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+75% more accurate
Mini-crits on headshots
+100% max primary/secondary ammo on wearer (Sniper and soldier cross class)
Negatives
-66% clip size
-25% slower reload speed
Pros:
This weapon has pinpoint accuracy
Stores crits on primary weapon's landed airborne hits and guaranteed melee critical kills
+60% faster firing speed
+33% clip size
Cons:
Weapon cannot be reloaded manually
No random critical hits
Information:
This weapon is not a shotgun so compare to shotgun damage it has just one pellet to land. It has a 25 health damage each time it hits a target in medium range, 12 on long range and 38-42 damage on close and pointblank range. Has a considerably high attack interval and perfect accuracy, however cannot reload unless the user shooting the remaining bullets out of this weapon. Uses the same amount of bolt action ammo like the amount of shotgun ammo. This weapon has an 8 bullet clip size. From a single clip without crits a Soldier can deal 8x25 damage in medium range, which is enough to take down a Wee Booties Demoman or a regular Soldier down, but then all the shots must be landed in that fixed distance. If a Soldier airshots targets, this weapon stores up guaranteed critical hits. This weapon also stores up crits on Gardener kills, but only if the kill happened with a guaranteed crit. On any other weapon which has the guaranteed crit kill priviledge will all help Soldier to store up crits to Makeshift Mauzer. Land airshots on airborne targets with The Rocket Jumper will obviously NOT gonna store up crits.
- 5 ammunition
- no spread
+ very accurate
+ damage depends on range
does 50 damage at point blank
does 45 damage at close range
does 40 damage at medium range
does 45 at long range
- cannot fire while loading
+ loads all in at once