So I am playing a intelligence build and realized the stun baton has no tiered weapons. Every other weapon has multiple tiers example: pistol, magnum, desert vulture...wood club, baseball bat, steel mace. But rather than pointing out a problem and saying fix it I've come up with what I hope is a clever solution.
1. Add tasers as T1. I causes very little impact/physical damage but causes a automatic stun on the zombies governed by the stun baton mechanics. That way you will have to stun the mobs several times to kill them but the stun lasts longer and does more damage the higher your intelligence and perks into Electrocutioner. The animation could be as simple as the animation for punching while holding the taser.
2. T2 can remain as is with the stun baton.
3. Add a cattle prod for T3. More physical damage compared to T2 and guaranteed stun but weapon has a low durability so it will have to be repaired more often. As far as the animation the spear thrust could be used for this weapon.
4. This is just an added bonus but maybe a game mechanic that uses the car batteries we find or make as ammo/power for the stun weapons. that way it gives us more incentive to make batteries and use generators to charge our batteries back up. We would be more incentivized to perk into the intelligence tree with this mechanic. Plus lets face it the batteries are kinda under utilized in 7D2D. We can use any tier battery to make our vehicles so we just wrench until we get one from a car and then literally scrap the rest for lead until we want to use a battery bank for our bases but lets face it the gas powered generators are better over all and have no down side to running one over battery banks. Plus it's so easy to mine up shale for gas. That's just my opinion though.
1. Add tasers as T1. I causes very little impact/physical damage but causes a automatic stun on the zombies governed by the stun baton mechanics. That way you will have to stun the mobs several times to kill them but the stun lasts longer and does more damage the higher your intelligence and perks into Electrocutioner. The animation could be as simple as the animation for punching while holding the taser.
2. T2 can remain as is with the stun baton.
3. Add a cattle prod for T3. More physical damage compared to T2 and guaranteed stun but weapon has a low durability so it will have to be repaired more often. As far as the animation the spear thrust could be used for this weapon.
4. This is just an added bonus but maybe a game mechanic that uses the car batteries we find or make as ammo/power for the stun weapons. that way it gives us more incentive to make batteries and use generators to charge our batteries back up. We would be more incentivized to perk into the intelligence tree with this mechanic. Plus lets face it the batteries are kinda under utilized in 7D2D. We can use any tier battery to make our vehicles so we just wrench until we get one from a car and then literally scrap the rest for lead until we want to use a battery bank for our bases but lets face it the gas powered generators are better over all and have no down side to running one over battery banks. Plus it's so easy to mine up shale for gas. That's just my opinion though.