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+ Replaces standard bullets with balistic bullets. Balistic bullets blow up in a very small radius, and damage the user.
+ 20% movement speed
+ -%75 barrel spin time
-%50 max ammo
-%50 firing speed
(Balistic bullets do +%25 more damage, but can be airblasted)
deploys and holsters faster
slight damage penalty
slightly slower firing speed
That is a Freaking ww1 Mg08.
(and credit is now given =3)
-1 projectiles fired per shot
+25% damage
Hidden stat: After firing continuously for three seconds every other shot pierces targets.
Fewer projectiles condenses the damage to the remaining ones rather than reducing damage. Increasing the damage per projectile further. At longer ranges it will still do 9 damage per projectile, and a nice possible 72 damage to sentries at any range per projectile.
It's weakness is that it doesn't kill quite as quickly at short range, but generally faster beyond standard ranges for the heavy except at extreme ranges, where it can only really target sentries or other heavies. It will generally win in a medium range fight with the Tomislav, but lose against it at long and short range. Win against most other miniguns at long and medium range, but lose against everything at point blank. In addition, the piercing gives the weapon a bit more versatility during pushes allowing it to force the enemy medic to pop slightly earlier.
TL;DR: Weapon is a medium range power-house that outdoes all others (very slightly), with other miniguns operating more efficiently up close, and the thomislav taking the victory at longer ranges.
+20 movement speed
+Deals two times the normal minigun damage
+40% less spread (It has only one barrel)
-70% firing speed (As mentioned above, it has only one barrel)
-Can only carry 100 maximum ammo
-Will overheat after thirty seconds of continuous firing, taking away 50 HP and making the minigun unusuable for five seconds as it has to cool down.
~Uses clips (you have to reload; each clip has 50 bullets in it)
~Very loud firing sound
I personally think this would change the way the Heavy could be played by making him much stronger and a bit faster at the cost of less ammo, a slow firing speed, and having to stop firing every so often to reload or to wait for the gun to cool down.
+Ballistic Bullets cause 15% more damage
+Silent Killer (spinup)
+Wearer can overheal 10% more than normal
+Gives the player 2 HP for every hit
+If fired at the ground continuously, the player slowly rises into the air (obsurd, but neat)
-25% less accurate (short barrel)
-Overheal decays 5% faster
-Ballistic bullets have a 20% chance to be airblasted back
-Loud firing sound
Well WWI Miniguns had horrible recoil, and physics shows that a machine gun can indeed thrust itself into the air.