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+50% accuracy
-50% less ammunition in the mag
+15% damage
based on winchester looking
+50% accuracy
Pellets collide with enemy projectiles and degrade the damage of projectiles hit. If a projectile's damage would be degraded to 0 or the projectile does no damage in the first place, the projectile is destroyed instead.
Gain 50% Projectile damage resistance for 5 seconds after destroying a projectile that can deal damage. Only counts if done via this weapon
Cons
20% Bullet damage vulnerability
Max clip is 2
cons:-10hp on wearer,3 rounds,and 17% damage penalty
level 1956 Air Intercept Pit Viper
+ On hit: One airborne target is Marked-For-Death, causing all damage taken to be mini-crits
+ 20% faster weapon switch-to speed.
- 34% smaller clip size.
- Mini-crits whenever it would normally crit.
I like to think of your rules as a bit of a challenge, Also I find it interesting that this weapon is named after both a Snake and a Short-range air-to-air missile
1)
instead of shooting pellets, it shoots bullets,
it fires slightly faster than the stock shotgun, cycling bullets into the chamber via pump
its super accurate and minicrits on headshot
has an extended magazine (8 shots)
but its slow to reload
and it has a damage penalty against buildings
2)
fires a sideways cluster of pellets, as if it has a duckbill vertical choke on crooked, meaning tighter spread
slower firing speed
minicrits airborne targets
faster switch speed on wearer
slower reload speed
[+] Reload speed increases with Adrenaline
(0.805s reload speed to 0.455s reload speed at 0% to 100% Adrenaline respectively)
(Maximum Adrenaline reached at 200 damage dealt)
[+] +75% ammo carried
[-] -83% clip size
[-] -15% reload speed penalty
[-] Adrenaline reduces over time (-3% lost per second, increased to -9% when out of combat)
Designed to transform the Scout from a hit & runner into a high risk sustain damage MACHINE by effectively removing the need to spend time to "reload". Essentially inverting Scouts general play style by forcing him to take the risk of staying IN the action to keep the flow big damage going, rather than leaving once his clip runs out.
As a big drawback though, he is essentially required to build momentum to up his lethality. Carefully picking fights and leaving them in opportune times is a good way to build up the Adrenaline required to go on a hot streak, eventually allowing him to forgo the need to pick his fights and go on a pubstomp spree.
We're tf2 fans. We are all dying on this hill. Plus, that doesn't mean that people who make custom weapons won't like the ideas of these stats and make custom weapon servers.