Crossing Guard: A slightly weathered railroad crossing sign with glowing costume-colored lights.When equipped with a costume that's a cool color the metal will appear a lighter shade of grey and the wood will appear a darker shade of brown. Necro Smasher: A slightly-cracked wooden mallet with a detached robotic arm hanging off the handle and a metal ring going around the head.Ham Shank: It is a large, jiggleboned chunk of ham with a bone stuck inside, which is used as a handle.Memory Maker: A hand-operated 8mm camcorder with a triple rotating lens, a loose lever on its side and a handle on the bottom.The "Soldier" style adds Soldier's helmet and cigar. The "Demoman" style adds the Demoman's skullcap and eyepatch. The "Scout" style outfits the skull with the Scout's hat and headpiece. The "Universal" style is the basic unaltered version of the weapon. This item has four styles, named "Universal", "Scout", "Demoman", and "Soldier". Bat Outta Hell: A skull with a jiggleboned lower jaw attached to a spine segment.Topping the staff is a golden depiction of an eagle. Freedom Staff: An aquila with a splintered end.The worn sheet of paper bearing the Team Fortress 2 logo nailed onto the front can be replaced with another image. Conscientious Objector: An uprooted dilapidated road sign, featuring bloodstains and nails, with a slightly crooked angle to its frame.Upon contact with a surface or player, it will play pan weapon sounds from Left 4 Dead 2. A small dent can be seen on the underside of the pan. Frying Pan: A worn cast-iron skillet with patches of grease on the cooking surface and two spout-like openings on the sides.There are Festive variations available during December that wraps it in Christmas lights. Bat: An aluminium baseball bat sporting a rubber tape grip, a faded green oval label, and a large dent on its side.They also have stats that can affect some of the Scout's other gameplay. The Scout does a home-run swing with his currently-equipped melee weapon. However, the pellets are spread out 20% more, making it more inaccurate at longer ranges. It does extra damage when you shoot an opponent in the back up close. Back Scatter: It shoots 10 pellets, 3% per pellet, 30% up close.However, Boost meter goes down as the Scout double jumps. Dealing damage by any means will fill up the Boost meter, making him go faster until he goes 40% faster than his original speed. When equipped, it slows down the Scout by 13% of his original speed. It can be shot 4 times before having to be used again. Baby Face's Blaster: It shoots 10 pellets, 3% per pellet, 30% up close.It gives a hype meter by the Scout's icon when equipped that builds up by running and/or jumping after 18 seconds of running and/or jumping, you can activate Hype mode for 8 seconds, which gives you 5 additional air jumps. Food and related items heal the Scout 20% more, but you can only shoot it 4 times, and the Scout's knockback received from enemy attacks is 80% more. Its firing speed is 42% faster than the Scattergun. While that may not sound like much, each pellet does 6% damage, meaning it does 24% damage up close. Its damage is 4% per pellet, 48% up close. It fires 50% faster than the Scattergun, but you can only shoot it 2 times. It will give Scout knockback, and will also knock back the enemy up close. Force-a-Nature: 12 pellets are shot out.Each pellet shot out do 3% damage, meaning that it will do, at most, 30% damage up close. 10 pellets that spread in several directions are shot out. Shooting the weapon enough times will make you have to wait 30 seconds before using it again. When altering the Scout's equipment, you can change his primary weapon.
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