The Stickybomb Launcher can charge projectiles, similar to the Huntsman. In contrast, the stickybomb projectile fires somewhat slowly and heavily, at 805 hammer units per second. The grenade projectile travels at approximately 1065 Hammer units per second, and will detonate under two circumstances either on direct contact with an enemy or after a set interval. While the Grenade Launcher is similar to the Rocket Launcher in terms of stats and function, the arc that the projectile makes as it fires through the air can be much harder to compensate for, and can take a player time to learn the difference between the two. The Grenade Launcher and Stickybomb Launcher both fire their respective projectiles in an arc. not jumping) excluding airblast, allowing Pyros to shoot blast jumping enemies for extra damage. The Reserve Shooter scores mini-crits on targets that are airborne due to any sort of knockback (e.g. If there is any water or a Health kit nearby, your enemy will probably attempt to land on or in it. Since enemies will be on fire upon landing, players equipped with the Axtinguisher can follow up the Flare Gun aerial with a guaranteed critical hit. It is also possible for the Pyro to reflect one projectile at an enemy on the ground, launch him into the air and reflect a second projectile into the airborne opponent.įlare Gun aerials offer the ability to ignite enemies and perform critical hits on targets that are already burning as the enemy is hit. The Pyro redirects the projectile to intercept the enemy's flight path. When a compression blast aerial occurs, the enemy shoots at the Pyro from the air. A Pyro can perform aerials with the compression blast.
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