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When REVOLT is full, press reload to activate for penetrating shots, knockback on hit, and reduced damage fall off
Taking damage reduces REVOLT meter
Taking damage reduces MORALE meter
Low MORALE reduces firing speed, accuracy, and spin up time
REVOLT:
Takes 350 damage to fill
Lasts 8 seconds until fully drained
25% of damage dealt while REVOLT is active is returned as REVOLT charge
Takes 200 damage to fully drain REVOLT meter
MORALE:
Full upon spawning and remains so as long as you don't take damage
Firing speed is reduced by 15% per 25% of MORALE drained
Accuracy is reduced by 20% per 25% of MORALE drained
Spin up time is reduced by 25% per 25% or MORALE drained
Recharges slowly over time at a rate of 1% per 2 seconds
Healing increases the MORALE by 25% per 50 health healed
Takes 200 damage to drain MORALE meter
I know it's a lot but I thought this would be fun.
Positive
Less loud barrel spin
10% more accurate
10% more damage
10% resistance to EVERYTHING if under 40% health (melee, primary and secondary)
Negative
20% slower movement speed while deployed
20% slower spin up time
10% less healing of EVERYTHING if under 40% HEALTH (dispensers, medics, healing packs and lunchable)
I think this is super cool and the only real problem with it is that it's too complicated for a stat block
==========================================================================
+50% Damage
-20% Spread (More Spread)
-15% Spinup Time (Less Spinup Time)
+70% Ammo
Health Slowly drains while Revving
Ammo Slowly drains while Revving
==========================================================================
What are your ideas on my stats?
I get what he means, maybe a weapon that's a cross between a shotgun and rocket launcher?
It'll fire a big slug that will act as a bullet on close contact, but when it gets far enough away, it explodes and sprays stuff everywhere, like a shotgun shell. Slow down the fire rate and lower the ammo capacity, and this could be a pretty cool weapon that extends the heavy's effective range.
Edit: Also, increase the damage for the slugs, and take away the damage fall-off so it's not too underpowered.
- Firing speed is slightly slower than the stock shotgun
- Shoots 5 pellets instead of 6
- Pellet spread is random
- Revving closes pellet spread by 40% for the first shot fired (while revved). Subsequent shots (while revved) will have normal spread. Must spin down then spin up again to re-activate this benefit.
- No random crits (please and thank you volvo)
They got unicorns where you're from too?