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Version 1:
+On Kill: 1.5 second uber
+5 health regen per second
-50% less max overheal potential (You can only be healed to 125% of your max health, or with the quick fix just 112.5%)
-Cannot be ubered regularly
Version 2:
+ Damage dealt fills a bar. Right click when it is full to recive bullets that mark enemies for death for 5 seconds on hit. Effect lasts 10 seconds, and it takes 500 damage to fill. Also during the effect, you heal 100 health instantly and are immune to all status effects.
-25% vunrebility to bullets
-This weapon mincrits when it would normally crit.
Dunno which one I like better. Maybe a mixture of the two?
*Each hit increases a bar which increases fire-rate by 5% up to a max of +100% fire-rate (from base -40%)
*At full charge, press Reload to activate a 100% crit chance uber for 6 seconds, as well as buff movement speed by +35%
-Only 2 bullets fired per ammo consumed (As opposed to the usual 4)
-50% Spin up speed
+20% Rocket reistance
+25% damage increase
-25% less fire speed
-20% less fire resistance
-50% slower spin up speed
-10% speed decrease
Or something like this
+25 max health on wearer
Dealing damage Generates Rage (same as the mvm upgrade)
When fully charged, press the Special-Attack key to activate knockback. (like the force-a-nature but the mvm upgrade is max)
On kill or assist with any weapon Fills the 'Rage" meter
While 'Rage' taunting: Gain invulnerable and full knockback resistance
Negatives
-100% maximum overheal on wearer
-16% slower spin up and down time
-40% move speed while deployed
50% slower fire rate
base damage 60
explosive damage 30
95% more accurate
40% slower move speed while deployed
40% slower rev speed
100% more ammo in reserves
while spun up 30% damage resistance
deals mini critz if you are set airborne due to explsoives ect
75% more air control
+50% push forward resistance while deployed
Cons:-10% damage
-20% slower spin-up and off
No random crits