The reason i am suggesting adding an entire weapon line for the INT grand stat is because while the turrets are an excellent addition and make for a really interesting playstyle for INT, the player doesn’t have a lot to do while their turrets are blazing away.
This weapon type would give the INT player a way to aid their turrets while not raising their damage to low earth orbit as well as giving players a tool to increase the effectiveness of traps and allies during horde nights, further playing into the INT tree’s role as team leader and its trap-focused horde night strategy.
Taser: flexible low damage mid-range weapon focused on slowing enemies down and applying debuffs.
I’m aiming for something that isn’t particularly powerful by itself but pairs well with other sources of damage such as INT’s turrets, electric traps, or teammates in multiplayer.
I focused on slows to maximize the amounts of time zeds would remain in range of traps as well as giving allies more time to deal damage while staying out of reach.
The choice to use electrocution as opposed to the cripple effect was to keep in line with the engineering themes of the INT tree as well as adding a damage over time effect that dovetailed into the ignition effect, causing more damage and pulling in an electrical burn concept.
I put more of the Taser’s damage into DoTs because i felt that 1, both the ignition and electrocution DoTs should see more use and 2, it would keep the Taser’s direct damage low which would keep it more in the range of utility.
any input would be greatly appreciated!
This weapon type would give the INT player a way to aid their turrets while not raising their damage to low earth orbit as well as giving players a tool to increase the effectiveness of traps and allies during horde nights, further playing into the INT tree’s role as team leader and its trap-focused horde night strategy.
Taser: flexible low damage mid-range weapon focused on slowing enemies down and applying debuffs.
- Primary Ammo is a taser dart with an inherent electrocution effect (same as electric fence), single projectile with low damage.
- Secondary Ammo 1 is buckshot with the same electrocution effect and standard 5m range, standard spray of buckshot with even lower damage per pellet vs primary.
- Secondary Ammo 2 are thermite shells with armor damaging capabilities (-10% stacking) but no electrocution effect, single projectile with slightly higher damage than primary.
- Damage (10% per rank, max 50%)
- Handling (10% per rank, max 50%)
- Reload speed (10% first rank, 5% every other rank, max 30%)
- Chance to apply/reapply ignite on hit (starts at rank 3, 33% per rank, max 100%)
- Tier 0 Taser: Pipe Taser
- very low damage
- loads after every shot
- short-mid range
- slightly slow reload.
- Tier 1 Taser: Pressurized Taser
- small damage improvement over T0
- holds a few rounds before reloading
- average rate of fire (1.5 shots a second what I’m considering)
- mid-range
- same reload as T0
- Tier 2 Taser: Assault Taser
- further damage improvement but still quite weak vs other T2 ranged weapons
- holds more rounds than T1 but probably not more than 10
- Slightly faster rate of fire than T1
- on the longer side of mid-range but still mid
- reloads slightly faster than T1.
- Tier 3 Taser: Riot Taser
- Equivalent damage to other grand stat T2 weapons
- Doubled magazine compared to T2
- Same rate of fire as T2
- Mid to long-range
- Same reload as T2
I’m aiming for something that isn’t particularly powerful by itself but pairs well with other sources of damage such as INT’s turrets, electric traps, or teammates in multiplayer.
I focused on slows to maximize the amounts of time zeds would remain in range of traps as well as giving allies more time to deal damage while staying out of reach.
The choice to use electrocution as opposed to the cripple effect was to keep in line with the engineering themes of the INT tree as well as adding a damage over time effect that dovetailed into the ignition effect, causing more damage and pulling in an electrical burn concept.
I put more of the Taser’s damage into DoTs because i felt that 1, both the ignition and electrocution DoTs should see more use and 2, it would keep the Taser’s direct damage low which would keep it more in the range of utility.
any input would be greatly appreciated!