Medi Gun takes a few seconds to extinguish burning teammates, but all the weapons that are compatible with the Teammates Extinguished strange part work instantly only the latter mechanism is tracked by the strange part. the Medi Gun can be used to extinguish team-mates, but it isn't possible to apply the Teammates Extinguished strange part to a strange Medi Gun. There are some mismatches between weapon capabilities and strange part compatibility which are not bugs, strictly speaking. The tables below and elsewhere in the wiki are based on these attributes. These restrictions are based on specific attributes listed in the items_game.txt file, which do not necessarily reflect weapon functionality. A table of the restrictions is given below. A Pyro can perform aerials with the compression blast.Certain parts are only compatible with certain weapons. When a compression blast aerial occurs, the enemy shoots at the Pyro from the air. The Pyro redirects the projectile to intercept the enemy's flight path. It is also possible for the Pyro to reflect one projectile at an enemy on the ground, launch him into the air and reflect a second projectile into the airborne opponent.įlare Gun aerials offer the ability to ignite enemies and perform critical hits on targets that are already burning as the enemy is hit. Since enemies will be on fire upon landing, players equipped with the Axtinguisher can follow up the Flare Gun aerial with a guaranteed critical hit. If there is any water or a Health kit nearby, your enemy will probably attempt to land on or in it. The Reserve Shooter scores mini-crits on targets that are airborne due to any sort of knockback (e.g. not jumping) excluding airblast, allowing Pyros to shoot blast jumping enemies for extra damage. The Grenade Launcher and Stickybomb Launcher both fire their respective projectiles in an arc. While the Grenade Launcher is similar to the Rocket Launcher in terms of stats and function, the arc that the projectile makes as it fires through the air can be much harder to compensate for, and can take a player time to learn the difference between the two. The grenade projectile travels at approximately 1065 Hammer units per second, and will detonate under two circumstances either on direct contact with an enemy or after a set interval. In contrast, the stickybomb projectile fires somewhat slowly and heavily, at 805 hammer units per second. The Stickybomb Launcher can charge projectiles, similar to the Huntsman. While the Demoman does not suffer any loss of speed during a projectile charge, the Stickybomb Launcher can only carry a projectile like that for a short while. The Stickybomb Launcher replacement, the Scottish Resistance, suffers a slightly longer prep duration for a fired projectile than the Stickybomb Launcher. While a bit more difficult to fire in time than the grenade, it is quite possible to perform aerials with a Stickybombs by detonating them in mid-air.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |