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 classes and their respective SUPER POWERED ABILITIES

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gavilatius PrinceCelestia
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Posts : 12
Join date : 2011-12-09
Age : 31
Location : Hawaii

classes and their respective SUPER POWERED ABILITIES Empty
PostSubject: classes and their respective SUPER POWERED ABILITIES   classes and their respective SUPER POWERED ABILITIES EmptyFri Dec 09, 2011 11:08 pm

I have a question and need some help, I want to know what the "!r" powers are for each class, it'll be a big help against the force that is HALE and his Cronies.
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The Wizland
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The Wizland


Posts : 26
Join date : 2012-03-17
Age : 23
Location : The Secret Pootis

classes and their respective SUPER POWERED ABILITIES Empty
PostSubject: The Abilities   classes and their respective SUPER POWERED ABILITIES EmptySun Apr 01, 2012 2:59 am

Soldier
Homing Rocket. Right Click with shovel equipped (and out I think) to be unable to use the shovel but deploy a beacon that your rockets will follow temporarily.
King Kong Drumming. When taunting with the direct hit you get different special effects.

Scout
Spike Shoes. After double jump when you land on someone you stun them temporarily.

Pyro
AfterBurner. Quickly uses flamethrower ammo to allow you fly temporarily as if you had a jetpack on.
Flare Firework. Allows you to explode flares in mid air.
Disguise Jutsu. With backburner equipped crouch and airblast. To everyone else you will appear to be a barrel. Moving or standing breaks your disguise. Consumes ammo.
Burns Day Present. With backburner equipped airblast and it will launch a present. This present burns that area. Consumes ammo.

Medic
Flying Doctor. When in mid air jump, then press and hold space. You will fly toward your healing target. When not healing anyone does nothing.
Uber Transplant. Transfer uber to medic. For 1 percent of transfer you need 2 percent of charge. (I could not manage to do this. Maybe it's disabled?)
SuperCharger. Ubercharge speed increases. Can only use mediguns. Ubercharge decreases when not healing.
Styptic. Ubercharge consumed to heal yourself.
Doping Injection. Auto heal people by alt firing with syringe gun or blutsauger.

Spy
Sapper Throw. Allows you to throw a sapper to sap sentries within a radius somehow. DOES NOT DO ANYTHING IN VSH.

Sniper
Curving Arrow. Arrows from the huntsman will curve and fall quickly rather than flying mostly straight.
Marking Shot. Displays a light where arrows will land as if you were scoped in on that spot.

Heavy
Delicious Sandvich. During KGB criticals sandvich heals more.
Centrifuge Rotor. Knockback decrease.

DemoMan
Sticky Flash. Stickies emit light to blind enemies. Apparently to do this taunt with grenade launcher then lay down stickies.
Drunk Bomb. Cannot use anything but bottle. 5.5 seconds activation. Suicide to kill other players. Not sure how to activate.


Last edited by Neru on Sun Apr 01, 2012 5:54 pm; edited 1 time in total
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JoBe
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JoBe


Posts : 36
Join date : 2011-11-13
Age : 29
Location : Chicago

classes and their respective SUPER POWERED ABILITIES Empty
PostSubject: Re: classes and their respective SUPER POWERED ABILITIES   classes and their respective SUPER POWERED ABILITIES EmptySun Apr 01, 2012 6:08 pm

Neru wrote:
Soldier
Homing Rocket. Right Click with shovel equipped (and out I think) to be unable to use the shovel but deploy a beacon that your rockets will follow temporarily.
King Kong Drumming. When taunting with the direct hit you get different special effects.

Scout
Spike Shoes. After double jump when you land on someone you stun them temporarily.

Pyro
AfterBurner. Quickly uses flamethrower ammo to allow you fly temporarily as if you had a jetpack on.
Flare Firework. Allows you to explode flares in mid air.
Disguise Jutsu. With backburner equipped crouch and airblast. To everyone else you will appear to be a barrel. Moving or standing breaks your disguise. Consumes ammo.
Burns Day Present. With backburner equipped airblast and it will launch a present. This present burns that area. Consumes ammo.

Medic
Flying Doctor. When in mid air jump, then press and hold space. You will fly toward your healing target. When not healing anyone does nothing.
Uber Transplant. Transfer uber to medic. For 1 percent of transfer you need 2 percent of charge. (I could not manage to do this. Maybe it's disabled?)
SuperCharger. Ubercharge speed increases. Can only use mediguns. Ubercharge decreases when not healing.
Styptic. Ubercharge consumed to heal yourself.
Doping Injection. Auto heal people by alt firing with syringe gun or blutsauger.

Spy
Sapper Throw. Allows you to throw a sapper to sap sentries within a radius somehow. DOES NOT DO ANYTHING IN VSH.

Sniper
Curving Arrow. Arrows from the huntsman will curve and fall quickly rather than flying mostly straight.
Marking Shot. Displays a light where arrows will land as if you were scoped in on that spot.

Heavy
Delicious Sandvich. During KGB criticals sandvich heals more.
Centrifuge Rotor. Knockback decrease.

DemoMan
Sticky Flash. Stickies emit light to blind enemies. Apparently to do this taunt with grenade launcher then lay down stickies.
Drunk Bomb. Cannot use anything but bottle. 5.5 seconds activation. Suicide to kill other players. Not sure how to activate.

Ubertrans isn't disabled. i always use it in Dunger for chain medic and all you have to do is get the other medic to stop. right click when you DON'T have full uber or you will uber and thats it
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|inter| Jordan
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Posts : 21
Join date : 2012-03-03

classes and their respective SUPER POWERED ABILITIES Empty
PostSubject: Re: classes and their respective SUPER POWERED ABILITIES   classes and their respective SUPER POWERED ABILITIES EmptyFri Apr 06, 2012 12:08 pm

Neru wrote:
Soldier
Homing Rocket. Right Click with shovel equipped (and out I think) to be unable to use the shovel but deploy a beacon that your rockets will follow temporarily.
King Kong Drumming. When taunting with the direct hit you get different special effects.

Scout
Spike Shoes. After double jump when you land on someone you stun them temporarily.

Pyro
AfterBurner. Quickly uses flamethrower ammo to allow you fly temporarily as if you had a jetpack on.
Flare Firework. Allows you to explode flares in mid air.
Disguise Jutsu. With backburner equipped crouch and airblast. To everyone else you will appear to be a barrel. Moving or standing breaks your disguise. Consumes ammo.
Burns Day Present. With backburner equipped airblast and it will launch a present. This present burns that area. Consumes ammo.

Medic
Flying Doctor. When in mid air jump, then press and hold space. You will fly toward your healing target. When not healing anyone does nothing.
Uber Transplant. Transfer uber to medic. For 1 percent of transfer you need 2 percent of charge. (I could not manage to do this. Maybe it's disabled?)
SuperCharger. Ubercharge speed increases. Can only use mediguns. Ubercharge decreases when not healing.
Styptic. Ubercharge consumed to heal yourself.
Doping Injection. Auto heal people by alt firing with syringe gun or blutsauger.

Spy
Sapper Throw. Allows you to throw a sapper to sap sentries within a radius somehow. DOES NOT DO ANYTHING IN VSH.

Sniper
Curving Arrow. Arrows from the huntsman will curve and fall quickly rather than flying mostly straight.
Marking Shot. Displays a light where arrows will land as if you were scoped in on that spot.

Heavy
Delicious Sandvich. During KGB criticals sandvich heals more.
Centrifuge Rotor. Knockback decrease.

DemoMan
Sticky Flash. Stickies emit light to blind enemies. Apparently to do this taunt with grenade launcher then lay down stickies.
Drunk Bomb. Cannot use anything but bottle. 5.5 seconds activation. Suicide to kill other players. Not sure how to activate.
thanks i needed this also
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classes and their respective SUPER POWERED ABILITIES Empty
PostSubject: Re: classes and their respective SUPER POWERED ABILITIES   classes and their respective SUPER POWERED ABILITIES Empty

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