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+Bullets give a slight knockback to enemies.
+15% faster reload time.
+15% faster firing speed.
-20% less damage penalty
-No random critical hits.
Thats just one of my ideas. Let me know what you think. :D
may you can add a +25% bigger clip
Crits stunned enemies
+20% firing speed
+25% mag size
-15% damage penalty
-no random crits
-Total Magazine of 35 Shot
-Damage is always the same (Range and that stuff :D)
-Silent
-No Random Critical Hits
-20% slower Reload
aye That´ll do.
+25% more ammo
+20% damage bonus
+15% more acurate
Negatives:
+20% damage vulnerability while active
+10% slower reload
No Random Crits
+Bullets give a slight knockback to enemies.
+15% clip size.
+15% faster firing speed.
+15% more ammo capacity.
-20% less damage penalty.
-20% more knockback vulnerability on wearer.
-No random critical hits.
Maybe this is better. Im trying to see several ways one could keep a distance between you and the enemy.
Whe the weapon is active=
+20% damage
+30% secondary ammo
+15% clip size
-no random critical hits
-25% knockback vulneravillty
-10% all damage vulnerability
-5% movement speed
Double spread
Double reload time
fairly simple, I use the smg when scouts get too close to me to snipe, so I think it would be more effective to have a lot of bullets going at him just in desperation to hit him.
Having the magazine size doubled means you can just lay down fire & try to retreat toward your team, forcing the scout to hang back a bit.
Having spread doubled is both a negative & a positive depending on the situation, if you're just spraying bullets at people praying they hit, you're not concerned about accuracy & may benefit from a lucky shot hitting an enemy you weren't aiming at, as a negative, you aren't going to be able to hit as often, but you aren't getting headshots with your smg after all
Double reload time simply means you can't spray bullets at the same rate as the minigun. You should have more than enough bullets to retreat to a safe place, reload & keep on sniping.
+No need recharge(100 bullets)
+5% faster firing speed.
+10 damage resistance(When weapon is active)
Bad atributes
-50% less munition from Dispensers and Pickups
+10% bullet spread
-15% of damage
Imagine this with the huntsman
You have other idea bro? :p
+20% Damage
+50% Clip Size
-50% Fall Damage
+10% Health From Pickups and Dispensers
-10% Movement Speed
+60% Slower Reload Time
+20% Damage Taken From Explosives
I hope I helped (Even a little bit only).