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New Perk: The Technician

New Perk: The Technician


  • Total voters
    20

puenboy

Member
Dec 16, 2011
12
9
The Technician

Intro:

The technician is a futuristic style perk which utilizes special chemicals to enchance their teamate's performance, but can hold his own as well.

Dart Gun

The technician highlight weapon is the dart gun. With alt-fire, the scientist can toggle between different type of darts, which includes:

-Adrenaline: Makes the target player move faster and is not slowed down by clots, useful to get another out of a bad situation

-Iron skin: Reduces the health dammage taken by the player: does not apply to armor

-Enhanced Senses: Makes the target player able to see a cloaked stalker or patriarch clearly, reduces reload time.

The effectiveness and length of these buffs depends on the level of the technician's perk level. Bonusses does not stack, which means that shooting a player with a dart twice will not double the effects, nor lengthen the buff.

Since the dart gun improves the performance of the whole team, it would be quite costly and rather heavy as well. There would be a low amount of darts available at one time, and a dart would be costly.

Sonic Blaster

The technician's sidearm is the sonic blaster, which when held down primary fire, acts similary to the flamethrower, except that there is no DoT and the dammage is very low, but the mob (excluding charging gorefasts, charging scrakes, charging fleshpounds and patriarchs) will be pushed back. The knockback effect is greater at a closer range, and lower as the mob is pushed away.

The alt-fire would fire a sonic blast, consuming a large amount of ammo to send mobs in range flying away and dealing a moderate amount of dammage. (Again, excluding chargers and patriarchs) This weapon is useful to control the mob, to keep them away from the team and the technician himself. This and the dart gun's weight together would likely make it impossible to carry anything else.

Acidic Supersoaker

An alternative to the sonic blaster is the acidic supersoaker, which sends corrosive acid (like a bloat's bile) flying at an arc at specimens, causing DoT. This deals higher dammage than the sonic blaster's primary fire, but does not slow down mobs.

Leveling

To level up the technician, one must deal dammage with technician weapons (either the sonic blaster or the acidic supersoaker) and buff teamates x amount of times. Firing needle after needle of buffs will not count, and the technician will have to wait until the buff ends to fire another one.

Conclusion

This class is made for team support, with the ability to buff teamates and keep mobs away at range with the sonic blaster. This class deals lower dammage than the other class, but its supporting ability is very useful and a technician can hold his own against a mob by controlling them. Originally, I thought about the technician having an ability to fix armor, but that would be too overpowered.

NOTE: With friendly fire on, the sonic gun will push allies and the acidic supersoaker will deal DoT to ally as well.

So, what do you think?
 
This is a pretty bad suggestion. You didn't state the abilities of the new perk and only focused on the weapons. A non-technician could also just buy the dart gun and buff other players without the technician.

Remember that KF doesn't have classes with set loadouts, so make sure that the weapons are also compatible (somewhat) when using with the other perks as well.
 
Upvote 0
A well written suggestion, however I feel this kind of perk would simply just not fit in with the other perks of the game.

The most outlandish gun in the game currently is the Husk Cannon, closely followed by the Mp7M/Mp5M/Syringe, and both of them have pretty logical and believable reasons as to why they exist. Without the introdcution of a specimen I'd have a hard time seeing how these weapons would coincide with the KF story :)

The idea of a support perk is cool, although those roles is largely filled by the Medic and Firebug, so I personally will ahve to say no to this one. Keep thinking though :)
 
Upvote 0
A well written suggestion, however I feel this kind of perk would simply just not fit in with the other perks of the game.

The most outlandish gun in the game currently is the Husk Cannon, closely followed by the Mp7M/Mp5M/Syringe, and both of them have pretty logical and believable reasons as to why they exist. Without the introdcution of a specimen I'd have a hard time seeing how these weapons would coincide with the KF story :)

The idea of a support perk is cool, although those roles is largely filled by the Medic and Firebug, so I personally will ahve to say no to this one. Keep thinking though :)

Well, we could say that Horizone developed the dart gun as a side project to the supersoldier project by testing chemicals on specimens

The sonic blaster can be a product of the research of sirens' vocal chords, and the supersoaker a product from research of bloat's corrosive bile.
 
Upvote 0
yeah, like twi is going to integrate all the custom perks into their game, jeez get real man.

anyways, it seems like it woudld be a fun perk to play with, definitely have to mod up some guns for it though, i like the dart gun, the acid thrower would be easy to do, and i THINK i can do the sonic thing, i was thinking of something to do with the new shotgun.
after i get done making this perk and his guns i'll send you a message and you can try it out on my custom server.

i probably wont do the level up coding though, cause that takes forever to figure out.
 
Upvote 0
It's a well-written post, done in a mature style which is unusual in this type of post.

It's a fun-sounding idea, and i give you credit for that.

The bad news is it sounds way too overpowered, making a joke of the difficulty and unless certain weapons had powers restricted to their perk (I.e. M10) then it could make the Medic/Berserker kiting even more meta.
 
Upvote 0
imo having a perk that enhances the abilities of other perks or gives those abilities to other perks for a short period of time is redundant.

Originally, I thought about the technician having an ability to fix armor, but that would be too overpowered.

Support specialists should be able to repair armor but it should be very time consuming even for level 6 and the 'patient' would have to have at least some armor for it to heal.
 
Upvote 0
I was.. Ah nevermind.
I've been thinking about new perk recently. Got the same idea about weapon that shoot acid, it would be a real fun.

But after all... It would be useful only few waves, since the most annoying thing is when playing HoE and someone rages FP with flamethrower...

The Technician seems to be very similar to FB, which I genuiely dislike. And that's my conclusion.

Like the idea - but it shouldn't be implemented.
 
Upvote 0