Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
To blance that out it should always minicrit instead.
+20% chance of "block" when your weapon block, you can't using for 5 seconds and you take minicrits from bullets damage for 3 seconds
+34% clip size(8 instead of 2)
+22% more secondary ammo on wearer(40 instead of 32
ALT FIRE: shoot 2 bullets at once and has a chance to deal damage to self and has a chance to deal CRITS or MINI-CRITS
Cons:
+15% headshot damage taken on wearer
-20% damage penalty
-10% slower firing speed
No random critical hits (OR) -15% critical hit and mini-crit damage
+1000% accuracy
+25% firing speed
+10 Health points
-20% range
10% damage penalty
1 of the 6 shots hit you instead of the enemy
What is the point of the extra headshot damage?
There's really no point to add lower damage resistance to something that's already fatal
Kill Instantly
Cons
Lose health when healed by dispensers
Cons: you gain health instead of loss from all damage ever.
+40% damage on headshots
+30% accuracy
Cons:
-20 max health
40% slower firing speed
I think it's a bit underpowered. To make up for the 40% slower firing speed you should instantly reload and to make up for the lost health you should be immune to all damage.