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How to "Fix" The VR-11


RavensFTW

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If anything, it's overpowered.

- Ignores player (longer in PaP).

This gives time to revive a downed player, because they are ignoring the person that was shot with it.

- Makeshift Monkey Bomb. (attracts George when PaP'd)

Again, this can be used to revive a teammate if used right. However, the main feature of it is just to get the zombies away (and George if PaP'd). However, the person has to be closest to the zombies for it to work. They will only go for the person if a zombie is closer to them than you or a teammate.

- Calms George if angered, but only for about 10-15 secs.

If you are stuck in a small area, or George has cornered you and he's angered, death is almost certain. However, you can calm him, make a quick getaway if possible before he becomes angered again.

- Gives Instakill (PaP)

When Pack-a-Punched, and shot at a teammate, they gain an Instakill effect for a short while. Useful for long rounds, and in case you become stuck, or need to help someone.

- Returns George into the water (PaP)

If George is shot in the water with the Lazarus, than he goes back under. He returns after a while, but stays there for about the length of a round at around Round 16.

- Explodes a zombie in 3 shots (PaP)

Not really used for this, only to get the trophy/achievement, but if need be, you can shoot a zombie 3 times to kill it.

And can be used in conjunction with other weapons. For example, you shoot someone with the V-R11 to attract a horde of zombies, and than you quickly shoot them with the Scavenger. If lucky, they will still be following the human, and be caught in it's Scavenger blast, killing them.

So yea, it's not underpowered, but underrated. It's suited more for Co-Op games than Solo games. If they were to include it in future maps, I'd imagine it would do something to the sub bosses (Hellhounds, Napalm Zombie, Gas/Phasing Zombies, etc).

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