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lvl by lvl
25% faster swing speed
Cons option 1:
-10% metal per swing
+10% PDA Cost on wearer
-50% build boost speed
Cons Option 2:
-30% Metal per swing
Basically my idea is this:
Building up structure should be more dificult, but keeping the building alive should be easier. Because you're swining faster, you're able to make repears faster thus keeping the sentry at full for longer. While on the other hand, because you're using less metal it takes more hits to level up the sentry to begin with.
all damage done to you are crits
any sniper that hits you is a headshot and looks like a 360, then gets an invitation to FaZe
any spy they hits you gets a backstab and an inviation to become on with the Stabby Stabby gods
No random crits
-99% damage
Pros:
Removes Red Tape Recorders in one hit
+30% Damage to Enemy Buildings
Mini-crits People being Healed
+25% Swing Speed
Cons:
Cannot Minicrit while Wrangled
-25% damage
Crits deal minicrit damage.
Basicaly, Engineers wrench can no longer do the Op crit mechanic of Random Non Crits, but it adds more punch to his Sentry aswell as a faster repair rate. In this sense, its a defensive mallet, with an anti minisentry mechanic.
Pros:
+40% metal per swing (i.e. 35)
Cons:
-20% construction speed
+25% Swing Speed
+15% Metal Cost
-40% Damage
Destroys Red-Tape Recorders instantly
No random crits
Here's how I look at it - you can swing much faster than a wrench and destroy sappers quickly. The trade-off for this is that it requires more metal, and you cannot run around killing enemies faster than you would with a wrench. Hence the damage penalty and no random crits.
on alt fire wearer emits an aura that repaires all friendly building to 100%
+50% health replenished when repairing teammates' buildings
-25% metal cost when repairing teammates' buildings
Cons:
+25% building speed
-20% building health
Hitting buildings will not speed up building progress
-10% explosion resistance when held