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Meter cannot be refilled until the clip is empty
+20% Weapon Swap Speed
-50% Clipsize
-33% Primary Ammo on user
OR
+50% Fire rate for 10 seconds upon switching out (Cooldown 5 seconds ONLY after switching out)
+25% Fire rate for 10 seconds if buildings are being sapped (does not stack with other triggered effects).
-20% Weapon swap speed from Primary
-16% clip size (5 shots)
Of course these values will need some fine tuning,but the idea remains the same
+20% Damage
+15% Faster fire rate
+Uncloaks spys on hit
Cons:
-15% Slower movment speed
-30% Clip size (4 shots)
-15% More vunruable to fire
simple each has 3 :P
pr0s
999999% m0vment speed
999999% c1ip size
999999% more invunurable to fire bull3ts and b00ms
999999% health on wear (191919191919 hp)
rekt m8 :3
+15% damage
+25% max secondary ammo on wearer
+30 faster firing speed
+5% faster reload speed
wearer cannot pick up primary ammo (or metal) until secondary ammo is depleated
*When user has any primary ammo (or metal)
-20% damage penalty
only 3 shots per clip (to lazy to look up percentage)
-30% slower firing speed
+10% slower reload speed
---------------------------------------------------------------------------------------------------------------------------------
i think this is good because i use my shotgun as a backup weapon for when i run out of primary ammo. come on, you have to agree these are pretty good stats for a 'backup plan'!
Pros
+5% damage, reload speed, and firing speed for each of your buildings that get destroyed
(Max would be 20% damage, reload speed, and firing speed)
Cons
All buildings must be fully constructed to at least level 1 before being able to gain bonuses
Buildings must be destroyed by enemy team to recieve bonuses
Bonuses reset on visit to resupply locker
-5% damage, reload speed, and firing speed for every 3 shells reloaded
(Cannot go lower than base stats though)
No random Crits
-33% clip size
How to use:
Hate it when an enemy team breaks your stuff? Well make them think twice before detonatating their ordinance with the back up plan! I would probably use this with thegunslinger for extra health, basically becoming a frontline engie. When your buildings go down, you'll get some damage, reload speed, and firing speed to buckshot anyone near you. Trick is, you need to keep them all up to gain the bonuses. Finally, an incentive for engineers to make teleporters right?
The problem with this is that, I believe the shotgun is considered, by the game, the Engineer's primary.
+more damage for a few seconds after take out
-less damage after take out buff ends
-put away weapon slower
But the pistol has an godly amount of reserve ammo, it would take years to get primary ammo again.
Well you could go to a supply closet but still.
+45% chance of critical hits
- 85% less damage
Tell me whatcha think of stats :31