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When it hits something,it will shock enemies in a decent radius
Shocked enemies are jolted every second for 5 seconds
A jolt does a small amount of damage, jerks their aim in a random direction, and interrupts anything they were doing (reloading, weapon switching, spinning up, taunting, drinking bonk, etc.)
Damage from jolts mini-crits if target is wet
(-) -75% damage on initial hit
(-) On sap, engineer will say Scout's/Sniper's sappin' mah sentry/dispenser/teleporter!
Primary fire throws the eel
If eel hits an enemy building, it will sap it (works as regular sapper)
(=) Recharges in 40 seconds
(+) Stuns players for 3 seconds
(+) Stunned players take minicrits
(-) Can sap buildings, but the buildings only take 50 damage
+Recharges in 10 seconds
- While holding, causes the player to take 5dmg every 0,5 seconds while playing electric sounds
+ enemies get damage from electricity (something like bleeding)
(Can work for buildings too)
Stuns everyone in a water reservoir. (including you)
It bouces of the enemies and ground.
Deals low damage on impact and when stunning.
Eel stuns enemies in a radius for 0.1 seconds every 2 seconds (it attacks 3 times total)
Radius does not apply in a water reservoir (stuns everyone in)
It bouces of the enemies and ground.
Deals low damage on impact and when stunning
(by a stun i mean a snadman type of stun but you completly cannot move)
+Causes electric currents when thrown in water (causing a DOT (Damage Over Time) effect)
-Has a chance to shock you for 10 dmg and bite you for 5
-Self damage can accour (aka throwing it at water and going in can hurt you)
+20% faster move speed
if tossed in water, water will insta-kill any enemies who walk in it
1 health is drained per second when weapon is active
-85% splash size
But anyways, it's meant to disable opponents by forcing them to conserve their ammo and constantly adjusting their aim, while making reloading and using stuff harder.
sorry its just the class is lacking enough as it is. why not stop all guns from firing and throw it on a soldier or demo.
its a cool concept, just switch it to about 3-5 sec of momentary sentry stop with no sentry damage taken. you could run up during that time and shoot it, or run past it out of range. being able to throw that would be a huge disadvantage for engineers as it is. no way they could hit you.
you have to look at it like a sentry/dispenser is the primary weapon for the engie, doing that would be like stopping the medigun from healing or the soldier from shooting.
so the only advice i give, just tweak how its used and youll probably get more votes.