Difference between revisions of "Big Kill"
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{{Quotation|Official Description|This might look like an ordinary revolver, until you realize that it helps a talking dog solve crimes. How many crimes has YOUR dog solved lately? And let's face it, his revolver kind of sucks too. Man, we want to talk about this gun more, but we can't get over how much your dog sucks.}} | {{Quotation|Official Description|This might look like an ordinary revolver, until you realize that it helps a talking dog solve crimes. How many crimes has YOUR dog solved lately? And let's face it, his revolver kind of sucks too. Man, we want to talk about this gun more, but we can't get over how much your dog sucks.}} |
Revision as of 20:24, 18 November 2010
“ | This might look like an ordinary revolver, until you realize that it helps a talking dog solve crimes. How many crimes has YOUR dog solved lately? And let's face it, his revolver kind of sucks too. Man, we want to talk about this gun more, but we can't get over how much your dog sucks.
— Official Description
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” |
The Big Kill is a primary weapon for the Spy. It is a promotional weapon based on the oversized .44 Revolver used by Sam, the titular six-foot talking dog detective in Sam & Max. The Big Kill could be acquired by pre-ordering Sam & Max: The Devil's Playhouse or buying the game up to a week after release.
The weapon functions in exactly the same way as the standard Revolver. Therefore, the Big Kill is fairly accurate and deals moderate damage with some damage falloff with distance. Its primary purpose is to fend off enemies at range, or as a fallback weapon after an unsuccessful backstab attempt.
Contents
Damage
- Base: 40
- Max Ramp Up: 150% (60 damage)
- Max Fall Off: 50% (20 damage)
- Point Blank: 55-60
- Medium Range: 35-45
- Long Range: 20-25
- Mini-Crit: 54
- Critical hit: 120
Medium range is defined as the main resupply door to the opposite wall on the upper level of 2Fort. Long range is defined as battlement to battlement on 2Fort. Damages are approximate and determined by community testing.
Demonstration
Previous Changes
- The kill icon for the Big Kill was originally the same as the Revolver. It was changed to the current kill icon in the July 8, 2010 patch.
Related Achievements
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Bugs
- As with the Ambassador and L'Etranger, the Big Kill's cylinder does not rotate when it is fired, the bullets are not ejected upon reload nor does its hammer move.
- The trigger guard for the Big Kill clips through the Spy's hand, as does the gun's grip. This is because the model itself is a good deal larger than the default Revolver and thus far no custom animations have been made for it.
- Like both the Ambassador and L'Etranger, the Big Kill is not actually "reloaded" by the Spy. The cylinder is opened and then closed without the bullets being removed or replaced, nor does the Spy bring his other hand up to reload the weapon.
Trivia
- The actual Big Kill was about twice as large in the original comic books, often with the barrel bending under its own weight.
- The name "Big Kill" was first used in an early drawing by Sam & Max creator Template:W. However, the gun was not directly referred to as "Big Kill" within the series until over twenty years later in the third episode of The Devil's Playhouse, "They Stole Max's Brain!", where it is listed in the notebook under the name.
- Sam describes the Big Kill as "my second best and third most dangerous friend."
- The weapon resembles a combination between a Template:W and a Template:W.
- Although the Big Kill uses the Revolver's stats, the model itself is actually based on the animation skeleton of the Ambassador.
- Interestingly, this is the only Revolver replacement in the game with an actual modelled hollow barrel. Both the Ambassador and L'Etranger lack a modelled barrel.
Gallery
- Big Kill 1st person red cropped.png
RED 1st person view.
- Big Kill 1st person blu cropped.png
BLU 1st person view.
See also
External links