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+25% Damage
On Hit:Bleed for 6 seconds
-20% Firing speed
If Secondary
On hit:Bleed for 6 Seconds
+15% Damage
Crits on Headshot
+causes bleed for 5 seconds *bleed damage 4 and stikes twice per second*
-15% attack speed
+ Bleed for 5 seconds on hit (miss hit yourself)
- 25% hit speed
Secondary: + bleed for 6 seconds on hit
on hit deal X damage depending on range (max 50) (min 10)
Takes 8 seconds to recharge
10+ Bullets Resistance
25- Crits Resistance
ughhhhhhhh he said it Can be An melee or an Flying Guiltine .-.
Maybe -15% projectile speed.
(OvO)
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No secondary slot
Melee effects:
On hit bleed for five seconds
On miss you hit yourself and bleed for four seconds (Dummy)
Ranged effects:
Recharge time is eight seconds
On hit bleed for six seconds
Overall effects:
-25% Attack speed
+10 Damage when equiped
-15 Max health
+25% Speed when active
Marked for death while active
(OvO)
/|\
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25% dmg bonus each meter away*only counts meters, not centi meters, just meters*
minicrit on 10 meter range
crit on 10 meter range+any kind of stun/bonk
no random crits
if enemy is low health, it will go right through the enemy*AKA Penetration*
max damage is 360*Huntsman/Fortified Compound headshot damage*crit
weapon can be charged
75% bullet vulnerability
+50% jump height
-20% walkspeed
-80% walkspeed when charging
melee:
25% damage bonus
crit on back
hit on back does same amount of damage as spy
hit on back disables dead ringer
hit on engineer takes 50% of its current metal away
hit on medic takes away 100% uber
hit on medic in back kills medic but medic will respawn with 50% uber of the total uber he had before
hit on spy*without dead ringer* takes away ALL cloak and disables watch for 10 seconds*wont recharge*
hit on back will grant 2 seconds immunity to ANY attack
hit on back will grant 2 second immunity to fire/bleed/milk/piss
headshots will be neutralized and turn into health*better watchout aimbotters! they'll WHOOP your @$$!*
when active: Marked for death
when active: +50% walkspeed on wearer
when active: 5 hp loss per second
after switch: marking for death will stay 2 seconds and you can't move that time
these are my stats I would add
+40% projectile speed
-15 % movement speed on enemy hit
If this gets a kill, you can pick it up off the enemies body, instantly recharging it.
Takes many ammo packs (or 1 full pack) to restore, would really bring out the fact that this is a survival tool, and that they don't just magically appear (doesn't passivly recharge)
On hit: Bleed on target for 4 seconds
MAYBE:
This can be made into a secondary AND a melee weapon
If so, here are a few melee stat suggestions
+25% damage
-50% (maybe too drastic?) melee range
On hit: Bleed for 4 seconds
The more you swing the weaker it gets, eventually being destroyed, ammo packs, dispensers and passive regen (passive regen only for when completely broken) will restore it.
So, what do you think XD?