Difference between revisions of "User:RK"
(Major overhaul, complete item sets page.) |
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| Action = High Five! | | Action = High Five! | ||
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| Name 2 = Variable Scout | | Name 2 = Variable Scout | ||
| Description 2 = Variable scout is, more or less, best tuned for direct combat, as all three weapons have some sort of range capability. The pistol is the weapon of choice for taking on dangers from afar (especially sentry guns, which a scout is next to powerless against otherwise). The Scattergun is more for mid-range combat and dealing a lot of damage. The set is rounded off with the sandman, which is good for short-range combat. While the health reduction is a problem, this is off-set by the ability to stun. | | Description 2 = Variable scout is, more or less, best tuned for direct combat, as all three weapons have some sort of range capability. The pistol is the weapon of choice for taking on dangers from afar (especially sentry guns, which a scout is next to powerless against otherwise). The Scattergun is more for mid-range combat and dealing a lot of damage. The set is rounded off with the sandman, which is good for short-range combat. While the health reduction is a problem, this is off-set by the ability to stun. | ||
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| Name 2 = Range Soldier | | Name 2 = Range Soldier | ||
| Description 2 = Range soldier can work at multiple ranges comfortably. The soldier can inflict large amounts of damage at long range by using the rocket launcher. At medium range he can employ the use of the shotgun (which is useful for scouts). Finally, the Equalizer allows him to fight at short range (specifically when he is low on health, at which point he becomes a deadly weapon). | | Description 2 = Range soldier can work at multiple ranges comfortably. The soldier can inflict large amounts of damage at long range by using the rocket launcher. At medium range he can employ the use of the shotgun (which is useful for scouts). Finally, the Equalizer allows him to fight at short range (specifically when he is low on health, at which point he becomes a deadly weapon). | ||
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| Name 2 = Defensive Pyro | | Name 2 = Defensive Pyro | ||
| Description 2 = Defensive pyro is more about holding the fort (especially against spies). The Degreaser allows for spy-checking and the quick extinguishing of burning allies, and due to faster weapon switch can change on the fly. The Shotgun allows the pyro to comfortably help against enemies that are out of his range (or sometimes fleeing spies). The Homewrecker is what makes the set, however, allowing the pyro to instantaneously remove sappers from friendly buildings. | | Description 2 = Defensive pyro is more about holding the fort (especially against spies). The Degreaser allows for spy-checking and the quick extinguishing of burning allies, and due to faster weapon switch can change on the fly. The Shotgun allows the pyro to comfortably help against enemies that are out of his range (or sometimes fleeing spies). The Homewrecker is what makes the set, however, allowing the pyro to instantaneously remove sappers from friendly buildings. | ||
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| Action = High Five! | | Action = High Five! | ||
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| Name 2 = Defensive Demoman | | Name 2 = Defensive Demoman | ||
| Description 2 = Defensive demoman is more for defending places and disallowing access, especially crucial on control points. While the Grenade Launcher allows him to assault places he cannot see, the Scottish Resistance makes the set, allowing his presence to be in many places at once, as he can place multiple stickybomb traps to cover all routes. Because the demo likely has not far to go, the movement reduction of the Scotsman’s Skullcutter is negligible, and the damage increase is helpful for those few encounters where he must defend himself. | | Description 2 = Defensive demoman is more for defending places and disallowing access, especially crucial on control points. While the Grenade Launcher allows him to assault places he cannot see, the Scottish Resistance makes the set, allowing his presence to be in many places at once, as he can place multiple stickybomb traps to cover all routes. Because the demo likely has not far to go, the movement reduction of the Scotsman’s Skullcutter is negligible, and the damage increase is helpful for those few encounters where he must defend himself. | ||
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| Action = High Five! | | Action = High Five! | ||
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| Name 2 = Point Heavy | | Name 2 = Point Heavy | ||
| Description 2 = Point heavy is built for defending points or small areas. As the heavy does not move far when defending, the slowed movement speed of the Brass Beast is negligable. The added power that comes with the gun allows the heavy to really mow down oncoming attackers. In the times of lull, the heavy can eat the Dalokohs Bar to either replenish lost health or receive a health buff. If the heavy finds that they are out of ammo, they can then defer to the Fists of Steel to get him to the nearest ammo supply, or at the very least have a jump on spy-checking without having to waste ammo. | | Description 2 = Point heavy is built for defending points or small areas. As the heavy does not move far when defending, the slowed movement speed of the Brass Beast is negligable. The added power that comes with the gun allows the heavy to really mow down oncoming attackers. In the times of lull, the heavy can eat the Dalokohs Bar to either replenish lost health or receive a health buff. If the heavy finds that they are out of ammo, they can then defer to the Fists of Steel to get him to the nearest ammo supply, or at the very least have a jump on spy-checking without having to waste ammo. | ||
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| Action = High Five! | | Action = High Five! | ||
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| Name 2 = Turtle Engineer | | Name 2 = Turtle Engineer | ||
| Description 2 = Turtle engineer is all about keeping a nest together. Through a tandem use of the teleporters and the Eureka Effect, the engineer can travel quickly back and forth between the nest and a supply locker. This allows for the quick building and maintaining of nests. In the case that projectiles (such as rockets, sticky bombs, and grenades) come to destroy the nest, the engineer can rid them with the Short Circuit. In the case of incoming ubercharge as well as spy-checking, the engineer can use the Pomson to deplete both an ubercharge meter and a cloak meter. | | Description 2 = Turtle engineer is all about keeping a nest together. Through a tandem use of the teleporters and the Eureka Effect, the engineer can travel quickly back and forth between the nest and a supply locker. This allows for the quick building and maintaining of nests. In the case that projectiles (such as rockets, sticky bombs, and grenades) come to destroy the nest, the engineer can rid them with the Short Circuit. In the case of incoming ubercharge as well as spy-checking, the engineer can use the Pomson to deplete both an ubercharge meter and a cloak meter. | ||
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| Action = High Five! | | Action = High Five! | ||
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| Name 2 = Versatile Medic | | Name 2 = Versatile Medic | ||
| Description 2 = Versatile medic can handle many different healing situations. The Crusader's Crossbow allows the medic to do healing at long ranges (as well as do some damage too). The quick-fix allows him to heal a singular target at medium range quickly as well. For cases where there are multiple targets in need of healing the Amputator allows the medic to help multiple teammates at once. | | Description 2 = Versatile medic can handle many different healing situations. The Crusader's Crossbow allows the medic to do healing at long ranges (as well as do some damage too). The quick-fix allows him to heal a singular target at medium range quickly as well. For cases where there are multiple targets in need of healing the Amputator allows the medic to help multiple teammates at once. | ||
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| Action = High Five! | | Action = High Five! | ||
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| Name 2 = Accuracy | | Name 2 = Accuracy | ||
| Description 2 = Accuracy sniper is in those cases where a sniper is in a position where he can line up multiple shots in quick succession. The increased charge time that the Bazaar bargain offers can greatly decrease the time between shots, allowing the sniper to be well-ready. Because of the necessity to be accurate, the Cozy Camper is equipped to prevent shaking from enemy fire. The sniper is vulnerable to spies, thus making the Tribalman's Shiv an excellent tool for spy-checking. | | Description 2 = Accuracy sniper is in those cases where a sniper is in a position where he can line up multiple shots in quick succession. The increased charge time that the Bazaar bargain offers can greatly decrease the time between shots, allowing the sniper to be well-ready. Because of the necessity to be accurate, the Cozy Camper is equipped to prevent shaking from enemy fire. The sniper is vulnerable to spies, thus making the Tribalman's Shiv an excellent tool for spy-checking. | ||
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| Name 2 = Invisible Spy | | Name 2 = Invisible Spy | ||
| Description 2 = Invisible spy is more focused on the ability to cloak. As the manipulation of cloak is important, the use of the invis watch gives an extra route of cloak regeneration (though ammo boxes and dispensers). In those times when not, a spy and use either the L’Etranger or the Big Earner to gain cloak, allowing for easier getaways. | | Description 2 = Invisible spy is more focused on the ability to cloak. As the manipulation of cloak is important, the use of the invis watch gives an extra route of cloak regeneration (though ammo boxes and dispensers). In those times when not, a spy and use either the L’Etranger or the Big Earner to gain cloak, allowing for easier getaways. |
Latest revision as of 08:44, 15 August 2012
Hullo, here is my page. I'll probably post stuff about me later when I'm not lazy!
To come: Item set page Achievement page Other stuff maybe Hullo, here is my page. I'll probably post stuff about me later when I'm not lazy!
To come:
- Achievement page
- Other stuff maybe