I know, thanks
Adorable, but ain't... You know Brass Knuckles sound better than puffy boxing gloves? They won't be much useful thou.
Yes. My point was: Something to put on your fists and then go nuts. Played BO2 SP? Electrical shocking device to put on to your 4 fingers and then shock your enemies away.
It's like the pre-detonation from a Husk would hurt your 100% fire immunity after all. Also by the means of logic Molotov Cocktail is a glass bottle how come a Siren scream cannot disarm it?
Well, you answered as I was going to think similar to your respond I quoted below:
naksiloth said:
What made you think it can't disarm a simple molotov?
Theory:
Even when it's not disarmed, it won't get spread to a large area, because when laws of gravity calls; bottle will blown to tidbits and fluid most likely either ignite a foot large area or just spill all the gasoline to the ground and it won't ignite at all.
This is it.
Nice but... needs more thought. As for cannonball we have Orca Propellor DLC weapon, it's explosive but we're talking about demolition expert not a TF2 caricature. Also fear not, I heard RPG-7 is coming from IJC as a DLC weapon.
Orca ain't the same. I was talking about a Handcannonball-launcher, that will not detonate and will not hurt the user in any way. Designed to get rid of single or a pair of zeds closing up to you, where a 9mm cannot help you anymore (but the M4 does but it's still weak for me).
Demoman is shorter and I already got used to call it like that. Wait... Is "
Demoman" copyrighted

? You already know, which perk we are talking about and that's all what count's and is supposed to tell.
Meh. RPG-7. Not the exact thing, that I wanted. We have a LAW already for that. The Rocket Launcher from UT2004 would be
the weapon with 3 Mag-size. Ofcourse with a different modern design. I don't know, what special should be for the Rocket Launcher (except to lock on to a group of zeds), as every Weapon in KF - in fact - HAS some individual important role.