20 Votes in Poll
I just casually played vacantion server, ride on boat... and after me with boat was teleported to void and back.But my flanker became FLANK
Image here
Me and who:
FLANK POWERS: It's funny that he couldn't shoot a shotgun, had an endless supply of milk and inflicted huge damage to enemies with melee combat... and he had an agent's bars.
Thats was fun small story. :)
Upd: Better info about FLANK, he deal 90 damage on melee hit, also he primary was actually able fire, but bullets dont dealt damage. And milk projectile somehow does 1 damage to enemy, AND MOST IMPORTANT THAT HE HAVE SMALLER AND MORE WIELDER HITBOX. Also bars dont work on him.
And image of his back and shitf: (He literaly backpack)
flanker but he's literally just a normal guy
casual outfit, casual bat, imagine the soda popper is just a school project, just a fella with great athleticism
As a flanker main you either get burnt to a crisp in two seconds, die from afterburn after being burnt in one second, or be left on 20hp after being cooked for 0.5 seconds unless your lucky enough to see him(rare)
21 Votes in Poll
The loadout
- Rocket Jumper (gotta go fast)
- Any Shotgun, preferably stock (your "Primary")
- Furious Flagaxe (i x2)
Do what flankers do! jump enemies, harras marksmen, and die to the brute who checks his back way to much. you may not have the power of your rocket launcher, the speed of flanker or his max ramp up, but its fun nonetheless.
19 Votes in Poll
I guess, this not the best rebalance idea, but I dont like current version, its just better stock when you know what you're doing. So criticize the concept, maybe this is not the best solution, but who knows.
Honestly, it was actually just a reworking of the "health gain" system. And I spent no more than 5 minutes for her idea and implementation.
So, this part 2 and now I will explain why I made this or that change. The rules are simple:
I try to interpret weapons of one class to another (often it doesn't work).
The weapon must be in the initial slot after transformation for another class, according to the type 50-AE or bullet-Stormer in the flanker's secondary and etc.
The changes should relate to the original idea or the similarity of at least one of the mechanics of the weapon (although I may misunderstand it)
At least one stat must be saved.
So... enjoy those "experimental" weapons.
The lupara lost its recoil in the air, since the mechanic is more based on defense rather than agility and speed, yes he has some weapons for greater mobility, but although it is more vertical mobility, still not. As well as less damage ramp-up for greater risk, since being killed by a mechanic in 1 second as an arsonist or anhi is wild.
As mentioned earlier, I don't think the mechanic needs much maneuverability, so why did I add horizontal speed? Well, if the mechanic still has items for mobility, why not add another one to him and emphasize the idea of this weapon with the speed and direction of the x-axis. (And I have no idea how interpreted in other way)
Well, here we have a significant transformation. Adding the blaster without changes to the Mechanic is an idea as ridiculous (which I like) as it is unbalanced. So all that was left of the idea was the accumulation and waste from the actions of the boost. So what distinguishes the Mechanic from the Flanker is the flanker's speed, and the turret. Thus, it was decided to give the sentry the boost bonus. And perhaps the mechanics of "overhealing" are not appropriate for the turret, it is better than increasing the DPS or the rotation speed. Maybe you'll have better ideas. Sg-hare them, will be very thankfull!
The Perfectionist is perfect for the Mechanic, but I made a small change to the damage ramp-up, which is less punishable than the loss of damage in the form of a pellet at any distance for a class that is more difficult to cross the battle line. But I'm still thinking about deleting this disadvantage.
A small change. Since the Mechanic does not have any filling scales, but the statistics indicate "filling", it was decided to replace it with metal and ammo recovery. And in order for the mechanics not to get too much metal, then this is replenished by boxes. And more damage penalty vs turtle mechanics near their sentry.
In fact, the only thing that has changed is getting health system rework and the fact that the trained doctors will not get a faster supercharge. But let's look at the scheme of getting health. Cause now killing a target with one shot, you will not get 60 health, but you will still get 17 restored health. And if you spend the entire clip and kill, then you have 84 health on the health bar.
No changes, except that by having a PDA in slot, expect primary, you will still have a jump bonus. And less ammo.
It's a very peculiar concept in which buildings consume drinks, not you. I don't even know what to comment on. These weapon is aimed at specific situations, most often when you are alone and the team is far away.
Same as Witches Brew, weapon is aimed at specific situations, most often when you are alone and the team is far away. But before weapon gave fully invulnerable.
So, it was fun again do this concepts and also to "present" them, see you later.
Also I no idea how transform Flanker melee to Mechanic one... Some help, please.
The end