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User takes no fall damage
Successful hits knock back enemies
-15% damage
+10% damage from your own rockets
-Must remain stationary when firing
make it arc (mortar, as a matter of fact, make it arc enough where if you shoot it in the air, it will come down)
+ gains damage on distance
+/- -has a steep arc
- 1 mortar at a time, and you cant carry it loaded, the shot gets dropped down barrel and fired
+20% clip size
+20% reload speed
+15% faster firing speed
-35% damage
+25% taken knockback
-25% primary ammo on wharer
+20% fall damage
It has a stationary mode wich he can activate with right mouse button.
+50% damage to players and sentrys, but it must be in stationary mode.
+50% attack speed.
+50% reload speed.
-50% projectile speed.
-45% damage to players and sentrys, if not in stationary mode.
rly great idea
maybe just -25% projectile speed instead -50%
and +25% radius exlposion
and +30% dameage instead +50%
in station mode can't move or jump
Best idea by far. Good call
+100% explosion radius
+100% knockback
Direct hit = 6 second afterburn
Cons:
1 rocket/clip
+50% weapon switch time
No self-knockback (cannot rocket jump)
Neutral:
Rockets are affected by gravity (like a mortar shell)
Damage dealt increases with projectile's hang time
+25% Projectile speed
+25% Damage
Alt right click to go into moter form!
Cons
-75% less ammo
-25% Reload speed
Wow actually this is a great idea, Sure fits what I would think a Tf2 mortar would do! :3
+50% wider explosion radius (It was designed to clear Jerries out of trenches, after all...)
+Causes knockback on enemies.
+2% bigger clip size.
-10% Reload speed
-15% more fire vunerability
Damage is scaled like the crusaders crossbow
Alt fire deploys weapon
When deployd:
+30% Projectile speed
+50% Reload speed
Cons
Projectile arcs
Can only load and fire if your looking straight or higher(if you load and look down the projectile is lost)
-75% Clip size
-30% Fall damage
+20% More Munition
KONTRA
-25% Damage