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Because bullets have immediate impact on players
However, bullets have dispertion, so it's necessary to reduce the damages per sec of the beam
What do you think about this ?
Level ? Plasma Caster
When Weapon Is Active:
-10% of damage taken by beamed Medic is redirected to wearer
-Casts a medium-range plasma beam in front of wielder that disintegrates enemies
-Deals 30% more damage against buildings
-(+)15% longer spin up time
Weapon imitating Zarya's laser cannon, but not exactly, wdyt?
+ shoots a death beem the locks onto players
+ no ammo required
- takes thirty seconds to recharge its ammo
-/+ can shoot any of the ammo you have currently amassed
pros
faster spin up time
5% chance to set a target on fire
5% damge boost
cons
-5% movement speed when spun up
although not needing ammo it overheats quickly
(give an idea now and then if you want)
Level 1-100 plasma generator
+does not use ammo
+fire a strait beam of plasma (making it a minigun with no spread)
-need to be revved up to fire
-can fire only 15 seconds straight/cooldown 10 seconds
-revv up 20% slower.
(-can be easily seen when firing)
"we took a tokamak plasma generator and turned it into a gun.
enjoy our new deadly product"
Mann Co.
we had to suppress cooling system to make it into a gun...do not overuse it
+20% Accuracy.
+20% Faster spin up time.
-15% Damage done.
A penetrated bullet deals 50% damage.
No random critical hits.
+ Fires 3 beams roating in a fixed, circular motion. (So no spread, but it is still a hitscan weapon.)
+ Pierces up to 1 enemy.
+ Uses a bar, similar to the Spy's cloak bar, instead of ammo. Recharges when not revved up (15 seconds for a full bar), you can stop and start shooting whenever you want. However, when you exhaust the entire bar, it takes 20 seconds to recharge.
+ Disintegrates enemies upon kill.
Cons:
- -10% Damage done.
- 15% slower rev up time.
- 20% slower holster time.
INFINTIE AMMO! (becasue all energy based weapons like the manmelter, pompson, and righteous bison do it too)
piercing (mvm style)
has a 35% chance to delete projectiles (rockets grenades baseballs)
-50% damage
-45% overheal limit
no random crits
The delete projectiles part is RIDICULOUSLY overpowered. Not saying my ideas are perfect (or even just okay) but this definitely won't work.
This is literally the Tomislav but with penetration and -15% damage instead of -15% fire rate.
- uses 10 ammo per shot
+Projectile penetrates targets
-50% fireing speed
-Bullets deal less damage the more people it goes though
-No random crits
-No spin up
+Alt fire: Use ammo to create a short wall of sparks that reduce explosive damage by 40% but uses 25 ammo every second
-no ammo from dispencers when active
+mini crits wet enemies
+ projectiles penetrate targets
- 50% less ammo from dispencers and ammo boxes
- 50% firing speed
- 62.5% ammo cappacity (75)