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So I'm really interested in your less ammo, more stats idea. I kinda did a similar stat request for the Roundabout spy revolver.
Anywho,
I like your stats, but my big question regards the stats not being applied when the gun is not weilded. Reloading is the kryptonite of all classes in tf2 which is why I think promoting having no ammo may backfire. I will say it's an incentive to use the SMG which is neither good or bad I guess? Also, how will reloading go? will it be one bullet at a time or a clip all at once?
The faster firing rate would make it good at burst attacking, but would be REALLY unreliable, since the DPS isn't consistant.
The issue with having no ammo, is just a positive, for a negative.
Do know that when 6 rounds are loaded, you get 0% weapon switch boost and 0% movement increase
5 rounds= 5% weapon switch speed and 2.5% movement speed
4 rounds = 10% and 5% etc...
Maybe take the charge away alltogether, and just make it the base 149 damage headshot? Meaning
-no charged shots
It's meant to take out lower health enemies faster, since 150 is the base headshot damage, enough to kill eyelander demoknight, scouts, engineers, snipers, medics and spies.
+25% increased firing speed
+140% ammo capacity 60 (ammo)
Reload whole magazine at once.
Cannot charge
Head shot cancels the damage penalty
To head shot must aim in scope for 1.5 second
Head shot makes the rifle crit for 3 second
-25% damage to body
-50% reload speed
-50% weapon switch speed
thats what i think
I like this idea, even though it probably won't be implemented. There needs to be a rifle that actually encourages and rewards headshots.
-15% damage penalty
-20% slower base reload rate if fired while unscoped
-20%damage to body
evrey 5 shots you have to reload