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(C)Melee Disabled
.Right Click to stab that deals 20 damage and starts a bleed effect that has a DPS of 3 and lasts for 7 seconds
.if an enemy is hit with a sandman ball the stab will have the same effect of scouts meat cleaver (crits)
Cons.
.Has only 2 bullets per clip and it has 3/4 firing speed.
.stab has no random crit
other.
.the stab rate is 1 per 3/4th of a second
Pros
On equip: Charge forward with a 30% more speed
On stab: Bleed for 5 sec along with a hit that does 33 damage
15% faster weapon switch
Cons
-75% damage penalty
-50% clip size
No full turning control while charging
-15 health penalty
Other
Has a charge meter that resets 24 seconds after charging
-15% Less Damage
-50% clip size
-Disables Melee Weapon
While dealing minicrits take -10% healing from all sources for the first second then -20% the next second and then remains at -20% less healing until the bayonet recharges. plus as well +10% speed boost while melee is active.
just a thought
Good-
Weapon deploys 30% faster
Mini crits for 10 sec when battlecry (battlecry = mmph for soldier) fills up
Fill battlecry by damaging enemies with a melee weapon (activate by alt fire)
Bad-
-10% damage penalty
-10% bullet/explosive resistance
Switching to another weapon while this weapon is equipped takes 60% longer
While deployed, -20% movement speed (This stat is removed during 10 sec battle cry then restarts after battlecry ends)
+ 35% melee damage bonus
+ damages any enemies that touch you while infront of you
- 50% clip size
Left click: Shot
Right click: Charge
Pros:
If you ram someone it would do 40 damage plus bleeding which does 2 damage and lasts for 8 seconds and shotting while charging will give you mini-crits.
Cons:
Disabled mellee weapon/s and 50% less ammo and 10% less damage
How 'bout this;
-25% Reload Speed
Alt-Fire: Charge forwards a short distance and temporarily stun an enemy while dealing a small amount of bleeding damage. Your next shot towards the target will deal 25% More damage.
Obligatory: No Random Critical Hits
__ The hidden stat would be, for example, that the charge only lasts for 320 Units. The damage the impact would do Is 30 and the bleed Is 20 over 2 seconds. The stun would last for 1.1 Seconds (Which Is around the time of a semi-close range sandman.)
320 Units Is maybe the distance a Scout travels in 0.8 seconds of walking.
The recharge timer would be short though, maybe 5, 7 or 10 seconds (Which could depend on variables.)
Very simple on paper and to understand, even If It seems a bit messy with the hidden stat explanation.