some of these were implemented already, but they're still cool.
Traits
*Has a 1 in # chance to force opponent's aim to point at their feet. (Gravity)
*Has a 1 in # chance to cause final bullet to do double damage. Not found on Deagles, Rifles or Shotguns. (Desperado)
*1 in # chance for your gun to automatically reload after emptying. 50% faster reload speed. (Coke Fingers)
*1 in # chance that if your shot hits an opponent, all sound for them is muted for 5-10 seconds. Does not stack. (Pulse)
*1 in # chance to shoot a subsonic bullet that blasts the person hit away like a discombob. (Whirlwind)
*1 in # chance to leech 5% of opponent's ammo into your reserves. (Leech)
*1 in # chance to teleport you a few feet away from your current position to another upon taking non-fatal damage. You won't be teleported anywhere dangerous. (Ghost Trick)
*1 in # chance that instead of taking damage from a bullet, you lose an amount of ammunition depending on how much damage you would take. If the ammo you have isn't high enough to fully block the damage, it only blocks as much as it can. This uses ammunition in reserve, too. (Last Resort)
1 in # chance to give your opponent 25% of your weight. This means you'll jump higher and fall slower, while they'll jump lower and fall faster, while taking more fall damage. Lasts 10-20 seconds. (Anvil)
1 in # chance to cause the sights (crosshairs) of whatever gun they're holding to double.
(MELEE ONLY) 1 in # chance for your melee's damage to double, but it deals the default melee damage to you as well.
(MELEE ONLY) 1 in # chance to do +25% damage and push the opponent away extra far.
(MELEE ONLY) The less HP you have, the faster this weapon swings. 100% HP = 0% Speed. 75% HP = +10%. 50% = +20%. 25% = +30%.
(MELEE ONLY) 1 in 2 chance to destroy the body of whoever you killed with the Melee, leaving it unidentified and despawned.
Gently applies a "Pressure" to the player. If they walk forwards, they'll move slowly as if met with a resistance. If they stop, they'll be pushed backwards steadily. This effect lasts (7-15?) seconds. (Wind)
*The more damage the User takes, the faster they move. 10% less HP = 3% faster Movement. (Windrunner)
*This gun spawns with the max amount of ammunition in spare. (Stocked)
*When reloading this gun, you take 40-70% less damage. (Barrier)
*This gun tracks your # of kills. Every kill you get heals you for 1% HP, doubling each time you kill someone again. 1%. 2%. 4%. 8%. 16%. 32%. 64%. Capped at 64%. Resets after round ends. (Vampire)
*This weapon can be used as a melee attack by right clicking (Iron-sights/scopes are disabled). Deals the same damage as it would if you shot someone in the chest. (Sharp)
*You take 40% less damage from the back when holding this weapon, but 20% extra from the sides. Knives have a 1 in 2 chance to fail to kill you. (Schildwall)
*Every time you reload, your gun stats scramble, e.g: if it was at minimum damage and maximum mobility, both could even out to average, or both could become the lowest. All stats, positive or negative, are scrambled. (Gambler)
Traits
*Has a 1 in # chance to force opponent's aim to point at their feet. (Gravity)
*Has a 1 in # chance to cause final bullet to do double damage. Not found on Deagles, Rifles or Shotguns. (Desperado)
*1 in # chance for your gun to automatically reload after emptying. 50% faster reload speed. (Coke Fingers)
*1 in # chance that if your shot hits an opponent, all sound for them is muted for 5-10 seconds. Does not stack. (Pulse)
*1 in # chance to shoot a subsonic bullet that blasts the person hit away like a discombob. (Whirlwind)
*1 in # chance to leech 5% of opponent's ammo into your reserves. (Leech)
*1 in # chance to teleport you a few feet away from your current position to another upon taking non-fatal damage. You won't be teleported anywhere dangerous. (Ghost Trick)
*1 in # chance that instead of taking damage from a bullet, you lose an amount of ammunition depending on how much damage you would take. If the ammo you have isn't high enough to fully block the damage, it only blocks as much as it can. This uses ammunition in reserve, too. (Last Resort)
1 in # chance to give your opponent 25% of your weight. This means you'll jump higher and fall slower, while they'll jump lower and fall faster, while taking more fall damage. Lasts 10-20 seconds. (Anvil)
1 in # chance to cause the sights (crosshairs) of whatever gun they're holding to double.
(MELEE ONLY) 1 in # chance for your melee's damage to double, but it deals the default melee damage to you as well.
(MELEE ONLY) 1 in # chance to do +25% damage and push the opponent away extra far.
(MELEE ONLY) The less HP you have, the faster this weapon swings. 100% HP = 0% Speed. 75% HP = +10%. 50% = +20%. 25% = +30%.
(MELEE ONLY) 1 in 2 chance to destroy the body of whoever you killed with the Melee, leaving it unidentified and despawned.
Gently applies a "Pressure" to the player. If they walk forwards, they'll move slowly as if met with a resistance. If they stop, they'll be pushed backwards steadily. This effect lasts (7-15?) seconds. (Wind)
*The more damage the User takes, the faster they move. 10% less HP = 3% faster Movement. (Windrunner)
*This gun spawns with the max amount of ammunition in spare. (Stocked)
*When reloading this gun, you take 40-70% less damage. (Barrier)
*This gun tracks your # of kills. Every kill you get heals you for 1% HP, doubling each time you kill someone again. 1%. 2%. 4%. 8%. 16%. 32%. 64%. Capped at 64%. Resets after round ends. (Vampire)
*This weapon can be used as a melee attack by right clicking (Iron-sights/scopes are disabled). Deals the same damage as it would if you shot someone in the chest. (Sharp)
*You take 40% less damage from the back when holding this weapon, but 20% extra from the sides. Knives have a 1 in 2 chance to fail to kill you. (Schildwall)
*Every time you reload, your gun stats scramble, e.g: if it was at minimum damage and maximum mobility, both could even out to average, or both could become the lowest. All stats, positive or negative, are scrambled. (Gambler)