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- 50% slower reload
- 20% slower movement speed while in use
- 10% when not in use
- holds 1 projectile
- projectile is affected by gravity
- on contact with enemy: instant kill
- 50% larger splash radius
- 25% more splash damage
- 50% slower firing speed
- hold fire for longer shot (think stickybomb launcher charge mechanic)
- 25% slower weapon switch
- cannot be used to rocketjump
- 25% more fall damage taken
- 75% more damage done falling on enemies
- 25% more health on user
- on deflection, projectile explodes
http://wiki.teamfortress.com/w/images/9/94/Engineer_autodejectedtie02.wav
+ 25% damage
+ 15% larger blast radius
+ 10% projectile speed
- 15% movement speed
- 50% clip size
- affected by gravity
- 40% damage to self (like rocket jumping)
I like your description
Intantly destroys buildings
+100% projectile speed
10% faster reload time
Knockback effect (equivelant to the Force-A-Nature at point blank)
No blast radius
-25% move speed on wearer
-75% clip size
Can not be used to Rocket Jump
Fires a concrete rod instead of a rocket. Projectile has no exhaust particles.
...
+20% Damage
+20% Explosion Radius
+60% Projectile speed
+40% damage to self
-15% Reload speed
-75% clip size
-15% move speed on wearer
+20% Explosion Radius
+40% Projectile speed
-15% Damage
-10% Movement speed
Done, simple and fair. Right?
+30% More Damage
+20% Explosion Radius
-15% Movement Speed
-Slower Weapon switch
On Fire: Knock back on soldier. Could possibly be used to keep him in the air when rocket jumping.
Pros: +15% projectile speed, +50% knockback 10% chance it wont explode and will just knock people out of the way 'till it hits an object (eg. wall,sentry ect)
Cons: When airblasted becomes crocket and homes on you, airblasted rockets are instakills, -30% damage to buildings, when rockets dont explode no damage to targets.
On hit: Knocks back enemy
+20% explosion radius
+15% damage bonus
+25% projectile speed
Cons
-15% max ammo on wearer
-25% clip size
+40% damage to self