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− | {{Character infobox|image = |abilities = |weaknesses = |status = |rivals = |image1 = Screenshot 2017-05-22 at 2.44.05 PM.png|caption1 =What the hell was that? - Spy |tech_name: = Nercomancer Tech|stamina_cost: = N/A|status: = Removed |
+ | {{Character infobox|image = |abilities = |weaknesses = |status = |rivals = |image1 = Screenshot 2017-05-22 at 2.44.05 PM.png|caption1 =What the hell was that? - Spy |tech_name: = Nercomancer Tech|stamina_cost: = N/A|status: = Removed<br> |
+ | Active (v10.0)}}'''''Nercromancer Tech is '''''a Tech introduced in the 9.9 Alpha test update and removed a few months later during a match on cp_yukon_final when it was voted to be Turned off forever. |
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It returned in the v10.0 update as a reworked version |
It returned in the v10.0 update as a reworked version |
Latest revision as of 14:14, 30 May 2017
Nercromancer Tech is a Tech introduced in the 9.9 Alpha test update and removed a few months later during a match on cp_yukon_final when it was voted to be Turned off forever.
It returned in the v10.0 update as a reworked version
Tech Upgrades:
Skeleton Health: This wouldve boosted the Skeletons health but it ever fully functioned correctly
Skeleton Damage: This boosted the Skeletons power (Damage) to Players and Buildings.
Spawn Count: Increased number of skeletons at a time
Exploits:
Skeletons could enter the enemy teams spawn and not count as a spawnkill, thus no ION Cannon would be deployed.
Standing bellow the control point on nucleaus could make the skeletons become a permanet defense as they got stuck and were unkillable and unreachable.
Engineers could become a necrospawner and stay inside spawn while deploying endless ammounts of zombies
Changelog:
2016: Added Nerco Tech
(Unknown Time): Added a recharge for Nerco Spawn
(Unknown Time): Nerfed damage
(Unknown Time): Removed Nerco Tech by disabling them forever
Trivia: Their "Eheheuheueh" sound could be heard from any part of the map, annoying lots of players