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(+) 30% Quicker movement speed while revved.
(+) 50% Max ammo. (300 rounds total.)
(-) 15% Wider spread.
(-) 22% Max overheal. (Totaling 350 health w/ overheal.)
(-) 25% Less healing from all sources. (Sandvich included.)
*This gun has three 100 ammo magazines that when emptied, take 4 seconds to reload.*
These stats I propose make heavy a more mobile threat while still making him give the enemies downtime and a chance to catch him out while it's harder to defend himself. The faster rev and movement speed while revved make him a quicker threat while the 100 ammo mag and lower overheal make him more vulnerable, and the accuracy being lower makes it so he has to get in closer to deal better damage, again, making him need to use his speed.
but hey that's just what I think.
On hit: gain Focus
Weapon accuracy increased with Focus
20% slower firing speed
30% slower movement speed while firing weapon
Focus depletes while spun down
———
Basically, this is a gun that you use to set up at a sightline of some kind and use the accuracy to punish enemies at longer ranges, but punishes you for getting caught at closer ranges.
-doesnt need to spin barrel to fire
spining barrel instead charges the focus meter
when activated,10 heavily acurate and more damaging shots are fired in a quick burst
-makes no noise when spinning barrel
cons
-unless focus meter is full,forced and random crits cannot be fired
-20% less acurate
-15% fire rate
20% increased damage bonus.
Decreasing 0.05% walk speed depends how much ammo you have
20% decreased firing speed.
40% decreased holster speed.
Get slow effect when holstering.
Shoots big projectile bullets instead of the regular.
Bullets will explode by a small radius dealing extra 5 dmg.
Hitting enemy sentries will deal extra 10 dmg.
When hitting enemy 10 times will apparently slow down.
Gunfires are loud than usual.
Gain extra ammo depends how big is the ammo supply 200-500[MAX].
"Let's bring the old times like WAR!"
[-] -20% Max Ammo penalty
[~] Reaching below 50% health initiates a persistent "Viper" effect, reloading swaps between the two. Both effects always provide 20% Damage Resistance.
[~] Pit Viper: +15% Damage bonus, -30% slower spin-down penalty
[~] Striking Viper: +10% Movement Speed bonus, -30% slower spin-up penalty
+Gains health from poison cloud damage
-20% slower firing speed
This is good for Fat Scout