Since the zombies were a result of a scientific experiment gone awry and since a backstory of one of the characters mentioned actually going to the field to help the soldiers contain the threat there should be a Scientist perk
He can use weapons if he likes but his real strength would be in crowd control with his vast arsenal of gadgets and concoctions decreasing the effectiveness of the specimens while augmenting the abilities of his/her teammates.
Weapons:
CS17 (Tier 1 weapon) - Primary weapon for the scientist, this was what was used to create the specimens in the first place but at lethal doses.
Primary fire - Fires much like the MP7, fares better on the smaller mobs such as Clots, crawlers, and stalkers, causes adverse effects on the specimen instantly creating tumors inside of the body which effectively destroys them
Secondary fire - Lethal dose, much like the bayonet on a rifle, this baby has a nasty needle on the end, uses the rest of the clip. Useful against fleshpounds and scrakes, basically heals Patriarch
(When the scientist sees a FP it would be wise to reload this weapon or pull out the next weapon in the arsenal)
DIG23 (Tier 2) - A drug designed to slow the heartbeat of the one receiving the injection
Primary fire - Fire into mobs to slow them down (Life saver on Raged FP)
Secondary fire - Inject into teammates to allow X seconds of little to no recoil
FF120 (Tier 3) - Upon further inspection of the cloning research, a weakness was discovered in one of the older specimen models, the one codenamed as "Scrake", this serum when implemented into the mind of the specimen will cause it to turn upon the other specimens in its immediate vicinity
Primary - Fire into Scrake, Scrake is stunned, at end of stun, will turn on specimens with chainsaw for X amount of time (depending on perk level)
Secondary - Unfortunately the Patriarch discovered this 'flaw' in his work and developed an immunity for his next line of specimens. The effect causes the specimen to remain still while the serum courses through its brain.
Perk abilities/levels
Since it IS a frail scientist not meant for combat situations I would suggest the amount of damage it takes per hit to be higher than the other classes
Perk level 0
- 150% damage taken (Does not include body armor)
- 10% more potent injections (This is basically damage increase for CS17/amount the specimen is slowed/recoil reduced
- 10% quicker injection implementation (When scrake is injected, stun time is effected/time for recoil effect to kick in/time for mob to slow down etc)
- 10% longer injection effect (The time that effect lasts)
Perk level 1
- 140% damage taken
- 25% more potent injection
- 25% quicker injection implementation
- 25% longer injection effect
- 10% chance CS17 will cause instant rupture in clots/gorefasts (Basically instant kill due to massive tumor expansion)
Perk level 2
- 130% damage taken
- 30% more potent injection
- 30% quicker injection
- 30% longer injection effect
- 15% chance CS17 will cause instant rupture ""
Perk level 3
- 125% damage taken
- 40% more potent injections
- 40% quicker injection
- 40% longer injection effect
- 20% chance CS17 will cause instant rupture
- Headshots now have a 10% chance of instant effect
Perk level 4
- 120% damage taken
- 50% more potent injections
- 50% quicker injection
- 50% longer injection effect
- 25% chance CS17 causes instant rupture
- Headshots now have a 15% chance of instant effect
Perk level 5
- 115% damage taken
- 60% more potent injections
- 60% quicker injections
- 60% longer injection effect
- 30% chance CS17 causes instant rupture
- Headshots now have a 20% chance of instant effect
Perk level 6
- 110% damage taken
- 75% more potent injections
- 75% quicker injections
- 75% longer injection effect
- 40% chance CS17 causes instant rupture
- Headshots now have a 30% chance of instant effect
What do you think? Questions, comments? POAST!
He can use weapons if he likes but his real strength would be in crowd control with his vast arsenal of gadgets and concoctions decreasing the effectiveness of the specimens while augmenting the abilities of his/her teammates.
Weapons:
CS17 (Tier 1 weapon) - Primary weapon for the scientist, this was what was used to create the specimens in the first place but at lethal doses.
Primary fire - Fires much like the MP7, fares better on the smaller mobs such as Clots, crawlers, and stalkers, causes adverse effects on the specimen instantly creating tumors inside of the body which effectively destroys them
Secondary fire - Lethal dose, much like the bayonet on a rifle, this baby has a nasty needle on the end, uses the rest of the clip. Useful against fleshpounds and scrakes, basically heals Patriarch
(When the scientist sees a FP it would be wise to reload this weapon or pull out the next weapon in the arsenal)
DIG23 (Tier 2) - A drug designed to slow the heartbeat of the one receiving the injection
Primary fire - Fire into mobs to slow them down (Life saver on Raged FP)
Secondary fire - Inject into teammates to allow X seconds of little to no recoil
FF120 (Tier 3) - Upon further inspection of the cloning research, a weakness was discovered in one of the older specimen models, the one codenamed as "Scrake", this serum when implemented into the mind of the specimen will cause it to turn upon the other specimens in its immediate vicinity
Primary - Fire into Scrake, Scrake is stunned, at end of stun, will turn on specimens with chainsaw for X amount of time (depending on perk level)
Secondary - Unfortunately the Patriarch discovered this 'flaw' in his work and developed an immunity for his next line of specimens. The effect causes the specimen to remain still while the serum courses through its brain.
Perk abilities/levels
Since it IS a frail scientist not meant for combat situations I would suggest the amount of damage it takes per hit to be higher than the other classes
Perk level 0
- 150% damage taken (Does not include body armor)
- 10% more potent injections (This is basically damage increase for CS17/amount the specimen is slowed/recoil reduced
- 10% quicker injection implementation (When scrake is injected, stun time is effected/time for recoil effect to kick in/time for mob to slow down etc)
- 10% longer injection effect (The time that effect lasts)
Perk level 1
- 140% damage taken
- 25% more potent injection
- 25% quicker injection implementation
- 25% longer injection effect
- 10% chance CS17 will cause instant rupture in clots/gorefasts (Basically instant kill due to massive tumor expansion)
Perk level 2
- 130% damage taken
- 30% more potent injection
- 30% quicker injection
- 30% longer injection effect
- 15% chance CS17 will cause instant rupture ""
Perk level 3
- 125% damage taken
- 40% more potent injections
- 40% quicker injection
- 40% longer injection effect
- 20% chance CS17 will cause instant rupture
- Headshots now have a 10% chance of instant effect
Perk level 4
- 120% damage taken
- 50% more potent injections
- 50% quicker injection
- 50% longer injection effect
- 25% chance CS17 causes instant rupture
- Headshots now have a 15% chance of instant effect
Perk level 5
- 115% damage taken
- 60% more potent injections
- 60% quicker injections
- 60% longer injection effect
- 30% chance CS17 causes instant rupture
- Headshots now have a 20% chance of instant effect
Perk level 6
- 110% damage taken
- 75% more potent injections
- 75% quicker injections
- 75% longer injection effect
- 40% chance CS17 causes instant rupture
- Headshots now have a 30% chance of instant effect
What do you think? Questions, comments? POAST!