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Pros:
- Projectiles cause dispensers to recover 5% of their stock and teleporters to recover 15% of their charge upon contact. Also refills 10% of rockets and bullets on sentries.
- Projectiles deal 65 damage to sappers.
- Weapon passively recovers charge on the weapon at 1% per eighth of a second.
Cons:
- Spies are able to place a sapper on your battery pack which will cause the user to detonate after two seconds or upon your death, dealing taunt kill damage to all around the engineer in a radius equal to 135% of a rocket's explosion. (Can be removed by taking any kind of damage, including fall damage, and causes the spy to be stopped from switching items for 1 second.) The sapper creates an incredibly loud alarm noise and illuminates the sapped engineer with the opposing team's color.
Just a suggestion for a weapon that is useful in the early game and set-up, but a threat to your team if you don't plan around the sapper weakness.