Ok, I've posted this before and it was pulled because someone thought it was a joke post. It isn't. Pat is a serious suggestion and I've posted the reasons after her profile.
Pat Kozlowski loved to do hair. Every day she would daydream about owning her own salon. The happiest day in her life was when she was accepted at the local beauty school. She was the best student and when she graduated at the top of her class she said "She was born to do hair and make people beautiful." She set up a shop in a small room at her house and made a good living for years.
One day she got a call that the Board of Horzine Industrial needed her services before their big meeting. "How fast could she get here?" they asked. Pat barely made it through the front gate when the alarm sounded...
Weapons
Pat doesn't carry a knife, but a pair of razor sharp hair shears.
Instead of grenades, Pat carries glass vials of perm solution. When broken, each vial will clear out 2 yards of mobs and keep them out of that area for 6 seconds. Players entering that area will take damage as well. The liquid is also flammable for the 6 seconds and can be set on fire by players.
Instead of a pistol, Pat uses a whip made of a curling iron plugged into a battery pack. This has half the damage as the axe but with the speed of the machete. The alt fire turns the curling iron on for additional burn damage. Batteries are used for the curling iron and the blow dryer. Turning on the curling iron for one second uses one second of battery power.
The next weapon she carries a battery powered blow dryer. Each battery is good for 10 seconds of use. The blow dryer can push all specimens 6 feet back except for the bloat, scrake and FP.
Another weapon is the mousse spray. Each can of mousse is good for 3 sprays and each spray lasts for 1 second. Any specimen hit by the mousse, except for the scrake or FP, is held motionless for 3 seconds. The alt fire is to throw the can and when someone shoots the can, the can explodes and every specimen within 3 yards is frozen for 3 seconds.
Her last weapon is the flame attack combination of hair spray and her trusty lighter. Damage is twice as as much as the firebug's flame thrower but only ten percent of the range.
Perks
Perm solution vials mirror the number and increment of the support specialist's grenades.
The curling iron whip matches half the axe damage, with machette speed, and matches half melee perk increases as well.
Pat carries 3 + her level in batteries.
Pat carries 1 can of mousse and 1 additional can for every even number ed level.
Pat carries 2 cans of hairspray plus one additional can per level.
Pat's other special perk is sirens do not scream within 6 feet of her. After all, they would love for her to do their hair. Stalkers are always visible around her since they would love for Pat to do their nails. Pat does not see stalker health.
Ok, here is why Pat is a serious suggestion with unique weapons. I don't want to make character suggestions with basic weapons such as a knife, this pistol, this carbine, and this automatic rifle. I like to suggest relatively standard weapons but use character specific items instead of generic and common items.
First, Pat is pure support class. What she can do best is shape and alter specimen paths and attacks to benefit the other players and create funnels and blocks during waves.
Weapon 1: Shears. Knife
Weapon 2: Curling iron that can be turned on for additional burn damage. Whip that can be alt-fired with burn damage
Weapon 3: Blow Dryer. This weapon allows Pat to push specimens back or I was thinking of mainly moving a group of specimens from swarming a fellow player. Like a concussion grenade. Electric packs keep this use and the alt-fire whip from being used indefinitely.
Weapon 4: Mouse spray. This allows Pat to temporarily freeze a low level specimen for a few seconds. Or Pat can throw the can and a teammate can shoot the can to freeze a group of low level specimens
Weapon 5: Hair spray with lighter. This is the same as the blowtorch suggestions others have made
Grenades: Perm vials ('cause the stink) aren't explosive but are an Denial of Area weapon that if another player lights on fire then they turn into molotov cocktails
Special abilities. She is prevents Sirens from screaming if they are within 6 feet of her and can always see stalkers but not their health.
So you can see that the weapons aren't useless or really "out there." They are relatively standard weapons in the "hairdresser" theme of the character.
Pat is a pure support perk. No way can she survive in front of the group or solo. But what she can do is quarterback the battle and help shape the specimen's attack to maximize the other player's firepower. People like to weld doors and fight in the most advantageous position. Pat can do that no matter the environment.
I've got no illusions about Pat getting into the game. But I wanted a character that can "quarterback" the wave or temporarily alter the environment to help the players fight in open environments.
Edited for suggestions by brphoenix.
Comments?
Pat Kozlowski loved to do hair. Every day she would daydream about owning her own salon. The happiest day in her life was when she was accepted at the local beauty school. She was the best student and when she graduated at the top of her class she said "She was born to do hair and make people beautiful." She set up a shop in a small room at her house and made a good living for years.
One day she got a call that the Board of Horzine Industrial needed her services before their big meeting. "How fast could she get here?" they asked. Pat barely made it through the front gate when the alarm sounded...
Weapons
Pat doesn't carry a knife, but a pair of razor sharp hair shears.
Instead of grenades, Pat carries glass vials of perm solution. When broken, each vial will clear out 2 yards of mobs and keep them out of that area for 6 seconds. Players entering that area will take damage as well. The liquid is also flammable for the 6 seconds and can be set on fire by players.
Instead of a pistol, Pat uses a whip made of a curling iron plugged into a battery pack. This has half the damage as the axe but with the speed of the machete. The alt fire turns the curling iron on for additional burn damage. Batteries are used for the curling iron and the blow dryer. Turning on the curling iron for one second uses one second of battery power.
The next weapon she carries a battery powered blow dryer. Each battery is good for 10 seconds of use. The blow dryer can push all specimens 6 feet back except for the bloat, scrake and FP.
Another weapon is the mousse spray. Each can of mousse is good for 3 sprays and each spray lasts for 1 second. Any specimen hit by the mousse, except for the scrake or FP, is held motionless for 3 seconds. The alt fire is to throw the can and when someone shoots the can, the can explodes and every specimen within 3 yards is frozen for 3 seconds.
Her last weapon is the flame attack combination of hair spray and her trusty lighter. Damage is twice as as much as the firebug's flame thrower but only ten percent of the range.
Perks
Perm solution vials mirror the number and increment of the support specialist's grenades.
The curling iron whip matches half the axe damage, with machette speed, and matches half melee perk increases as well.
Pat carries 3 + her level in batteries.
Pat carries 1 can of mousse and 1 additional can for every even number ed level.
Pat carries 2 cans of hairspray plus one additional can per level.
Pat's other special perk is sirens do not scream within 6 feet of her. After all, they would love for her to do their hair. Stalkers are always visible around her since they would love for Pat to do their nails. Pat does not see stalker health.
Ok, here is why Pat is a serious suggestion with unique weapons. I don't want to make character suggestions with basic weapons such as a knife, this pistol, this carbine, and this automatic rifle. I like to suggest relatively standard weapons but use character specific items instead of generic and common items.
First, Pat is pure support class. What she can do best is shape and alter specimen paths and attacks to benefit the other players and create funnels and blocks during waves.
Weapon 1: Shears. Knife
Weapon 2: Curling iron that can be turned on for additional burn damage. Whip that can be alt-fired with burn damage
Weapon 3: Blow Dryer. This weapon allows Pat to push specimens back or I was thinking of mainly moving a group of specimens from swarming a fellow player. Like a concussion grenade. Electric packs keep this use and the alt-fire whip from being used indefinitely.
Weapon 4: Mouse spray. This allows Pat to temporarily freeze a low level specimen for a few seconds. Or Pat can throw the can and a teammate can shoot the can to freeze a group of low level specimens
Weapon 5: Hair spray with lighter. This is the same as the blowtorch suggestions others have made
Grenades: Perm vials ('cause the stink) aren't explosive but are an Denial of Area weapon that if another player lights on fire then they turn into molotov cocktails
Special abilities. She is prevents Sirens from screaming if they are within 6 feet of her and can always see stalkers but not their health.
So you can see that the weapons aren't useless or really "out there." They are relatively standard weapons in the "hairdresser" theme of the character.
Pat is a pure support perk. No way can she survive in front of the group or solo. But what she can do is quarterback the battle and help shape the specimen's attack to maximize the other player's firepower. People like to weld doors and fight in the most advantageous position. Pat can do that no matter the environment.
I've got no illusions about Pat getting into the game. But I wanted a character that can "quarterback" the wave or temporarily alter the environment to help the players fight in open environments.
Edited for suggestions by brphoenix.
Comments?
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