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+ 15hp
- 50% clip size
- 20% reload time
- can't shoot when it has less than 3 bullets in the clip
killing someone recharges a battary meter, when it's full it will automaticly activate. giving you 50% reload speed and 15% firing speed and diminishing every time you reload a shot
-50% clip size
+ 12% reload speed, fireing speed and damage per kill or three shots fired, caps at 108% more, reset upon death and locker
- 4% movespeed, damage resistance and building health per shot fired never caps, reset upon death and locker
or
- 50% clipsize
each consecutive shot deals 50% more damage than the last resets upon reload
- 33.4% reload speed
+ 66.7% firing speed
+33% damage (because it has a battery for electricity)
100% crits when enemy is wet (because it has electricity)
+15% reload speed
Dealing damage builds up a battery
When activated shots deal damage to all targets within 4ft of eachother (like an electric field) and each shot drains 10% uber. (This way you can drain uber but it takes at least some effort)
exept 80% firing speed might be too much
3rd Consecutive shot is a guaranteed Crit
Cons:
-50% Clip Size
When killed, enemies gib
Simple
pros:
+10% reload speed
cons:
-50% clip size
fires 1 shot at a time BUT
pros;
3rd shot crit
Pros:
50% faster firing speed
Second Shot has 20% tighter spread.
Third shot has 40% tighter spread.
Cons:
50% lower clip size.
First shot has 20% wider spread.
Hidden Cons:
When reloading, three unloaded shells will be consumed even if there are a few loaded shells left in a similar way that the Force Of Nature and Soda Popper are reloaded.
Reloads all shells at once in, yet again, a similar way to the reloading of a F.A.N. or Soda Popper.
Kinda goes with the, "third time's the charm," deal, know what I am Sayin'?
just put the same stats as the force-nature but whit no exstra jump
and replace it whit 1 more bullet in the clip.
Cons: 50% less clip size, 5% less damage.
PROS: on kill gain plus 5% bullets per shot (max percentage is 50%)
CONS: -10% dmg.
10% more inaccurate
-3 ammo from clip
Pros:
+) For each kill gains a 10% faster firing rate and 5% less bullet spread (max 50% and 25%)
+) Each kill gives u 25% metal back (so u can put a dispencer for the team dont be a usless engi
While weapon is active:
+) 25% less damage from all sources
-) 25% less health from medi-gun and healthpacks
Cons:
-) 50% less clip size
-) 20% slower firing speed
-) 10% less acurate
-) 25% less damage while there is no dispencer
I think it is gud for flanking and supporting the team. Just a suggestion.
Charge "Charm" by 3 kills
"Charm" grants wearer mini-crits, knockback resistance and
a hit deals knockback for 7 seconds
15% faster reload speed
-50% clip size
No random critical hits