![]() Using the Disguise Kit with the Eternal Reward requires and consumes a full Cloak meter. Do not completely rely on this "silent killer" aspect, as dead players may still communicate with each other with text or voice chat. The most common applications of this are to take out an Engineer, then his buildings, or to consecutively backstab a line of enemies without their death screams acting as an alert. Upon a successful backstab, your victim silently disappears as you instantly disguise as them no death notice appears to the enemy team and further backstabs do not break your new disguise. Your Eternal Reward makes your backstabs nearly silent. If you were spotted, you can also attempt to trick an inexperienced enemy into showing his back a common technique is to flee up a flight of stairs, then jump above and behind your pursuer. If your backstab attempt is unsuccessful, decide whether to flee or duel your target with the Revolver. To get into position for a backstab, use your Cloak and disguises to maneuver behind your enemies without drawing attention. The Knife is typically used to backstab targets and deals pitiful damage otherwise. If an Engineer is guarding his buildings, disable his Sentry Gun and prevent him from removing it while your teammates destroy it. You still receive critical hits even if the building destruction is not credited to your Sapper, so work alongside your allies. This makes the weapon effective for escaping after a successful strike view enemy health to determine who can be picked off on the way out. The Diamondback deals reduced damage but grants guaranteed critical hits upon the destruction of a sapped building or a backstab. The Enforcer also ignores any defensive bonuses, making it particularly effective against Spies who equip the Dead Ringer or Medics using the Vaccinator. Firing it breaks your disguise, however, so aim carefully - the damage bonus only applies to your first shot. If an enemy confronts you while you are disguised, you can deal additional damage, which can give you the upper hand. This makes it inferior to the stock Revolver in direct combat, but allows you to kill light classes in two hits at point-blank range, allowing you to dispatch them before they can react. The Enforcer deals 20% extra damage when attacking while disguised, but has a 20% slower firing speed. It can be used to safely refill your Cloak from a distance and pairs well with the Dead Ringer, which requires a full Cloak meter to activate. While it deals significantly less damage than other revolvers, it slightly refills your Cloak whenever you shoot an enemy, exchanging firepower into potential fleeing power. The L'Etranger increases your Cloak duration by 40%, making it easier to maneuver behind enemy lines. One headshot and one bodyshot is enough to take out any of the light classes, particularly Snipers who stand still, have their back against a wall, or have the Razorback equipped. There is a cooldown period after firing where the Ambassador cannot headshot, so space your shots out instead of firing rapidly. When behind enemy lines, check enemy health levels and decide which targets you can take out with a headshot. The Ambassador comes with penalties in both damage and firing rate, but has the ability to headshot nearby enemies for up to 102 damage. There are several situations where you want to use the Revolver instead of the Knife, such as when your target cannot be backstabbed, you cannot safely approach a target, or when a Sniper has a Razorback equipped. It is best used to finish off weakened enemies or as a last resort should an enemy confront you three close-range shots is enough to take down light classes. ![]() ![]() Although the Revolver is weaker than most classes' primary weapons, it is accurate and deals decent damage at medium range.
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