For Demo:
The Smokestack (Secondary slot)
-25% Ammo Clip
-100% Damage Penalty vs Buildings
-10% Damage Penalty vs Opponents
* Upon detonation of the grenade, all enemy Sentries within range will momentarily be drawn to the flash, for roughly 0.33 seconds, unless sentry detects a closer target than the Smoke Grenade detonation.
* Sentries that are impacted by the Smoke Grenade's explosion radius will not be "drawn"(distracted) to the explosion.
* Detonation will cause a smoke cloud to appear in a radius of the same width as the normal explosive blast damage radius of regular grenades.
* Smoke Dissipates over a 4 second span. With a decreasing visibility obstruction penalty of -100% during first second, followed by -75%, then -50%, and then -25%, before disappearing.
* Cloaked Spies that come into contact with the smoke will shimmer slightly.
* Enemy Pyro Airblast can dissipate Smoke Cloud by 50%, per Airblast, no "Bonus" points for doing so.
The Electro MacGnetic Pulse (Primary slot)
+25% Explosive Horizontal Blast Radius
-75% Blast Damage Penalty vs Buildings
-75% Ammo Clip
-60% Total Ammo
* The EMP Blast will cause a 4 Second Electro Magnetic field who's AoE field shrinks by 20% per second.
* Any friendly Explosive Projectile that comes into the radius of the EMP's influence will redirect toward the center of the EMP before detonating.
* Engineer Buildings that are within the EMP's Blast Radius will function at 75% of their normal capacity.
* Mediguns being used within the EMP Blast Radius will function at 75% of their normal capacity.
* Each Strike from the Wrench(es), Gunslinger, and Homewrecker, will reduce the duration/radius of the EMP Grenade by 1 second.
* Using the Short Circuit within the EMP Blast radius will drain 100% of the user's Ammo.
* EMP Grenade cannot be Airblasted.
* EMP requires a 12 second Cooldown between Launches.



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