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+ 15% Bullet Damage Resistance
+ 15% Movement Speed
On Hit: Slows Enemy by 10%
- 20% Damage
- 15% Fire Damage Resistance
Random Crits are Minicrits
This would be great for hugging a cart or capping a control point. Just gotta make sure no pyros sneek up on you. Or a flaming Huntsman Arrow.
+75% Damage
+20% Spinup Time
Ignores all resistances on targets
+50% Firing Speed when doing a objective
+25% Damage Resistance when doing objectives
-20% Spinup time while doing objectives
May not move while Deployed.
Every objective done by your team will grant you Crits
Stat
Salad.
On hit: deals knockback (like sentry knockback)
15% damage penalty
25% lower max primary ammo
+30% movement speed while capturing
+20% resistance while capturing
opposite stats while not capping eccept for movement speedtht will be -15%
Also, it should have a slower fire rate just looking at the lack of a fifth and sixth barrel.
perhaps:
x2 cap rate while active/equipped (could be either)
+30% damage while capturing/defending
-20% firing speed
-10% damage while not capturing/defending
these stats almost certainly aren't well balanced, but that's what I'm going for.
-Special ability: uses lasers. Lasers will vaporize an enemy upon death
-50% less "ammo" carried
-Special ability: regenerates "ammo" after 5 seconds of no use
-After firing the gun for 7 seconds, will overheat and not be able to be used
(+) 35% more accurate
(+) +30% damage
(+) While directly working toward the objective or directly defending the objective: Downsides are ignored
(-) 30% slower firing speed
(-) 50% slower spin-up speed
(-) When an objective is cleared by the enemy team: Upsides are ignored for 15 seconds
(Pro)
(It is seen that the weapon has a large firing barrel, if you can say so and a large magazine)
+ More shooting precision at long distances and a little more at very long distances.
+ More magazine size.
(cons)
-lower deployment speed.
-Less weapon damage, at too close ranges.
Weapon Draws 25% Faster
-15 Firing Speed
-15 Holster Speed
When Shooting the Weapon Will Overheat Over Time
Overheating Ignites the Player (Overheating Afterburn Lasts Half as Long)
Weapon Becomes Inactive for 15 Seconds when Overheated
Reactivation Time Resets with Resupply Locker
15 ♥♥♥♥♥♥♥ seconds do you even play tf2 and poor heavy gets set on fire poor bald bastard would literally be good as dead as soon as he overheats
(+) Weapon accuracy increases the longer you shoot (Max +200% accuracy)
(-) Firing speed decreases the longer you shoot (Max -125% firing speed)
(-) -50% decreased accuracy
(=) Accuracy, and firing speed slowly return to normal if not shooting
(=) Firing sound gets lower pitched the longer the weapon is fired.
Sematics - burst firing would effectively make this weapon fire double-speed with a half-accuracy penalty. At full "reverse" due to firing for so long, the gun will effectively have 150% accuracy, and 75% fire rate.