So, this part 2 and now I will explain why I made this or that change. The rules are simple:
I try to interpret weapons of one class to another (often it doesn't work).
The weapon must be in the initial slot after transformation for another class, according to the type 50-AE or bullet-Stormer in the flanker's secondary and etc.
The changes should relate to the original idea or the similarity of at least one of the mechanics of the weapon (although I may misunderstand it)
At least one stat must be saved.
So... enjoy those "experimental" weapons.
The lupara lost its recoil in the air, since the mechanic is more based on defense rather than agility and speed, yes he has some weapons for greater mobility, but although it is more vertical mobility, still not. As well as less damage ramp-up for greater risk, since being killed by a mechanic in 1 second as an arsonist or anhi is wild.
As mentioned earlier, I don't think the mechanic needs much maneuverability, so why did I add horizontal speed? Well, if the mechanic still has items for mobility, why not add another one to him and emphasize the idea of this weapon with the speed and direction of the x-axis. (And I have no idea how interpreted in other way)
Well, here we have a significant transformation. Adding the blaster without changes to the Mechanic is an idea as ridiculous (which I like) as it is unbalanced. So all that was left of the idea was the accumulation and waste from the actions of the boost. So what distinguishes the Mechanic from the Flanker is the flanker's speed, and the turret. Thus, it was decided to give the sentry the boost bonus. And perhaps the mechanics of "overhealing" are not appropriate for the turret, it is better than increasing the DPS or the rotation speed. Maybe you'll have better ideas. Sg-hare them, will be very thankfull!
The Perfectionist is perfect for the Mechanic, but I made a small change to the damage ramp-up, which is less punishable than the loss of damage in the form of a pellet at any distance for a class that is more difficult to cross the battle line. But I'm still thinking about deleting this disadvantage.
A small change. Since the Mechanic does not have any filling scales, but the statistics indicate "filling", it was decided to replace it with metal and ammo recovery. And in order for the mechanics not to get too much metal, then this is replenished by boxes. And more damage penalty vs turtle mechanics near their sentry.
In fact, the only thing that has changed is getting health system rework and the fact that the trained doctors will not get a faster supercharge. But let's look at the scheme of getting health. Cause now killing a target with one shot, you will not get 60 health, but you will still get 17 restored health. And if you spend the entire clip and kill, then you have 84 health on the health bar.
No changes, except that by having a PDA in slot, expect primary, you will still have a jump bonus. And less ammo.
It's a very peculiar concept in which buildings consume drinks, not you. I don't even know what to comment on. These weapon is aimed at specific situations, most often when you are alone and the team is far away.
Same as Witches Brew, weapon is aimed at specific situations, most often when you are alone and the team is far away. But before weapon gave fully invulnerable.
So, it was fun again do this concepts and also to "present" them, see you later.
Also I no idea how transform Flanker melee to Mechanic one... Some help, please.
The end
42 Votes in Poll
Is it a good shotgun?
23 Votes in Poll
43 Votes in Poll
This is gonna be heavily disliked but
Lupara DB and shortstop aren't that good I mean if there is a good player who knows your counter your done for
Since it has less rampup and deals less damage you can't use this up close to the enemy, you are better off doing that with stock or any other shotgun.
You are forced to play with this as a mid to long range weapon, but the problem is that the shortstop already does that job, and it does it better, it has the same ammo capacity as the Mule does and it deals more damage. The only situation where I see the Mule being usefull is when there is an enemy trooper with the Battalions Backup in general an enemy using an item that gives them some sort of damage resistance, also you should always use it with any pistol since it only has 4 shots and unlike the Shortstop it doesn't reload the "clip"at once. Personally I just see this weapon as the worst Shortstop, it is basically one of those situational weapons, not good nor bad just different.
Many Flankers (for some reason, probably because of john) have used this weapon, and I have seen it in games. However the way (some of the majority) they just use the gun is just... losing a brain.
The Stats:
+40% faster firing speed
+100% damage bonus
40% more accurate
+25 max health on wearer
25% more knockback vulnerability
-33% clip size
-60% bullets per shot
33% less rampup
+20% bullet damage vulnerability
The Pros of the Shortstop seems promising, but when you check out the cons.. oh boy.
Being a Effective Shortstop Flanker:
The Stats of the Shortstop is OBVIOUS OF COURSE. The weaponry is for long ranges only. Classes that uses bullets will bring your hp down to 120 hence the 20% bullet damage vulnerability. Brutes can easily demolish you, and the fact that it deals a unwhopping 72 damage CLOSE RANGE isn't for cqb. The only maps you should be playing with the shortstop are long range maps such as Orange.
If you dare to see a flanker, just remember. YOU HAVE 120 HP NOT 150 HP. Its really simple. So I will be listing the target priorities
Doctor -> Marksman -> Trooper -> Annihilator -> Arsonist -> Agent -> Mechanic -> Flanker -> Brute
Brute is really simple. You literally can get shredded. Doctors are your priority with your shortstop. You can easily take him out at long ranges, and other factors. Marksman is you know, kinda weak if you ask me. But if they master their MAC-10, they are going to be a problem anyway.
Should I use the Shortstop Anyway?
To be honest, only use the Shortstop when there is no room for CQB. In CQB your damage is weak. Plus your bullet damage vulnerability will help you die. Shortstop is for longer ranges than CQB.
Remember, 120 hp when your facing bullet classes. Otherwise it is a great weapon for picking off enemies at long ranges.
This ain't the complete, but remember, long range, 120 hp when facing bullet classes. Simply learn from your deaths and try to lower the chances of that mistake as much as possible.