Seen here in front of a weird brown blob |
Primary Weapon
M1: Throw held beverage
Hold M1: Shake held beverage (creates splash attack)
M2: Consume held beverage
Jumping off someone's head deals 25 damage
You can throw beverages quickly, about one every one second, with each dealing 60 damage on a direct hit. A well-shaken can deals 120 damage with splash. You can consume cans to gain beverage buffs, but they fill a thirst bar. When the bar is full, you can't drink any more, so watch out. You have six bottles, and you're carrying a two more six packs in your satchel. Or towel, or whatever the Scout is wearing on his back.
The reload animation is the Scout flipping the empty carton over his shoulder and taking a new one from behind his back.
The Bonk Variety Pack activates a PDA slot, the Beverage menu. The beverage menu can be used to select which flavor is next in the rotation. This feature is especially under consideration for utility.
Flavor 1: Bonk Standard
normal phase ability, cannot attack during
Flavor 2: Crit-a-cola Classic
minicrit bonus, can attack during
Flavor 3: Painslayers brand Analgesic Beverage
Heals 30 HP and negates ramp-up for ten seconds, can attack during
Flavor 4: Australium in a Can
Your projectiles deal extra damage for ten seconds, can attack during
The idea was to create a Scout set that takes away all his guns and leaves him using sort of found, everyday weapons instead. Mostly I just like the idea of a guy running into a gunfight whipping bottles from his six pack at everybody he sees, but eventually I realized it was sort of a Scout-appropriate grenade launcher disguised as a six pack.
And I liked that. People on SPUF would complain if you created an item called "The Gremlin's Grenades" and was a badly nerfed Scout grenade launcher, but if you disguise it as something the scout would plausibly use... I probably shouldn't be explaining this out loud.
No comments:
Post a Comment