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Rapporter et oversættelsesproblem
PROS
+40% Less spread
+60% bullet speed
+No damage fall off at any range
+20% damage
CONS
-50% fire rate
-40% Ammo capacity (120 rounds)
+30% Longer spinup time (It has to charge the gun)
- Fires projectiles instead of bullets which can be reflected
It makes the weapon a mid range type thing, could change how heavy is played.
4 pros and 4 cons.
(I know that if the team did implement this then there may be to many stats but I hope that they would make it a mid to semi-long range minigun)
PROS
+No damage fall off at any range
-40% bullet spread
+60% bullet speed
CONS
-50% fire rate
-40% ammo capacity
+30% longer spin up
(I removed projectiles and removed the damage buff to make the stats more realistic for the game)
The pros here could be:
-Can fire any piece of metal, that can be magnetized (not sure how this would translate in game thou....maybe he has metal just like the engineer, instead of ammo?)
- No muzzle flash (can still have sound from that spin thing, which i assume is what helps generate the magnetic field, also sound could be quite interesting from the capacitors charging)
-Projectiles fly alot faster, and further and are more accurate, as the potential of a coilgun is theoretically greater then that of a railgun (and modern railguns can accelerate projectiles at hypersonic speads, mach 7 if i remember..)
Cons
-doesnt work underwater
-can run out of power (or owerheat as stated above), then it needs to be recharged.
-slower movement speed (possibly heavier then regular minigun)
-slower deployment speed (as it would need time to charge the capacitors)
- +X% demage penalty (couldnt think of a specific number...)