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-10% slower firing
-5% slower reloading
-Can head shot
+ 100% accurate
+ 50% less harsh damage falloff
- body shots deal 25% less damage
+ 100% accuracy
-20% firing speed
Reversed damage falloff
+ 50% less falloff
(+ can scope)
- 10% Damage
- 10% Firing Speed
+5% more accurate
-12% reduced firing speed
-Cannot be used while disguised (You have to use your knife to get out of your disguise before you can shoot)
-Take 5% increased damage while disguised or invisible
+scope
+can headshot
-shoots each bullets with interval of 5 seconds
-60% slower reload
Pros:
-No Damage Falloff
- +30% accuracy boost
Cons:
- -50% firing speed (spy is animated pulling back the hammer after each shot essentially making it a single action revolver)
-Cannot be Crit boosted (So medics can't kritzkrieg spies to become snipers)
-Louder Firing Speed
+25% damage bonus
Can scope (like sniper) and do headshots
Critical damage is not affected by range
Cons:
-83% clip size
-60% ammo capacity
No clock
Cant charge shots
Pros:
- 15% damage increase.
- Whilst this weapon is deployed, zoom (like sniper) whilst crouching.
- Whilst zoomed, deal critical hits and gain no damage fall-off.
Cons:
- 40% slower weapon deploy speed.
- Whilst crouching, lose 40% of cloak when this weapon is fired.
My idea for how this weapon would be used: Gun spy's return. The lack of a reduced fire rate could still allow for skirmishing gun fights whilst the cost of cloak ensures that the great boost of what is basically a pre-nerf Ambassador is balanced.
+ 25% accuracy
- 25% firing speed
+ 30% deploy speed
[Headshots minicrit.]
[Uses cloak as ammo, each shot costs 10% of cloak.]
level 6-1 Revolver
+ Minicrits on headshot
+ 10% damage bonus while disguised.
- Raises fire and afterburn vulnerability by 10%.
- No random critical hits.