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hold altfire to carge
+25% damage while carging
-15% damage
-10% movement speed while cargeing
+%50 attack speed
+Crits after 4th consectuive hit (cannot crit buildings)
-%75 Less Damage vs players and buildings
-Doesn't crit randomly
5 sec of bleeding after hit
Mini crits when you have -25HP
(-)
-15% slower moving when you holing gun
-35% damage
+ 80% attack rate with fuel
- 70% damage
Pros
+Bleed for 5 seconds
+Steal 20% of the person's health
+10 damage
+More heads faster swing speed, and movement speed (cause it decapitates people)
Cons
-25 health
-25% of speed
-no random crits
Stats:
Pros:
Each hit fills a meter by 20%
When meter is full, +40% resistance from all forces, +20% swing speed, Crits and "you just SAW THREW THOSE ♥♥♥♥♥♥♥S"
Cons:
-38% damage (40 damage)
+ 30 Damage
+ Bleed for 5 seconds
+ Skull Saw deals an additional 15 damage if the Medic is below 30% health
- 25 Health
- 10% Speed
- Skull Saw can harm the user if attack misses only when the Medic is below 40% health
(Spinning is the equivilent of rapidly firing with the bonesaw. That means it is essentially a melee minigun. Adjust the stats based on how fast it fires)
20% longer weapon switch
No random critical hits
Hold fire to spin
When spinning:
-20% movement speed
15% damage vulnerability
!!!!(Seriously read the paragraph before you start with " Where are the bonuses! " )!!!!
Spinning is rapidly firing right? You should adjust the stats based on how fast it fires. Some weapons have stats that aren't mentioned or are not thoroughly explained. The spinning is the equivilent of firing a bonesaw (which is the base of Medic's melee weapon damage) every half or quarter of a second. If you raised the damage higher, you are talking about an extra lethal bonesaw that strikes multiple times in less than a second. That could insta-kill anyone.The weapon switch time penalty is to prevent people from switching to another weapon and back to ignore the movement penalty. The damage vulnerability is so you don't have to remove as much speed, and helps give other players a chance to fight back. So balance the firing rate and melee damage with Medic's movement speed and damage vulnerability. If it is still unbalanced, try a damage penalty or bonus.
..........................................................................................................................................................
+alt-fire: charges for 5 sec to deal a critical hit
+25% firing rate
+25% damage
-no random crits
-30% longer weapon switch
-10 HP on wearer
(+)gibs opponents on kill leaving a brief blood particles just like The Classic
(-)no negative stats
if you have ubered you get 25% more damage and have the same effect of that uber on your self