The Pump Pummel
Level 4 Bicycle Pump (Melee)
Taunt: Inflate Balloon
You may have up to four balloons, tied to your back.
Balloons reduce your weight by 50%.
pressing reload with primary or melee active releases one balloon, holding reload releases all balloons.
Use your flamethrower to direct yourself while floating.
We balloon fight now.
Each taunt inflates one balloon. This takes a few seconds, with a distinct inflating sound. This can also be done in midair. There is no limit to the balloons, other than that you can only have four active at a time.
With one balloon, pyro weighs half as much. He falls at half speed, takes half damage from falls, and jumps higher, but takes more knockback.
With two balloons, pyro is neutrally buoyant. He acts as if under zero gravity, all vertical movement will eventually slow to a stop. So too will horizontal speed in the air.
With three or four balloons, pyro will naturally rise, faster with four than three, until he hits a ceiling or skybox.
While under neutral bouyancy or higher, pyro can use his flamethrower as propulsion. M1 will slowly push him opposite to where he points, while airblast can act more like a shove.
Enemies can pop the balloons one at a time by shooting them.
Vertical Pyroll.
Level 4 Bicycle Pump (Melee)
Taunt: Inflate Balloon
You may have up to four balloons, tied to your back.
Balloons reduce your weight by 50%.
pressing reload with primary or melee active releases one balloon, holding reload releases all balloons.
Use your flamethrower to direct yourself while floating.
We balloon fight now.
Each taunt inflates one balloon. This takes a few seconds, with a distinct inflating sound. This can also be done in midair. There is no limit to the balloons, other than that you can only have four active at a time.
With one balloon, pyro weighs half as much. He falls at half speed, takes half damage from falls, and jumps higher, but takes more knockback.
With two balloons, pyro is neutrally buoyant. He acts as if under zero gravity, all vertical movement will eventually slow to a stop. So too will horizontal speed in the air.
With three or four balloons, pyro will naturally rise, faster with four than three, until he hits a ceiling or skybox.
While under neutral bouyancy or higher, pyro can use his flamethrower as propulsion. M1 will slowly push him opposite to where he points, while airblast can act more like a shove.
Enemies can pop the balloons one at a time by shooting them.
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