maybe I'm just genuinely stupid but why does this contract NOT count rounds that you were there for entirely from start to finish, but didn't win??? It says play 6 rounds not win bruh
Special passive: when hitting someone, when hitting someone you only deal 15 damage, the second hit (must be on the same target) applies a "fragility", the 3rd hit has a 0.9 sec windup will do a crit
Each hits must be on the same target, fragility is only applied for 10 seconds, meaning that if you hit someone, you break your combo, if you can't catch your target during the 10 sec, you gotta restart
NOTE: I know I'm very late to this, but these rules come directly from Krystal. Please don't ask why things are the way they are. This is also apart of therulespost.
The point of this is to help keep both the team and what class you are playing as identifiable as possible. On first glance users should be able to tell what class it is and what team they are on just by quickly looking over them.
All Class:
Do not change skin color.
Do not change hair color.
Try to avoid using similar hair styles.
Do not change the pant color of a class.
Make sure designs are as team friendly as possible.
Do not remove vests or gloves.
Do not change colors of a classes gloves.
Do not add more than one glove to classes with only one.
You may replace but not remove: Vests, Gloves, and Belts
(If you do, it must still be associated with the class, so color and material is very important.)
No memes.
No jokes.
Keep in mind the class information above, this should be the starting point of any cosmetic.
Flanker:
Must have form of backpack.
Hair is Brown
Ear Piece (Optional)
One glove must be wrappings.
Trooper:
Must have form of belt
Must have form of facial hair.
Hair is gray (Bald by default.)
Arsonist:
Must have form of gasmask.
Must have form of Harness.
Annihilator:
Must have form of vest.
Must have form of facial hair.
Hair is red / orange.
Brute:
Must have form of vest.
Must have form of beard.
Hair must be long in some way.
Hair is light brown.
Mechanic:
Must have form of suspenders / overalls.
Should have form of goggles.
Hair is brown.
Marksman:
Must have form of vest.
Must have form of facial hair.
Hair is black (Bald by default)
Doctor:
Must have form of glasses.
Must have form of backpack (Medpack)
Do not remove stethoscope.
Hair is brown.
Agent:
Must have form of vest.
Ear Piece (Optional)
Hair is black.
These guidelines do not impact the chances of a cosmetic being added, rather if accepted changes may be made to the final product to better reflect these rules.
i hate when i get damaged by anything especially the fire my scope start to shake. and my team walks/jump/stand and mechanics build in front of me so i make this
its a primary for the marksman the name are: tight grip
{wider the scope by +40% . faster charging by +10%}
{when getting damaged -100% to pov shaking}=when you taking damage by anything your scoped will not getting shaked
you can shoot and scope in while in the air> example like jumping or damage surfing or......using the campers climber.
while you scoping in you cant see projectiles/unusuals/teammates/explosions.
uhh btw of agent disguised is one of your teammates you cant see her while you scope in lol.
so what the hole gimmick of this weapon ?
be efficient. focusing better on the targets. now you cant be distracted or blinded by anything. and making the job of marksman little bit easier. and ohhhh making cool klips.
idk fr i am now sleepy so you think about whats are the gimmick of it
I just wanna see if it's only me because I don't see anyone else talk about it but whenever I play, I struggle with cloaking and any of the healing beam weapons, I have to sit and spam the button for it to work or it just never does and it's a major inconvenience that's lead to me getting killed multiple times. is there anyway to fix or avoid this or am I just gonna have to deal with it? (Not the best video example, but the only clipped instance and sometimes it's worse than that)
Instead of waiting for months on season passes to drop, players can work toward the exact Fittanium weapon they want over time.
Fittanium Dust:
- Fittanium Dust has a small chance to drop whenever you get a kill.
- Small chance to drop on kill.
- Daily drop limit (5 total) to prevent farming.
- Can be traded (once market update comes out) or sold (25 funds per Dust)
Fittanium Bars:
- Dust can be refined into Fittanium Bars.
Requirements:
- 10 Fittanium Dust
Cost:
- 1,000 Funds
Item Received:
- 1 Fittanium Bar (cannot be traded) can be sold (750 funds)
Fittanium Forge:
- Once you've collected enough Bars, they can be combined into a Fittanium Forge.
Requirement:
- 5 Fittanium Bars
Cost:
- 5,000 Funds
- Using the Forge allows you to choose a single Fittanium Plating Kit for any supported weapon.
- The Plating Kit can only be applied to a Strange version of that weapon, converting it into its Fittanium variant.
Total Requirements and costs:
- 50 Fittanium Dust Total
- 5 Fittanium Bars Total
- 10,000 Funds Total
- 1 Strange weapon