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+200% more primary ammo on wearer
+User cannot be headshot.
+Plays a hitsound depending on where the opponent was hit. Headshots make a critical hit sound, bodyshots make a normal hit sound.
+Upon a successful headshot, marks enemy player for death.
Cons:
-50% damage.
-Cannot deal headshot critical hits.
A training weapon indeed, but one that can be useful and rewards learning by being a support weapon as well.
1) -100% damage
2) Weapon has unlimited ammo, but not unlimited magazine, meaning the player has to reload after every shot like with a normal sniper rifle.
3) A successful hit on an opponent's hitbox leaves a paint blotch on the character model (like standard blood splatter, but in a different colour) and a notification as indicator (like the Double-Donk! particle of the Loose Cannon). Hits on the head hitbox produce a different colour and indicator than a bodyshot.
Considering it will only make sense to use this weapon in sniper training maps, I doubt we even need to bother with stuff like "can't carry the intel in CTF/Jack in PASStime).
A sniper rifle is only meant to do one thing, shoot, unlike the rocket jumper and stickie jumper who facilitate movement with no self-damage even if they can't deal damage. Jumpers have utility in the standard game, a training sniper rifle doesn't.
pros-
(+75% ammo on user)
(inflicts the BONK! effect on headshot)
(inflicts the slow effect on bodyshot)
(right click when the FOCUS meter is full to highlight a player)
cons-
(deals no damage to players)
(+45 damage vulnerability on the user)
(-10 movement speed on user)
(FOCUS meter can only be built up by headshots)
(shots must be held for 2 seconds to fire)