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:D
+15% firing speed (slightly faster)
Explodes upon death, dealing up to 150 on point blank, shoots shards that deal 5-15 damage. (Basically a stronger version of what you described)
-50% deploy speed
-25% max ammo
It makes you 2x salty
+cause a small explosion every time you get hit, (like 50% of the dmg received)
-death doesn't cause explosion / the exposion on death doesn't get triggered instantly, but after a few sec / explosion on death deal always the same dmg (those are 3 different ideas to prevent insta-death for the backstabbing spy,because if the explosion does just 50% of the dmg taken, a backstab will result in a 900 dmg explosion, making it a little too strong)
i didn't find other stats to make it balanced, so for now i'll just leave these ideas here
+Alt-Fire: For a cost of 200 ammunition (so full stock) you can fire off a large explosive mine with mid-range capabilities and heavy gravity that explodes and deals larges amounts of damage to all enemies in range, dealing less damage to each enemy the more people that are caught in it (discounting teammates), with the drop off starting at two people, with both players taking 50% of the damage, and a predictable fraction for each other person (three people each take 1/3 damage each, 4 each take 1/4 damage, with the max drop-off being 5 or more people, wherein each person takes 1/5 of the damage). Buildings automatically take 1/2 of the full damage, with each building taking the same amount of damage regardless of how meany teammates or other buildings are in the vicinity, but Engineers take less damage overall depending on how many buildings they are surrounded by (that way the Engi can't be one shot if hes by himself and his buildings are left at the mercy of the enemy team, UNLESS he is out in the open unprotected by his buildings). Alt-fire has a cool down of 15 seconds, regardless of whether your ammunition is fully replenished within that time or not. It can be airblasted back at your team, making a Pyro with good timing your worst enemy. Of course, catching them off guard could always work, and even if they airblast it back, theres no guarantee that it will go far enough to hurt your team because of the mine's heavy gravity, making the Pyro all the more likely to take all of the damage by himself, saving his team and making your attack pointless aside from killing one Pyro.
-Ammo packs and dispensers replenish 50% less primary ammo.
-Cannot be mini-crit or full-crit boosted by any sources (except the Fan-of-War, Jarate, and other self-applied Marked-for-Death affects such as those of the Escape Plan and Rescue Ranger).
-10% slower movement speed while revved up
Optional/Alternative Mechanic: [There is of course damage drop off dependent on how far away the players are from the center of the explosion, with say the max drop off being 75 damage (against a single person), and a center-mass explosion (direct hit) dealing a whopping 600 damage (maximum damage against a single person).]