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! {{item icon|Soldier's Stash|100px}}<br/>Soldier's Stash | ! {{item icon|Soldier's Stash|100px}}<br/>Soldier's Stash | ||
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+ | {{buff|+X health per second}} | ||
{{nerf|-X% movement speed}} | {{nerf|-X% movement speed}} | ||
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! {{item icon|Respectless Rubber Glove|100px}}<br/>Respectless Rubber Glove | ! {{item icon|Respectless Rubber Glove|100px}}<br/>Respectless Rubber Glove | ||
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+ | {{buff|Taunting increases all damage by X% for X seconds}} | ||
+ | {{nerf|-X max health}} | ||
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! {{item icon|Backburner|100px}}<br/>Backburner | ! {{item icon|Backburner|100px}}<br/>Backburner | ||
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{{buff|Crits from behind}} | {{buff|Crits from behind}} | ||
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{{nerf|Does not apply afterburn}} | {{nerf|Does not apply afterburn}} | ||
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{{note|Airblast knocks back user}} | {{note|Airblast knocks back user}} | ||
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{{buff|Alt-fire detonates flare}} | {{buff|Alt-fire detonates flare}} | ||
− | + | {{nerf|Has no effect on enemies}} | |
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! {{item icon|Axtinguisher|100px}}<br/>Axtinguisher | ! {{item icon|Axtinguisher|100px}}<br/>Axtinguisher | ||
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Revision as of 17:46, 1 December 2013
I use this page for things.
Ultimate Fortress
Rule Changes
- After dying, players do not respawn until all players but one have died.
- Base areas can be entered by the opposing team.
- There can be no more than one of each class per team.
- Players cannot choose individual items of their loadout. They have to choose between set loadouts.
- Loadouts can only be changed in between rounds during setup time.
Base Changes
[collapse]Class | Item | Changes |
---|---|---|
All Classes | Melee |
Stuns target for X seconds |
Shotgun |
-X% attack speed | |
Pistol |
-X% attack speed | |
Scout | Scattergun |
-X% attack speed |
Soldier | Rocket Launcher |
-X% attack speed |
Pyro | Flame Thrower |
-X max ammo |
Demoman | Grenade Launcher |
+X% grenade size |
Stickybomb Launcher |
+X% explosion radius | |
Heavy | Health |
+X max health |
Minigun |
+X% firing speed | |
Engineer | Buildings |
Level 2 is removed - buildings go straight from level 1 to level 3 when upgraded |
Medic | Syringe Gun |
-X ammo per clip |
Medi Gun |
+X% charge rate | |
Sniper | Sniper Rifle |
-X% damage |
SMG |
Does not require reload | |
Spy | Revolver |
-X% firing speed |
Knife |
Silent killer | |
Invis Watch |
Does not flicker when damaged |
Loadouts
[collapse]Loadout | Items | Attributes |
---|---|---|
Airborne |
Jumper's Jeepcap |
Kills on goomba stomp |
Liberty Launcher |
Does not require ammo when rocket-jumping | |
Reserve Shooter |
Minicrits enemies launched into the air by explosions | |
Market Gardener |
Crits enemies when airborne and 1 second after landing | |
Artillery |
Soldier's Stash |
+X health per second |
Direct Hit |
Rockets can be directed with crosshair | |
Buff Banner |
Consumable that affects only the Artillery Soldier | |
Escape Plan |
When active: Movement speed increases as health decreases | |
General |
Armored Authority |
Nearby allies share your movement speed if you are faster than them |
Prize Shotgun |
Based on Scattergun | |
Mantreads |
Movement speed increase with rage | |
Disciplinary Action |
Hit allies to give both of you a movement speed boost | |
Fireman |
Brigade Helm |
+X% weapon switch speed |
Air Cannon |
Cannot shoot flames | |
Flare Gun |
Ignites enemies on hit | |
Fire Axe |
Crits burning enemies | |
Gas Jockey |
Attendant |
All afterburn damage heals the Gas Jockey |
Degreaser |
Afterburn lasts forever if not manually put out | |
Pyroleum |
Prevents healing | |
Powerjack |
On hit: heal X health | |
Makeshift |
Respectless Rubber Glove |
Taunting increases all damage by X% for X seconds |
Backburner |
Crits from behind | |
Detonator |
Alt-fire detonates flare | |
Axtinguisher |