This one:
Or something like this:
Maybe not with a limited gas supply, or then again maybe that would make it interesting to use.
They both look awesome, but the one on the bottom just seems a bit cooler. But maybe thats just because I use the Lever Action Rifle to much .
But if it would have ammo, Id say a lot of ammo, because it really cant KILL anything directly. Perhaps more ammo with perk leveling as well?
However, its also possible for it to recharge like the syringe, although that would inhibit the rate of fire a bit too much for my tastes
Yeah, i like the wooden bolt-action gun better too
Although the top one i believe is used more.
The bolt-action one would have to be reloaded after each shot manually (press R each time) but the upside to this is that you can change dart types easily.
For instance, you just shot a high-powered tranquiliser dart across the map to chill that FP and then you need to reload and heal a teammate. Press middle mouse to switch to a healing dart and then R to reload, then shoot your teammate.
I'd imagine there'd be something like 57 or so darts, the rifle would have unlimited gas (the meter being for show) and it would have the luminous sights as per the reference picture. There would be an arbitrary number of darts to make sure you always have the number of the right darts.
Wow. This is sounding quite awesome! Now, while the minor details may still be debated, the main question is if TWI sees this idea!
But meanwhile, lets try and see if theres anything more to iron out involving this idea. Suggestions, comaplaints, or improvements anyone?
Someone might have already suggest this, but make the adrenaline thing give you zed-time, kind of like the adrenaline in alien swarm. (with limited uses, like buy once, get 1 base usage, Medic lvl 6 gets +3 or something).
Someone might have already suggest this, but make the adrenaline thing give you zed-time, kind of like the adrenaline in alien swarm. (with limited uses, like buy once, get 1 base usage, Medic lvl 6 gets +3 or something).
what if they had a dart that hurt specimens by slowing them down, but if accidently shot into a player, it slows them down, but at the same time it boosts a players resistance to damage from specimens? I know this is probably dumb, and hard to do, but just a thought.
And no FF for these; it was already discussed. And specimen vs specimen fights it seems a tad complex and difficult to program. Which zeds would they target? What if it is the last zed alive? And other questions arise with that. Sorry, it just seems like a really hard implementation of a good idea.
How about Tasers?
X26 Taser ECD
Cost: $5000, subtracted for Medic Gun Discount (750 for Medic 0, 150 for Medic 6)
Weight 3
Ammo 1 in gun/15 in collection
Shots are $20 a pop
Range 20 feet - about as far as the siren yells.
Primary Fire - Fires a single bolt - stuns a SINGLE specimen until you release the trigger. You are unable to move or turn when this is in progress (simulated overcharge). Reloading or switching weapons stops the stunning effect immediately. CAN FRIENDLY FIRE.
Secondary Fire - Fires healing dart.
Reload Time: 2 seconds
Purpose: Allows you to hold a large-type specimen in most cases, such as a Fleshpound, at bay from raging, while leaving you vulnerable to other smaller specimens, allowing your team to WORK TOGETHER to take it down. Due to the long reload and poor range, and utter lack of offensive power, this weapon is meant for team defense. Does not work against the Patriarch.
X12 Mossberg Shotgun
Cost: $10000!, subtracted for Medic Gun Discount (1500 for Medic 0, 300 for Medic 6)
Weight 5
Ammo 4 in gun/16 in collection
Shots are $40 a pop
Range - Same as all guns, but has accuracy of Pump shotgun (moderate spread, making long-range poor use of this weapon)
Primary Fire - Fires a single ranged taser projectile- stuns a SINGLE specimen for 5 seconds. CAN FRIENDLY FIRE. Additional rounds placed on the specimen do not stack (if you tase again 3 seconds after a Spec is tased, they will be tased for 5 seconds)
Secondary Fire - Fires healing dart.
Flashlight
Reload Time: Same as normal shotgun.
Purpose: Allows you to provide support or hold an enemy at bay for short periods of time.
Does not work against the Patriarch.
How about Tasers?
Does not work against the Patriarch.
This is a very original idea,
but I don't think that it should have as effective an effect on a Scrake or a Fleshpound, but I do like the idea. If this froze the Fleshpound for 5 seconds, this would totally make them less dangerous, because a team could unload alot of firepower on a Fleshpound in 5 seconds.