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+20% damage to spies and medics
Cons:
-10% primary and secondary base ammo
-Cannot get random crits
It should make also triple jumps aswell as the atomizer.
Pros: Mini-crits people in the last 60 seconds of a round.
-20% swing speed
Cons: Marked for death (takes mini-crits) during use and 3 seconds after switching away.
I think it's cool. Takes mini-crits, deals mini-crits. Just like the do or die time in a ball game. The swing speed drop is because in a time like this, you'll be doing things very quickly and nervously.
+15% damage
If health < 50% -40% speed while active
If health< 50% -20% speed on wearer
+25% attack speed
+20% speed while active
-25 health
Reduced jump height
Honorbound
or
+25% attack speed
Homerun taunt kill
-20 health
After taunt kill:
+40% base move speed
+10% damage
For 60 seconds.
-30% slower attack speed
homerun taunt
no random crits
(kinda like the atomizer but less damage)
alt-fire: launches a ball that deals heavy damage the ball recharges faster than normal:
Shot type Projectile
Damage type Melee
Ranged or Melee damage? Melee
Effect deals heavy damage
Damage|
Base damage| 100% 30
Point blank 25-40
Critical 90
Mini-crit 34-54
Function times
Attack interval 0.25 s
Recharge time 10 s
-35% damage
+30% higher jump ON WEARER
+Unique taunt kill
-Cannot deal damage
-10% more vulnerable to Hitscan and fire
25% knock back
-15% attack speed
-15% damage on buildings
If the game is in the last thirty seconds or OT, the bat gains an unnecessarily high swing speed.
+Combo bonus: On second successful hit on an enemy, hit the "sweet spot" of the bat. (In other words, deal mini-crits with each hit; bonus stops after a miss)
Negatives:
-10% shorter jump height