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[WIP Build] Infinity Monk
Ffiring a Blunderbuss with the PB modal active flanks the player. This activates the "Looking for a Fight" ability of the Streetfighter, providing -50% recovery time and +50% damage vs afflicted targets. Because PB counts as a hostile effect, when it expires, the Forbidden Fist aspect of the build grants you +1 Wounds and some decent healing. Since PB lasts 10 seconds, you want to stack RES to make it expire before your next attack. In testing I found that PB is applied right before your attack is fired, which means that you'll still get the +50% damage bonus on that attack, even though you weren't flanked at the time. It seems that reload time is determined at the start of a reload, and isn't updated if anything changes mid-process. That means that as long as PB hasn't expired before you start reloading, you benefit from the Streetfighter recovery time.
Further bonuses of the build revolve around applying afflictions in an AoE around your attack target with the Hand Cannon weapon(s). You can infinitely cast Monk's Stunning Surge with enough enemy density since you're bound to crit at least once. Rogue's Cripping/Blinding/Withering Strike abilities are also excellent to apply in AoE.
This build greatly benefits from high INT so as to increase the radius of your attacks and the duration of afflictions and bonuses to yourself. You can easily achieve high INT with this build as you can get 10 INT from from Turning Wheel with 10 Wounds. Clarity of Agony is crucial to the build as it reduces hostile effects, which applies to PB. The lower you reduce PB's duration, the faster your character is able to attack (you need to make sure PB expires before your attack goes off). Further, you have access to Thunderous Blows at the cost of Wounds, which basically makes it a permanent +5 MIG and +2 PEN.
As good as all this sounds, there is a major drawback in that you must carefully moderate your stats at any given moment. To support high DEX, you must have a lot of RES to make sure PB expires before your next attack. If you increase your INT, you will also inadvertently increase the duration of PB which is counter-productive, although still worth it. So the idea is to find the maximum amount of RES and hostile effect reduction possible and then regulate your attack rate accordingly.
Here are all the items and abilities I was able to come up with that would reduce PB duration:
Maxing RES in character creation (points/race/culture): 21 RES with Orlan race + Ixamitl Plains culture.
Ring of the Solitary Wanderer: +1 RES, and -35% hostile duration if no allies nearby (only for solo play).
Eviee pet: +2 RES.
Clarity of Agony: -50% hostile duration.
Cabalist's Gambeson enchant: -10% hostile duration.
Reducing your INT would also work, but that's counterproductive to the build so I want to avoid this.
Svef: Invalidates the build as it makes you resistant to PER afflictions, which PB is.
Ideally avoid any temporary bonuses like food, drugs, resting bonuses, etc. It's personal preference, but for me it's super annoying to micromanage. Also if possible, it's kinda pointless to rely on items that you can only get late-game. For best experience, this build should be fully online early on in the game.
There's a strange issue with the way hostile effect reduction works. The actual duration of PB is usually higher than expected, when taking expected hostile reduction multiplicative formula into account.
With 10 INT (10 sec PB duration), 25 RES (-45%), Clarity of Agony (-50%), Solitary Wanderer's (-35%), and Cabalist's Gambeson (-10%), the math makes it ~84% reduction. (1 - 0.84) * 10 second PB duration = 1.6 seconds. Actual in-game values were ~2.8 seconds. No idea why this is.
10 Overwatch Hero Concepts
(Huntress) (Mobile Offensive Singlepoint DPS) (Hard)
This hero will have a crossbow that works very similarly to Mccree’s weapon. The crossbow is a normal crossbow however has a bolt rack that inserts bolts and can hold up to seven bolts at a time until a reload is needed. The weapon has a 1.5 second reload time, has 8 shots until a reload is required. You can shoot 3 shots in 2 seconds. It has a 20-45m falloff range, can headshot and deals 125 damage in good range if it is a headshot. Huntress has three abilities, one does not appear unless Shift Bolt is used. Shift Bolt is activated by pressing shift, and adds a new ability depending on the target hit, if a target is hit. Smoke Bolt blocks enemies sight slightly and makes you and your allies invisible until they use a weapon or ability or until 5 seconds after the ability is used. Smoke Bolt as well triples your speed ; it has a 14 second cooldown. Shift Bolt has a seven second cooldown, but can be used again instantly if you kill someone with a secondary ability. There are six different types of arrows available when Shift Bolt is hit. Disable Bolt, Pierce Bolt, Spread Bolt, Energy Bolt, and Flame Bolt. The heroes that grant a Disable Bolt are: Sombra, Mei, Orisa, Ana, Darter, and Duo. The heroes that grant a Pierce Bolt are: Genji, Mccree, Hanzo, and Widowmaker. The heroes that grant a Spread Bolt are: Doomfist, Reaper, Bastion, Roadhog and D.Va. The heroes that grant an Energy Bolt are: Tracer, Winston, Zarya, Mercy, Moira, and Symmetra. The heroes that grant a Flame Bolt are: Pharah, Junkrat, Torbjorn, and Reinhardt. All other heroes grant a Power Bolt. The Disable Bolt disables all abilities including passive abilities for five seconds, the Pierce Bolt can go through multiple targets, the Spread Bolt is very similar to Hanzo’s Scatter Arrow, it has many arrows that fly out of it, but is much less powerful than it, and can only one-shot 150 health targets if used to the head. If all shots hit as a body shot, it will deal 140 damage, headshots deal 175 damage. The Energy Bolt has the ability to go through shields, but deals only half the damage of a normal arrow. Finally, the Flame Bolt only deals 5/7 of the damage that a normal arrow does, but it deals an extra 50 damage from the fire that lasts 3 seconds. Huntress’s ultimate recharges at a normal speed. Her ultimate is called Bolt Rain. She rapidly fires all of her bolt in the air, your Shift Bolt is disabled and is replaced by the Signal Bolt. Wherever you shoot the signal bolt, the bolts will fall. If you shoot an enemy with the bolt, the bolts will follow the target. Huntress has 200 HP.
What Huntress would do:
She would fill the role of McCree and Hanzo, a close up singlepoint sniper.
(Duo) (Two Ability Set Immobile Healer) (Easy)
This hero wields an Energy Pistol, this weapon takes 1.2 seconds to charge, and is hitscan, it does not require reloadings. The energy splatters all over the area in which it hit, if allies stand in the area it can heal up to 70 health, and if enemies stand in the area it can damage up to 70 health. The energy spot disappears after 3.6 seconds and the spot is about ⅗ of the size of Doomfist’s Meteor Strike. Duo’s first ability is Health Pack. She throws a Health Pack that can only be consumed by allies. This health pack is marked by a yellow cross instead of a red cross. If destroyed, it will leave a yellow cloud of dust that heals the Duo who placed it’s team by 100 HP if in the cloud for the entire time. The dust disappears after 3 seconds. The Health Pack has 10 HP and 20 Shields. The Health Pack heals 200 HP and 5 can be placed at a time. The cooldown for the ability is 10 seconds. Duo’s second ability is Death Pack. She throws the pack that can only be consumed by enemies. This health pack is marked by a purple cross instead of a red cross. If destroyed, it will leave a purple cloud of dust that damages the Duo who placed it’s enemy team by 50 HP if in cloud for the entire time. The dust disappears after 3 seconds. The Death Pack has 10 HP and 20 Shields. The Death Pack damages 100 HP. Duo’s ultimate is the fastest charging ultimate in the game at 5% charge in 2 seconds passively. The ultimate unleashes a dust cloud that heals allies and damages enemies. The dust damages 130HP and heals 130HP, the dust lasts for 5 seconds. Duo has 200 health.
What Duo would do:
Duo would be a great hero for helping teams that are heavily grouped up or in team fights, similar to Moira.
(Adviser) (Supportive Immobile Defense) (Medium)
This hero is the physical form of Athena concept. She wields a long blue energy spear. Adviser’s spear does 50 damage per hit and has 130% the range of Reinhardt’s hammer. There is a .85 second animation in between each hit. Her first ability is called Security Advisers. They are security cameras that reveal the location of enemies in red. It will as well reveal their ultimate charge above their head and show it while holding tab. You can place 5 at once and the cooldown is 8 seconds. The security cameras have 20 HP and 80 shields. Her second ability is called Tracking Adviser. It can be thrown on an enemy, if tagged it will reveal their location for 7 seconds. It has a 10 second cooldown. Adviser’s passive ability is called Advise-Visor. Any enemies seen will be highlighted in red for your teammates as long as you can see them. Adviser’s ultimate ability is called A-Drone. She launches a drone with 50 HP and 150 shields that can contest a point. It has a small gun mounted on it that deals half the damage of Torbjorn’s turret. It will quickly travel to an objective when deployed. The ultimate charges about as fast as Sombra’s EMP. Adviser has 100 health and 100 shields.
What Adviser would do:
Adviser would help warn your team of that Tracer who is trying to kill your Ana, or that Reaper trying to get a quintuple kill Death Blossom. She as well could be great to stall a point for several seconds while your team is trying to get there.
(Descanso) (Immobile Offensive DPS) (Medium)
Descanso is a spanish assassin who relies on his time controlling abilities. Descanso wears a leather coat and he wields a glove with a steampunk style with gears. This glove is equipped with a blaster. The blaster has no falloff damage, and does 100 damage to the head, and 50 to the body. The blaster needs to be reloaded after 9 shots. It takes 1.6 seconds to reload. His first ability is Underclock. With this ability, Descanso launches a blaster that deals 10 damage which slows down an enemy. It is a lock on ability similar to Ana’s Nano Boost and Zenyatta’s Orb of Discord and Orb of Harmony. It has a 10 second cool down. This ability slows all of his target’s actions by 300%. This means a 1 second action would become a 3 second action. The effect lasts 3 seconds, however, damage will not occur until the effect is over, and healing from enemies adds health to the target which can save the target from some attacks. His second ability is Overclock. Overclock can be used on any ally and speeds everything up by 300% for 3 seconds. It has a 7 second cooldown. Descanso’s ultimate is Clock Pause. It has a very slow ultimate charge (likely one charge in one QP game if playing average and maybe 2 if playing very well) and freezes all enemies within a 30 meter radius, or 3 times the radius of Lucio’s aura. The enemies are frozen in time, they are invulnerable, all reloads, ultimate charge, weapon charge is paused. This effect lasts for nine seconds, however, the objective moves/charges only ⅓ of the normal speed if no one is contesting. If the match ends when Clock Pause was recently used, Overtime will be enabled. Descanso has 250 health.
What Descanso would do:
Descanso would be great for repositioning your team when your team has poor positioning. If you are worried your team is going to get destroyed by that Graviton Surge and Dragonstrike combo, you can use your ultimate and get your team out of the Graviton Surge and Dragonstrike. You can as well use it to just stop a push for a little bit and set up for it. Or you can just use it so your team can use dance emotes in front of the frozen enemy team. Your choice.
(Elexecuter) (Immobile Tank) (Easy)
Elexecuter is an immobile tank from Greece. His real name is Elex and is 28 years old. He wears dark blue armor with some yellow. He wields two blue and yellow painted chain blades that spark electricity. The chain blades have a range of 12 meters. Both chain blades together do 30 damage on impact, and lingering damage from the electricity. He does not need to reload, however the lingering damage from the electricity has a power level. The more ultimate charge Elexecuter has, the more damage his blades’ electricity will do. If Elexecuter has 0-35% ult charge, he will deal 20 lingering damage, 35%-70% does 30 lingering damage, 70% and above does 40 lingering damage. Elexecuter’s first ability is Chain Smackdown. He throws his left chain up and then downwards. This does 80 damage on impact and the lingering damage. Elex’s second ability is Blade Pull. Elexecuter throws his hook blades. It pulls him towards the hit object or enemy and an electric explosion appears. Getting hit with the hook does 30 damage and the explosion does lingering damage plus 10 damage. Elex’s passive ability makes his melee do lingering damage. Elexecuter’s ultimate is Thunder Strike, it charges at about the speed of Symmetra. Elexecuter waves his blades around in a circle, it then creates a thunderstorm and damages enemies, leaving them with half of their current health. If an enemy has an odd number of health, it takes away 1 health and halves that. Enemies with one HP instantly die. The range of the thunder is 1.5 times bigger than lucio’s aura, however, the chains have a radius of 12 meters. The chains deal 60 damage if hit. Elexecuter has 300 health and 150 armor.
What Elexecuter would do:
Elexecuter would be great for using the hit and run tactic, used by Reaper and Roadhog. Elexecuter would as well be very powerful in team fights because of his kit.
(Assassino) (Hypermobile Close-Range DPS) (Medium)
Assassino is a former high rank Talon assassin. The hero model is very similar to the assassin boss in the Retribution event. Assassino’s weapon is her blades, the blades deal 25 damage per blade hit, leaving a total of 50 damage for both blades. Left click will use the left blade and right click will use the right blade. Assassino’s passive ability is called Blade Rush. After walking in a similar direction for 3 seconds, Assassino’s speed will be increased by 25% and give her 50 shields until she exits Blade Rush. Running into an enemy with Blade Rush will stop the ability, however, it will deal 50 damage to the target(s). If you run into a climbable wall, you will quickly climb the wall and be launched in the air. Assassino’s first ability is Wall Reposition. Assassino teleports onto the nearest climbable wall and she can dash up to 5 times from wall to wall every second. After use, it grants her 50 shields. It has a cooldown of 8 seconds. Assassino’s second ability is Fury Strike. Assassino rapidly moves her arms and deals a maximum damage of 100. Assassino’s third ability is Blade Knockdown. It has a 12 second cooldown, and it deals 10 damage. Assassino dives onto the enemy and knock him or her down, Assassino can then use, her blades, Hyper Attack, or her Fury Strike while the target is on the ground. The ability can only be used after Blade Rush is enabled. Assassino has two ultimate abilities. The first ultimate is Hyper Attack. This ability can only be used while a target is on the ground or stunned. Assassino slices the target with each blade twice, and then grabs his or her head and deals a final attack with her blades. The second ultimate is called Hyper Dash. Assassino has a lock on system similar to Mccree’s Deadeye except heroes are locked on instantly, but only up to three targets. Each target is then dashed to (50 damage) and then attacked once with each blade once, dealing a total of 100 damage, except the last target is given an extra slice, making a total of 125 damage. Hyper Dash can only be used while scouting with Wall Reposition. Both ultimate abilities charge at the speed of Reinhardt’s Earthshatter, and each ultimate has its own ultimate charge, meaning you can use Hyper Dash right after Hyper Attack or vice versa. Assassino has 150 health.
What Assassino would do:
Assassino would be the much-needed awesome hero that every edgy 12-14 year old wants to play (guilty of being one myself.) I kind of want to compare Assassino to Doomfist since she is a hit, run, and get the heck away wih your hypermobile abilities hero.
(Gunner) (Immobile Offense DPS) (Medium)
Gunner has an LED armored coat, pants and a bandanna mask. Brown spiked hair and grey eyes, Portuguese, 34 years old, belt has various weapon modifiers and ammo. Real name is Gunner with unknown last name. All weapons as well have LED lights. Primary weapon is his Flash Rifle. It has 27 shots in the magazine. It does 90% the damage of Soldier: 76’s gun per bullet, but it has two modes. The first mode is left click, it shoots 3 bullets per second. The second mode is right click, it shoots 3 bullets per second but bursts fire. The first ability is Spread Modification. He puts a mod on his gun that reloads it and gives him 3 shots with a powerful shotgun, each shot using 9 bullets. The ability can be disabled by pressing the key once again, and lasts until all 3 shots are used or until it is canceled. It can deal 180 damage at max per shot. You can get headshots with it. The ability has a 9 second cooldown. The second ability is called Snipe Modification. He puts a mod on his gun that reloads it and gives him 1 shot with a powerful sniper, the shot uses 27 bullets. The ability can be disabled by pressing the key once again, and lasts until all 3 shots are used or until it is canceled. It can deal 250 damage as a body shot, and 500 damage as a headshot. However, while using the ability, Gunner is unable to move and hitting Gunner anywhere will result in a critical hit. The ability has an 18 second cooldown. Gunner’s passive ability is called LED Signal. Multiple LED colors may appear at once. Blue means ultimate is ready, red means low on health, green means good on health, yellow means mediocre health, orange means using spread shot ability, purple means using sniper shot ability, and rainbow colors means using ultimate ability. These colors can only be seen by allies, and the colors are red for enemies. If Sombra hacks Gunner, his LED lights turn off. Gunner’s ultimate is called Rocket Modification. Gunner adds a large mod to his Flash Rifle that makes it shoot up to five powerful rockets. The ability lasts for 10 seconds. The rockets can damage yourself and two directly at the ground below you will kill you. The rockets deal 300 damage directly and 100-200 damage near directly. Gunner’s ultimate charge is the fastest of slow charging ultimates. Gunner has 200 health.
What Gunner would do:
You want to play a hero with a rifle, kind of like Soldier76's rifle. But now there is a Tracer up in your face who won't stop harassing you, now you can melt her down with your shotgun. Now you can go back to your rifle, but now an Ana is healing the enemy team a lot and is in a poor position. Take out your sniper rifle, take a shot, and take her out.
(Darter) (Immobile Dart-Based Support) (Hard)
Darter was part of the Soldier enhancement and was known as Soldier: 43. Darter trained with a powerful blow gun and got very good with the weapon. His primary weapon is a blow gun. It has 3 darts in the gun. Once all three are used, the quick .3 second reload begins. Pressing left click will shoot a dart which deals 50 damage. Pressing right click will shoot a healing dart that heals 50 health. The ability Rapid Fire is used by holding left click or right click, and it deals 50 damage per dart or heals 50 damage per dart and shoots all 3 in the blowgun. The ability is on a 14 second cooldown. The next ability is Ultimate Dart, it is similar to Zenyatta’s Orb of Harmony and Discord, it can hit an ally or an enemy, if it hits an enemy, it drains their ultimate charge by 10% If it hits an ally, it charges their ultimate charge by 10%, allies with full ultimate charge or are currently using their ultimate cannot receive the boost, and enemies using their ultimate or with less than 10% ultimate charge cannot be targeted. 15 second cooldown. Darter’s ultimate ability is called Tracking Darts. It has a very fast ultimate charge and shoots all three at a target instantly. The ultimate charges 2.5 times faster than Tracer’s ultimate. Darter has 200 health.
What Darter would do:
The enemy is getting their ultimates really fast, and that is a problem. The solution is to take away their ultimate charge, so you have a better chance of winning those team fights. This would as well be a healer that Ana players could feel comfortable with playing.
(Maximilien) (Defensive Boosting Support) (Easy)
Maximillien has a silenced pistol that has seven bullets. The pistol is hitscan, has no bullet trail, makes no noise to enemies, and has a quick 1 second reload time. Maximillien’s weapon deals 90 damage to the head and 45 to the body. Maximillien has boosters on his left arm which can be placed to boost his teammates. His first ability is Sticky Booster, it can be placed on most surfaces, it boosts all heroes within a length of 20 meters, and the area affected is a cuboid. The booster has 50 health and 450 shields. Two can be placed at a time. The boost is different depending on which boost is selected. The booster has a cooldown of 20 seconds. Maximillien’s second ability is Boost Control. It is used by holding right click. When Maximillien uses the ability, seven of the circles in the pattern on Maximillien’s head appear, each with a symbol. The first circle is Damage Boost, and it has a blue lightning strike logo. It increases damage by 20%. The second circle is Reload Boost, it has a logo of an orange bullet logo. It increases reload speed by 200%. The third circle is Healing Boost, it has a logo of a yellow cross and it increases healing by 20%. The fourth circle is Ability Boost, the logo is a purple hacking logo for Sombra, it decreases ability cooldowns by 25%. The fifth circle is Objective Boost, it increases objective capture/payload speed by 20% if at least ⅓ of the players are in the area of the booster, the logo is a red payload. The sixth circle is a dark blue logo of the Ultimate charge wheel, it is the Ultimate Boost, it increases ultimate charge speed by 20%, increases duration of ultimates by 20%, and increases damage of ultimates by 10%. The seventh circle is Escape Boost, with a green logo of a Tracer running from a Roadhog, it increases movement speed at critical health by 200% and increases healing by 200%. Above these circles is the number 1 and 2, which is used to select the booster. When you place the booster the booster will have a number on it. Maximillien’s second ability is Battle Drone. The drone has 50 health and 50 armor. Once the armor is destroyed, the drone will then fly to the nearest enemy and self destruct, dealing 50 damage. When the drone has armor, it will shoot targets. It deals 40 damage per second. The cooldown is 10 seconds. Maximillien’s ultimate is Booster Drones. Seven drones fly into battle for seven seconds, each drone has one Sticky Booster on it. Each of those drones have a different boost type. Each drone has 50 health and 50 armor. Each drone has a different glow. The drones will stay above Maximillien’s head in the duration of the ultimate, if Maximillien dies during the ultimate the drones will stay put until the seven seconds are up. The ultimate charge is medium. Maximillien has 100 health and 150 shields.
What Maximillien would do:
You know it for a fact, your team is going to get steamrolled without some help. The solution is to put boosters down, giving your team some advantages. Hide them in good places, and make sure your team would be in the aura, and your team will get some advantages.
(Firelighter) (Immobile Choke-Spammer Tank) (Easy)
Firelighter’s weapon is a large flamethrower. There are two different types of fire types, the first fire type shoots fire out of the gun directly with a range of 10 meters, dealing 30 damage per second. The second mode spits fire on the ground that lasts for 1.5 seconds, and the fire deals 30 damage per second but only to health. If a hero has 1 health left and his hit by the fire but has full shields or armor then the fire will have no effect. Instead of ammo you have fuel. You have 100 fuel and the weapon uses 10 fuel per second. The fire on the ground is in a square shape and has a length of 1 meter per fuel. The reload of the weapon is 2 seconds long. The fuel refuels at 5 per second while not shooting or using abilities but moving and refuels at 10 per second while not moving or shooting. Firelighter’s first ability is Flame Wave. A large wave of heat hits enemies dealing 80 damage to all enemies for 1.5 seconds. It as well pushes enemies back by 3 meters. It has no cooldown but uses 50 fuel. Firelighter’s second ability is Power Fuel. It refuels your weapon at 10 fuel per second even while shooting or moving and firing does not consume fuel for three seconds, it has a cooldown of 7 seconds. Firelighter’s ultimate ability is called Mass Refuel. It refuels and increases his fuel to 500 for 10 seconds. Firelighter has 300 health and 200 armor.
What Firelighter would do:
Your team heavily believes in the 2-2-2 comp. You have a Pharah since they have no counters, the Pharah can't hit another Pharah. You also have a McCree to counter the Pharah who can't fight the enemy Pharah as well. You want a Junkrat to spam down a choke, but you don't want three DPS, and you really need that Pharah and McCree. Play Firelighter, he will spam down chokes really well.