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+5% more move speed on warer
-weapon never crits
-20% slower firing speed
-33% smaller clip
Pros:
+33% accuracy bonus (less spread in range)
+25% damage bonus
Headshots deals mini-crits
+On headshot: Projectiles penetrates player, can penetrate up to 3 players/shot
Cons:
-50% magazine size
-20% fire rate decrease
Random chance of firing a tracer bullet
/EDIT: If projectile penetrated player, shot will deal 15% less damage per penetration
Alt-Fire: Fires dart, which is then targeted by friendly Sentry Guns. Sentries fire at the dart for 5 seconds.
Alt- Fire idea no.2: Enables Laser Designator, if enemy player is targeted, all nearby Sentry Guns will automatically fire at the enemy. Will work only outside Sentry's range.
Unlike Wrangler, you can't command Sentry to shoot and it doesn't auto-target players near your crosshair.
Laser is visible in team colors (differs in what team you are) to both enemy and friendly players.
Alt-Fire Idea no.3
If your Sentry Gun is at level 3, Alt-Fire will fire guided rockets from Sentry gun with bigger blast range and damage You can fire only 1 rocket at once.
Sentry doesn't shoot on targets in range if you guide the rocket. Pressing Alt-Fire when guiding the rocket will cause projectiles' mid-air explosion. If Sentry will fire the rockets, they'l have the same attributes as guided one.
One shot costs 5 metal.
10% slower firing speed
On hit, 30% chance to slow target OR bleed from rusted metal.
Note: when I say OR I mean have one or the other not both on this weapon.
+Don't need ammo
+Don't need to reload
+Bullets penetrate enemies
-Really low fire rate
Base damage: 65
-50% damage against non wet players
Crits wet players
"Sentry targets enemies being shot as long as they are in range" (including disguised enemies)
+50% clip size (this makes it so you can continuously shoot at a target easier)
-50% damage (because they are also getting shot by a sentry)
-X health on wearer (if it's too powerful)
+15% chance of mini-crit when fired at close range
+10% firing speed
25% chance of disabling enemy buildings from a close range for 10 seconds
Cons:
Uses 15 metal per shot
Blocks healing when active
Marked for death when the weapon is active
Bonus:
Shocks the enemy when fired underwater
This would need to be a primary then.
130 damage on a secondary weapon for a class that can build aimbots would be stupid.
Can you hold the charge forever or is it fired as soon as you charge it to its max?
+Dosen't Require ammo
+Dosen't Need to Reload
CONS:
-Use's Ammo From Sentry
-No Random Critical Hits
-After Picking up construction Auto Death
Rate it Good! :)
-MeeM! |O.W.N|