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If this were to ever be implemented in game and did actually throw a ball, it would be very hard to hit anyone with it. The animation has no clear aiming and it leaves you very vulnerable to enemy fire unless bonk is in affect. (like any other taunt kill, really.) It would be more affective when thrown down choke points where a lot of enemies tend to hang around.
I also did have the sandman taunt in mind when I made this, thinking "if he has a batting taunt, why not a pitching taunt too?" Though I had no idea about the sandman changes until after I uploaded this to the workshop.
And the new Slows aka Dizzy effects are the non charged effects.
I kind of thought to post this on here, since it is a bit relevant with the Sandman item.
Although, like how we have the stock Flamethrower with a taunt and the Rainblower with a taunttkill, we could have Sandman variants with the melee and the Ball taunt kill.
yup would be awesome.
For example now that the base effect is slowing movement, the 15HP penalty can be replaced with the 15% damage vulnerability when active.
the Slow can be modifid as a Dizzy effect: slow movement and reload/rev up speed by a certain amount.
This makes the normal shot better and you can even make the Dizzy effect part of the Stock bat as a "on third hit cause the dizzy effect" so the stock weapons have a upside then just the unofficial "this weapons has the fact that it does not have the downsides of the unlocks going for it" sort of stat.
after that, make the Sandman have a Batter up mode, where when you hold alt fire which makes you 50% slower and can stun people at a minimum of 1 second and up to 5 seconds depending on the range or charge strength of the throw.
with the Cleaver getting a "this weapon crits on slowed, bleeding and milked opponents" this brings back the combo and opens up new options.