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+20% damage ramp up
-66% health and ammo from packs
+20% damage fall off
+hold fire button to prime the gun, in which shells would be "loaded" like that of the beggars bazooka, with a max of 4 shells. Release fire button to unleash each shot with a +70% firing speed.
+ammo is used with metal; 20 for each shot.
+80% of damage is returned as metal.
-20% damage
-20% accuracy
Not affected by damage falloff (shotgun spread could still be a limiting factor for distance though)
+25% tighter bullet spread
-25% slower reload speed
-66% clip size (2 bullets in chamber)
+40% damage bonus (point blank will be 126 damage)
Maybe if you're feeling adventurous, a meter of some sort that can be filled? Maybe it allows you to deploy a second mini sentry for every time it is filled, but no more than 2. As to whether or not it would need better balancing, you'd need to test it out in game honestly. It sounds decent to me.
+ 50% damage bonus
+ This weapon has less damage fall-off
- 33% clip size (4 rounds per full reload.)
- Wearer cannot gain metal from their own dispenser.
Alternate Idea
+ Deal damage with this weapon to automatically repair your sentry gun.
+ This weapon can damage sappers
+ Damage done to enemy buildings + sappers will be returned as metal
- 33 clip size (4 rounds per full reload.)
- 15% blast damage resistance
Why make the Spy even worse?
Worse the Widowmaker.
+ammo from building scraps
gives bleeding effect to anyone hit
+30% fire rate.
+ Shooting at an ammo or health pack converts it into a Combo Pack.
+ On Hit: Heals your most damaged building.
+ Damage breaks sappers.
-40% pellets per shot.
-20% metal from pick-ups.
Hitting a med kit or ammo box turns them into a combo pack that contains both health and ammo. Contents are of the same size as the original pick-up, be it small (20%), medium (50%) or large (100%).
Damage dealt with this weapon heals the building with least health with a 2:1 damage-to-healing ratio. A visual indicator line connects the user and healed building.