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+25% damage.
Faster detonation time (due to the faster projectile speed, projectiles should detonate at the same place as stock stickybomb launcher would.
Stickies shatter harmlessly after 2 seconds of sticking to a surface.
Cannot charge stickies.
-40% explosion radius.
These stats make an opposite of the Scottish Resistance. Fantastic for attacking, but absolutely horrible at defense.
+50% Blast Radius (To affect more targets - it's CROWD controll after all)
+100% Knockback (Because pushing enemies is a crowd controll tool)
On Hit: Decreases Mmmph by 20% and Ubercharge by 10% (To make it more defensive tool)
[Optional] On Hit: Slow movement speed by 50% for one second (Manipulation of enemies)
-33% Damage (Your advantage is pushing enemies via explosions)
-50% Max Active Stickies (You don't have time to put all 8 during fight!)
But I get the point that this ability would be overpowered, that's why I stated that it's my opinion.
The idea was about controlling targets in some way, so I thought it would be usefull.
0.3 sec faster stickybomb arm time
Able to destroy enemy stickybombs
-50% max stickybombs out
-50% clip size
Crowd Controll is not only damaging multiple opponents, but also (or even mostly) weakening/disabling their abilities to fight. By this I mean all types of slowing them down, confusing, blinding, decreasing their power...
By this way, Crowd Controll is not defence or offence term - it's both of them.
but 200% more knockback is OP.