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(|+\-|): On Spinup: Float through the air. Requires ammo to fly.
PROS:
(|+|): 30% more damage vs airborne targets
CONS:
(|-|): -4 primary ammo is consumed while revved.
(|-|): -15% primary ammo on wearer
(|-|): -30% less damage vs grounded targets
-when revved up: movement speed goes from 77% to 100%
-25% more accurate.
Neutral:
-while revved up, you keep moving forward
Cons:
-while revvew up, consume 3 ammo/second
-while non revved up, movement speed is decreased to 50%
-You can hear it aswell
+weapon holsters 50% faster
+25% faster spinup time
-louder than normal miniguns, easier for enemies to notice you
-up to 50% less accurate, the longer you keep shooting (-10% less accurate every 5 seconds)
A weapon that is good for quick, close kills and good at retreating but bad for spamming and defending.
On kill: speed boost for 2 seconds
Consumes 2 ammo per second while spun up
Cannot move backward while spun up
Enemies that are not touching the ground will be blown away a lot faster
Allies in the wind zone will be extinguished
Consumes 2 ammo per second while spun up
20% less accurate
Cons: The minigun loses ammo 5x faster than any other minigun, -10% firing speed (Or 1 shot every second), You don't get any of the winding up damage reduction buffs
But how about we try something interesting.
Enemies in path get pushed backwards
Slower fire rate at first
Maybe a fire rate that gets progressively faster towards the end.
(Max out speed when like 20/200 ammo remains so that it's not a powerhouse.)
As it gets faster the sound changes and it begins to sound like a plane doing a dive manuever.
Only gets faster while you're firing. Spin up maintains base level of spin.
This guy gets it on the second idea.
can blow up all missiles for 10 seconds into enemy (RAGE like ability) , with making loud noise.
also grands speedboost (demo speed)
+pushes away airborne
- 20% slower firing speed
-couse of literally impossibly big motor on diz gun , you move slower (-15%)
-VERY loud noise from motor on diz gun (can be heared literally from ende of map)
or like , erm...
+extinguishing gives overheal to you/your medic and heals your comrade (25HP)
-15% slower firing speed
-when gun overheated (5-7.5 seconds) , he suck everything that on it way (missiles , piles , enemies)
-sucked missiles grands half of its damage to your medic
well...next one little OP , but its ok for fan gun
+20% rev up speed
-50% movement reduction when spun up
Cons
-20% fire-rate
Consumes 4 ammo per second when spun up
Makes an very LOUD and annoying rotor blade sound when reved up.
+No movement penalty while reving up
+Enemies that stand in front of you are pulled towards the proppeler, if they get too close they die instantly
Cons:
-40% ammo capacity (120 rounds instead of 200)
-no random critical hits
-deals mini-crits instead of full crist