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-25% ammo loaded (30 needles per clip)
-60% ammo carried (60 needles in reverve)
-50% reload speed.
Very reliable weapon, but you gotta watch your ammo.
Also, don't just throw in a bunch of stats and say "Seems balanced hurr durr".
Think of a main feature, in my case "Extra projectile speed and less ammo"
And then I specified the precentages in a way that seemed to me balanced (did my best) and added a stat that I thought is needed to balance it further (Less reload speed).
Try to think of a design not used before, please. No "HP to user on hit" or "Heals teammates", we have those weapons already damnit.
-33% clip
-20% reserve
Fires special bolts that heal teammates
-25% ammo loaded (30 needles per clip)
does 5 sec bleeding damge
bleeding vunubilaty
25% chance of speed boost on kill
+ 25% precision
+ 25% proyectile speed
+ 25 HP heal on kill
- 50% damage
- 4 heal regen per second ( so, no regen )
*Syringes heal teammates and hurt enemys ( as crossbow )
It think this is balanced for a medic that is alone and if he is a easy target, so he can take down almost the light classes
-15% damage penalty
-25% clip size
Basically, if your heal target is knocked away (or somehow killed) in the middle of a charge, you can switch to this and do crits as your charge drains.
+20% damage
-40% healing from healing sources (dispensers, medics, etc)
Anyway, if I get to chime in on this, my own idea would be something similar to what Le Put said, where the projectiles damage enemies and heal teammates.