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Tactics zed gun MK2

1. There's a huge zap time cooldown once a big specimen is stasis'd for the first time until it can be stasis'd again. It's roughly a few minutes.
2. Your accuracy and specimen's distance from the main blast area of stasis counts. Fleshpound requires 2 "completely accurate" stasis shots on its stomach or chest area to be stasis'd once, or one blast on its chest from very close. There will be trash specimen who throw themselves infront of Fleshpound to block your shots remember that.
3. Fleshpound can only be zapped twice in a small time span; second time requires you to hug him and use alter-fire for which will be more effective and compensate the required effectiveness to stasis him which is raised by the first stasis sequence.
4. Siren screams can nullify your stasis charge ball projectile when it's on mid air, cause you to reload and unleash again to stasis Fleshpound moving closer. You won't notice what's going on, but once it enters the scream area of effect, blast will not stasis anything.
5. ZED mk2 can NOT stasis Patriarch, unless it's stasis'd by regular ZED gun once. I tried two carriers of ZED mk2.0 and it failed, you need help from regular ZED gun to do that. Regular ZED gun is always better against Patriarch.

Notes:
*When using this weapon shut down Sirens first with first shot then reload quickly and unleash 2 shots onto Fleshpound to stasis, or don't reload and hug that 8ft. monstrosity to land the second blast on its chest.
*To stasis Fleshpound properly blast shots shouldn't be canceled by other trash who throw themselves on you or Siren scream vibrations. Trash clearing and keeping Sirens down are important part on regular gameplay anyway.
*Don't stasis Scrakes and Fleshpounds when only Sharp or Support is around. Their combos require them to move in a "predictable" pattern, like standing still going through rage or stunned animations. None of them like a big target to flail around. So don't do that unless; you're planning to run far far away from that area together, they're already running toward you or you have a Demolition near you who's aware of the Fleshpound's presence.
*Using that weapon on Scrakes is a waste. Don't stasis Scrakes with that weapon unless you have no space to keep distance or no sharps around who need to aim for decapping them. Using that weapon on Scrakes when they're enraged is acceptable. With 7 extra magazines you will have alot of stasis shots but at the 10th wave each stasis will come handy against Fleshpound duos.
*That weapon designed for helping nuke down process of Fleshpounds, keep distance, buy time to reloading weapons and shut down any ranged threat while doing so.

tl;dr: Money well spent, just try to aim better and look at the environment around you.

Actually, whole weapon pack is aimed towards to helping Demolitions perk who know how to set grenades off in an instant. Setting Pipebombs with Bile Thrower is overpowered. Also Harpoon is nice once you get how to aim at head, throw nades in and learn to blast it off earlier with M79 or M32 shots.

Only thing that sucks about the pack is Sucker6. I know there are people out there who loved it, but it doesn't help anything in a team setup besides swooping enraged Scrakes away from you to eat another 70 damage Chainsaw hook slap on your face. Sucker6 only could be useful if you're willing to play a mobile Demolition, yet again if you have enough experience you can do the same by carrying M32 which has way more damage than 90 base damage misilles that Sucker6 have.
 
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