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+25% damage
-10% damage agaisn't spies
-35% less accurate
Random mini-crits
Last shell is critical.
The More damaged ur sentry the more damage u deal
-40 Clip Size
No Random Crits
+50% metal capacity
-20% firing speed
+25% dmg
+25% reloading speed
Cons:
Only one shot per clip
-35% less acurate
Pros:
+30% Fire rate
+15% Accurate
Cons:
-34% Clip Size (4 shots)
-15% Damage
+20% Damage
+20% reload speed
Minicrits on headshot
Cons:
Only 1 pellet
-66% Clip Size (2 shots)
-15% Slower Firing Speed.
+100% damage vs. buildings (Sappers)
-30% firing speed
No random critical hits
No ammo from dispensers (does not apply to secondary)
Feel free to criticize my stats.
Here are mine..
-2 Shells in clip
+Altfire to use a double-barrel shot that does 75% more damage and 100% more pellets, but takes a full second to recover from recoil and pump the slide
-15% damage against other engineers
-20% reload speed
+When in the presence of friendly (but not yours) buildings, they are repaired 40% faster by their builder.
The strategy here is to be a sort of "strategic turtle" engi. You don't go out on the field that much, but you can take care of those pesky spies up close. It encourages you to help other engis recover from strong attacks.
Maybe no ammo from dispensers could be changed to 70% less? Also, how 'bout no critz on alt-fire. Instead of reg. fire