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I'd genuinely be down for that because you'd compensate it with a much lower explosive damage, and that'd let Scout use this thing to explosive-jump.
Yeah, I know he's already super mobile and doesn't need such a thing, but it'd be really fun!
Pros:
- Alternative fire launches a bag of powder with a burning fuse that takes three seconds to detonate the satchel. Once detonated, the explosion does 125 damage with significant drop-off in the area of effect and gives all targets hit with the explosion the slowed debuff for two seconds. (The fuse makes a loud sizzling sound that can be heard whilst in the area of effect.
- Mini-crits slowed targets.
Cons:
- Stuns the user for two seconds when the weapon is deployed or holstered.
- The user suffers a 40% movement speed penalty whilst the weapon is deployed.
- Powder satchel takes 15 seconds to recharge.
A dangerous weapon that is useful for competing with demomen and soldiers who are maintaining explosive oppression in a round and for crushing premature pushes.
* A would also imagine that the explosive area is the size of the explosive pumpkins' and provides decent knockback, allowing for scout to "satchel jump."
Stat suggestions:
Pros:
Alt fire fires a small pack of gunpowder, which upon hit causes 45% more damage from explosives for 30 seconds.
2 health regenerated per second while deployed.
35% less melee damage taken.
Upon hit: gain 25% charge.
75% more healing from medics and dispensers.
Cons:
-10 max health.
50% more bullet damage taken.
70% less recharge speed.
The idea is that you get mass healing, in exchange for having to get charge by hitting people.
This would allow demos to focus more on fighting then healing after every fight.
Edit: It would take 30 seconds for alt fire to recharge.
Pros:
upon alt fire fires a projectile that decreases firing speed by 25%
Hitting friendly players grant speed
Upon hit: target is marked for death for 9 seconds
+30 max health
Cons:
15% more explosive damage taken whilst deployed
70% less healing from mediguns and dispensers
75% less movement speed while deployed
+Alt Fire: Throw a bomb that deals mini crits
- 20% Movement speed on wearer
Throwing a bomb at your feet will give you a bomb jump
-33% swing speed
-25% decrease in recharge rate
upon alt fire launches a bomb
upon hit: target bleeds for 9 seconds
cons:
15% more explosive damage taken whilst deployed
15% less movement speed while deployed
upon miss hit yourself and take bleed for 9 seconds
the projectile deals no damage, but instead douses enemies with gunpowder.
Hitting the doused enemy causes an explosion that deals bonus damage and has a good amount of knock back to both you and the target.
It would be like a Caber for Scout except reusable and requires some aim and timing to get the most out of.
it could work as a closer quarters 1-2 punch projectile melee that could have a unique skill ceiling and play style that the other 2 bats don't provide.