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Upsides:
+20% Explosion Resistance
+15% Bullet Reistance
Resistant to Baseballs
On Alt: Can Catch and Hit Back Baseballs and Gernades
Downsides:
-80% Damage Penalty
-15 Max Health
On Alt: -50% Slower Move Speed
Primary fire:
Throws the current object. (do nothing if there was no object catched)
Secondary fire:
Catch objects (works like the pyro airblast)
The weapon should also give bonus stats, something like +15hp or/and +20% faster weapon switch.
Catchable objects:
Sandman Ball
Wrap Assassin Ball
Mad Milk
Jarate
Flying Guillotine*
Grenade Launcher Grenade*
Loch-n-Load Grenade*
Loose Cannon Grenade*
*must not realy be a catchable item.
+ 100% speed (If no item is equipped)
on alt click pick up a fallen weapon (Like when someone dies)
Can use this weapon
If primary: (only use ammo in clip not extra ammo) (certain weapons luck heavy miniguns only have 1/4 ammo)
If secondary (only use ammo in clip or can eat it like a normal secondary)
If melee (use as if it was a melee weapon)
All effects of the weapons transfer over until you no longer hold the weapon
Whilst using weapon +10% damage
+20% all resistances (whilst holding this weapon)
Alt click can also catch projectiles to take -70% damage for that particular projectile. (Doesn't work for bullets/melee
lol, u have no idea how do create balanced stats.. your stats are so stupid... is this a joke?
They seem pretty unfair now I look at them, btu they aren't stupid. They need a few tweeks, an idiot can see that. Maybe you're always marked for death.
Look I know how to create balanced stats, you're a joke. I wanted to create something DIFFERENT to everybody else. It's probably not OP if there were adjustments. You try make some stats for a ♥♥♥♥♥♥♥ baseball glove.
Secondary weapon.
-------------------------------
Right click to grab stickybombs/baseballs and Left click to throw them back.
Deals 10% more damage for the item you throw.
+10% moving speed.
Marked to death when it's equipped.
20% explosive vulnerability on wearer
25% stun duration on yourself on wearer
Normal fire to throw back.
+25% explosive vulnerability if projectile explodes in hand.
+10% damage vulnerability if what you try to catch hits you.
+10% slower when active.
Direct shots with whatever you throw back deal guaranteed mini crit damage.