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| {{Con}}-15% damage penalty.<br /> | | {{Con}}-15% damage penalty.<br /> |
| {{Con}}-50% clip size.<br /> | | {{Con}}-50% clip size.<br /> |
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− | {{Info}}O fogo primário lança as bombas, o fogo secundário (com qualquer arma desdobrada) faz com que todas as barragens armadas explodem ao mesmo tempo. Segurando fogo primário lança a bomba mais longe.<br />
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− | {{Info}}Os Stickybombs mantêm-se na maioria das superfícies e permanecem prontos até que o jogador os detona ou morra.<br />
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− | {{Info}}Os Stickybombs podem ser atacadas e destruídas com qualquer arma de tiro de bala, ataque direto de uma arma corpo a corpo, ou uma Resistência escocesa inimiga, ou um Lança-rápibombs inimigo detonando perto dela. <br />
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− | {[Info}}Pode colocar até 8 stickybombs ao mesmo tempo. <br/>
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− | {{Pro}}Pode destruir stickybombs inimigas. <br/>
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− | {{Pro}}Tempo para armar bomba -0.2 seg menor. <br/>
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− | {{Pro}}Tempo máximo de carregamento 70% menor. <br/>
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− | {{Pro}}Até +35% de dano com base no carregamento. <br/>
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− | {{Con}}Dano causado -15% menor. <br/>
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− | {{Con}}-50% no tamanho do cartucho. <br/>
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| | de = | | | de = |
| {{Info}}Die primäre Feuertaste schießt eine Haftbombe ab, und die sekundäre Feuertaste zündet die Haftbombe. Das Halten der primären Feuertaste wird die Haftbombe weiter schießen.<br /> | | {{Info}}Die primäre Feuertaste schießt eine Haftbombe ab, und die sekundäre Feuertaste zündet die Haftbombe. Das Halten der primären Feuertaste wird die Haftbombe weiter schießen.<br /> |
Revision as of 18:25, 19 August 2017
Secondary
![Stickybomb Launcher](/w/images/thumb/7/7c/Item_icon_Stickybomb_Launcher.png/100px-Item_icon_Stickybomb_Launcher.png) Stock Stickybomb Launcher
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8
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24
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Base: 103—138
Crit: 353
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Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs explode at once. Holding primary fire launches the bomb farther.
Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
Can lay up to 8 stickybombs at once.
Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
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![Chargin' Targe](/w/images/thumb/7/7a/Item_icon_Chargin%27_Targe.png/100px-Item_icon_Chargin%27_Targe.png) Unlock Chargin' Targe
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N/A
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N/A
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Full charge:
- 50 + 5 per head (up to 5 heads)
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Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed mini-crit at 25% charge or a critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Headless Horseless Horsemann's Headtaker or Nessie's Nine Iron.
Charging removes debuffs.
+50% resistance to fire damage.
+30% resistance to explosive damage.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
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![Scottish Resistance](/w/images/thumb/2/2c/Item_icon_Scottish_Resistance.png/100px-Item_icon_Scottish_Resistance.png) Unlock Scottish Resistance
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8
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36
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Base: 103—138
Crit: 353
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Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs under the crosshair, and directly under your feet, explode at once. Holding primary fire launches the bomb farther.
Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
Stickies are visible through walls and any obstacle, and can be selectively detonated by aiming at them and pressing the secondary fire button.
Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
Can destroy enemy stickies.
+6 more stickybombs out at once (max is 14).
+50% more ammo carried (max is 36).
+25% faster firing speed.
Stickybombs have 0.8 second longer priming time.
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![Sticky Jumper](/w/images/thumb/5/56/Item_icon_Sticky_Jumper.png/100px-Item_icon_Sticky_Jumper.png) Craft Sticky Jumper
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N/A
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8
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72
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Base: 0
Crit: 0
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Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs explode at once. Holding primary fire launches the bomb farther.
Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, or an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
+200% max secondary ammo.(max is 72)
No self inflicted blast damage taken.
-100% damage penalty.
Unable to carry the intelligence and the PASS Time JACK.
-6 stickybombs out.(max is 2)
No random critical hits (purely cosmetic, as they don't inflict any damage either).
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![Splendid Screen](/w/images/thumb/c/c3/Item_icon_Splendid_Screen.png/100px-Item_icon_Splendid_Screen.png) Craft Splendid Screen
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N/A
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N/A
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Full charge:
- 85 + 8.5 per head (up to 5 heads)
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Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line (turning is limited to very slight angles to the left or right). During the charge, the next melee swing is a guaranteed mini-crit at 25% charge or a critical hit at 60% charge. Any enemy hit by only the shield charge takes up to 85 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Headless Horseless Horsemann's Headtaker or Nessie's Nine Iron.
Charging removes debuffs.
+20% resistance to fire damage.
+20% resistance to explosive damage.
+70% more charge impact damage.
+50% charge recharge rate.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
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![Tide Turner](/w/images/thumb/c/cd/Item_icon_Tide_Turner.png/100px-Item_icon_Tide_Turner.png) Craft Tide Turner
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N/A
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N/A
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Full charge:
- 50 + 5 per head (up to 5 heads)
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Secondary fire (with any weapon deployed) makes the player charge forward at high speed in a straight line. During the charge, the next melee swing is a guaranteed mini-crit at 25% charge. Any enemy hit by only the shield charge takes up to 50 damage (scales by distance), with additional damage based on the number of heads collected with the Eyelander, Headless Horseless Horsemann's Headtaker or Nessie's Nine Iron.
Charging removes debuffs.
+15% resistance to fire damage.
+15% resistance to explosive damage.
Full turning control while charging.
Melee kills refill 75% of charge meter.
Taking damage while shield charging reduces charge time.
Grants its abilities passively, does not need to be selected.
Does not grant resistance to self-inflicted damage.
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![Quickiebomb Launcher](/w/images/thumb/f/f9/Item_icon_Quickiebomb_Launcher.png/100px-Item_icon_Quickiebomb_Launcher.png) Craft Quickiebomb Launcher
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4
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24
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Base: 88-117/109-147
Crit: 300/375
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Primary fire launches the bombs, secondary fire (with any weapon deployed) makes all armed stickybombs explode at once. Holding primary fire launches the bomb farther.
Stickybombs stick to most surfaces and remain ready until the player either detonates them or dies.
Stickybombs may be attacked and destroyed with any bullet firing weapon, direct strike from a melee weapon, or an enemy Scottish Resistance sticky, or an enemy Quickiebomb Launcher sticky detonating near it.
Can lay up to 8 stickiebombs at a time.
Able to destroy enemy stickybombs.
-0.2 sec faster bomb arm time.
Max charge time decreased by 70%.
Up to +35% damage based on charge.
-15% damage penalty.
-50% clip size.
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This template is meant to be used in localized versions of the Demoman article, replacing current weapon tables.
Make sure that section Template:Dictionary/common_strings#class_weapon_tables is also translated to your language.
![Globeicon.png](/w/images/thumb/e/e1/Globeicon.png/36px-Globeicon.png) | This template uses translation switching. The correct language will be displayed automatically. Localized versions of this template (e.g. Template:Class weapons table demoman secondary/ru) are not necessary. Add your translations directly to this template by editing it. Supported languages for this template: en, de, ja, ko, ru, zh-hant, zh-hans (add)
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