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Scientist Perk (2nd attempt) (CC enemies and other team support)

Demon Swords

Active member
Jun 2, 2019
25
3
22
Scientist Perk​

Goal of Class: Class around CCing and team support. (also a money dump for endless and long games.)

Weapons: Supportive Weapons that are ice, Electric, or other science based. (see end of post.)
Starting Weapon: Taser Pistol (see bottom).

Grenade: Berserkers or Sharpshooters (Alt ideas at bottom of post).
Knife: Laser scalpel (would kind of like some kind of screwdriver instead, but a screwdriver wouldn’t make sense with the attack animations of knives.)

Special Xp: Incaping Zeds (Specifically Freezing, Stumbling, Stunning.)

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Note: Though I would normally put explanations after each segment, due to the posts extra length from the weapons ideas, I decided to not include them. I also want to hear others opinions independent or influenced of my own (also I don’t think everyone reads them, because they are long.) (I have written an explanation for most of these, so if you want to know something then just ask.)
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Basics
Move speed boost of 0.4% per lv (max 10%.)
Increase incap power by 4% per Lv (max 100%.)
EMP damage resists by +2% per lv. (max 50%.)

Special Basics:

Inhuman Testing:
  • Players killing a Zed Frozen, Stumbled, or Stunned by you have a 1% chance per 5 levels to activate Zed Time. (chance only applies while the Zed is Incaped.) (if too strong, then it could be made into 0.1% chance per level causing a max of 2.5% chance.)

Tinkerer
  • During Zed Time, Weapons reload 4% faster per 5 lvs (max 20%) and another 10% per upgrade on the weapon. (applies to all players.) (Would not stack with other zed time reload boosts.)

Special Alloy
  • Upgraded Perk weapons do not have increased weight on you.

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Tier 1 - Damage Control (numbers pending.)

Lingering Effects
  • Zeds you Freeze, Stumble, or Stun with a perk weapon or Grenade, deal 10% reduced damage and move 10% slower. (Permanently, does not stack.)

Parasitic Ice
  • Players Killing a zed that you Freeze, Stumble, or Stun by your perk weapon or Grenade, heals that player by 4 health.
  • (activates only while zed is currently incapped.)

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Tier 2 - Technique (Numbers Pending.)

Tactical Reload
  • Increase reload speed with perk weapons.

Nimble
  • Increase move speed by 10%. Increase Weapon Switch speed by 50%.

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Tier 3 - Power Gear (numbers pending)
With Tier 3 comes a set of special Gear that changes depending on which skill you choose that gives different benefits. Each of these are weightless and can be upgraded for stronger effects. Each starts at tier 2 and can upgrade to tier 5. (Switching perks "sells" the equipment for some return based on # of upgrades. Upgrades exchange to the other equipment when Switching skills.Upgrades are not lost on death for these equipment.)

Power Gauntlets
  • All weapons are equipped over Gauntlets. Perk weapon's bash attacks are replaced with a Gauntlet punch.
  • Increase Perk weapon damage by 10% + 5% per upgrade (Max 25%).
  • (Upgrades also Increase Gauntlet punch damage by a flat amount.) (Highest base bash damage of guns is 30 with the railgun, so the Gauntlet punch would be at least that strong with about 1-2 more damage with each upgrade. Same if not more stumble power for Gauntlet as gun bashes )

Power Armor
  • Gain 15% resistance to all damage + another 5% per upgrade. (Max 30%.)
  • Increase Weight Capacity by 3.

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Tier 4 - Equipment (numbers Pending.)

Energy Pack
  • Increase Range of Perk Weapons and Grenades. (Freezethrower, Arc Generator, Killowhat, Firehose, Plasma Shotgun, Bile Launcher, Allt of Taser and Zed Eradication)

Utility Belt
  • Increase Wielding, Weapon charges, Battery, and Syringe recovery rate by 50%. Carry 15% more ammo for perk weapons.

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Tier 5 - Unnatural Disaster (effects and Name pending.)

Zed Time: Unlimited Funding
  • During Zed Time, Increase area of effect and range of perk weapons by 25%, and you have unlimited ammo.

Zed Time: PermaFrost
  • During Zed Time, increase Incapacitation power of perk weapons by 100% and your Dots and Incaps last 25% longer.
  • (the lasting longer would actually work by having the effect dissipate at 75% its normal rate during the Zed Time.)
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Existing Weapons:
Frost Fang (dlc), Tier 3
Hemogoblin, Tier 3
Freezethrower, Tier 3
HRG Teslauncher, Tier 4
HRG Arc Generator, Tier 4
Killerwatt, Tier 5

New weapon Ideas for Scientist:

Taser (pisto):
  • Tier 1/ Starting weapon, (possibly also gunslinger.)
  • Normal pistol primary attack like Field Medic Starter.
  • Alt: Shots out a taser that deals low Emp damage and has a stun power (or a high stumble power). (Alt uses charges like weapons with syringes do.)

Freezing Grenade Launcher
  • Tier 2
  • Grenade Launcher variant that freezes instead of stumbles and doing explosive damage.

Zed Eradication Device MKII (killing floor 1 weapon.)
  • Tier 2
  • Primary Attack: rapid-fire stream of energy orbs (Emp?)
  • Alt Attack: beam that slows zeds;
  • Other: Also has a display screen that shows Zed location.

Plasma Shotgun
  • Tier 3, Cross-per with support
  • Primary: Emp damage. Pellets will bounce off walls. Limited Pellet travel distance.
  • Alt Attack: Spend ammo of the Weider Equipment to Weld doors from a Distance.

Bile Launcher (Killing floor 1 weapon)
  • Tier 4, (could also be field medic, like in KF 1, but it doesn't heal so i don't think it should be.)
  • Primary: Launches poisonous bile in a way like the flamethrower.
  • Alt: Shots 7 projectilles in a large area.
  • Possible mechanic: Causing zeds to attack nearby Bloats like in KF 1.
  • (Notes: I didn’t actually play this weapon in KF 1 so the descriptions I included are solely based on the wiki page.)

(Portable) Steam(Punk) Fire Hose
  • Tier 5, cross-perk with Swat, 10 Weight?
  • Does Bludgeon Damage .Has a High Stumble Power that falls off over distance.(Shoots a short distance then curves downward at the end.)
  • Giant tank on back. The weapon you hold is a hose causing a High Weapon Switch speed.
  • Uses a Pressure Gauge instead of magazines. (Pressure Gauge recharges while fire hose is not firing) (Mag size increases pressure amount, Reload speed increases recharge rate.) (if other pressure weapons were made, they would use the same gauge.)
  • Other: no iron scope mode.

Alternate Grenade ideas:

Sonic Grenade
  • Throws a sonic grenade that sticks to the ground (but, bounces off of walls.). For a duration it deals sonic damage to zeds in range based on closeness.) (would not damage allies)
  • Sonic damage would have Stumble power + maybe some other status power like bleeding.

Graviton Grenade
  • Grenade that pulls down Zeds in range over a short duration. Zeds in range take damage based on their "weight" or max health per half second while in the area. Zeds in the area are slowed by an amount.

Chrono Grenade
  • Lasts a duration. Slows down Zeds and Speeds up players in the area of effect.