-The Sapper Program-
this is a sentry. here are the stats:
+on sap: remove sapper and put it on your dispenser (if you have no dispenser, put it on your teleporter and if you have no teleporter, put it on your sentry)
+on sap: disable spy's sapper for 2 seconds
-25% firing speed
-15% projectile speed
next is...
-The Snowball-
this is a dispenser. here are the stats:
+when destroyed: cause a big explosion that slows enemies in the blast radius by 25% for 30 seconds
-25% max metal capacity
-blast affects you as well
after that is...
-The Texan Trapper-
this is a teleporter replacement. here are the stats:
+teleporters are instead 2 tripwire hooks that stun enemies that walk through them (wire can not go through walls, hooks are invisible, hooks appear for 5 seconds after tripping someone)
+200% faster construction speed
-each hook costs 25 more metal
-cannot teleport
these next weapons are weapons and not buildings.
-The Rust Bolt-
this is a primary. here are the stats:
+fires a special bolt that pushes enemies away (20 damage, travels as fast as the rescue ranger)
-20% firing speed
-50% clip size
this weapon reloads its entire clip at once
next is...
-The Old Sailor-
this is a secondary. its a wearable item. here are the stats:
+15% movement speed on wearer
+20% construction hit boost
-50 max metal capacity
+50% more metal from ammo packs and dispensers
after that is...
-The Extendo-Wrench-
this is a melee. here are the stats:
+alt-fire: spend 50 metal to Reach out and stun enemies/repair your sentry from a distance
+100% repair rate per metal when doing an alt-fire attack
-20% swing speed
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