Scientist Perk
Goal of Perk: Perk around CCing, Weapon Upgrades, and setting up for damage perks.
Weapons: Supportive Weapons that are ice, Electric, or other science based.
Starting Weapon: Taser Pistol (see bottom before rationale).
Grenade: Freezing Grenade (Sharpshooter’s, unique Alt ideas at bottom of post).
Knife: Laser scalpel (would kind of like a screwdriver instead, but a screwdriver wouldn’t make sense with the attack animations of knives.)
Special Xp: Incaping Zeds (Freezing, Stumbling, Stunning.)
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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.)
Tinkerer
- During Zed Time, Weapons reload 1% faster per lv (max 25%) 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
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 with Itself)
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
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
Power Gauntlets
- Increase perk weapon damage by 15%.
- Gun Bashes deal 10% more damage and another 5% per weapon upgrade.
Power Armor
- Gain 15% resistance to all damage. For each upgrade on your equipped weapon, gain another 5% resistance.
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Tier 4 - Equipment
Energy Pack
- Increase Range of Perk Weapons. Increase Grenade AOE by 25%.(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.)
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 (pistol):
- 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.
- (Note: Not going to use the more expansive version from KF1 since scientist class is about weapon upgrades and using a large variety of weapons for their utility.)
Plasma Shotgun
- Tier 3, Cross-per with support
- Primary: Emp damage. Pellets will bounce off walls. Limited Pellet travel distance.
- Alt Attack: Spend charges of the Weider Equipment to Weld doors from a Distance.
Bile Launcher (Killing floor 1 weapon)
- Tier 3, (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 projectiles 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.
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Rational for basics: As a perk based around support instead of damage, I decided to mirror some of the basics of the Field medic which include move speed and damage reduction to a certain type. Similarly, I included better incap power as a base kit to mirror Field Medics better healing and syringe recovery. Didn’t mirror Field Medics extra armor as I put tankiness into the perks. (also already had 6 basics.)
Rationale for special Basics: About most of the good perks have some sort of benefit for the other players other then high damage (demo’s grenade generation, support’s ammo generation, Commando’s zed time reset and enemy detection, Sharpshooter’s zed time chance, Field Medic’s healing.) Though the scientist’s ability to CC is a way to help other players, every perk has skill(s) to CC (though ignored when damage is the alternate option.) With a desire of adding extra benefits to upgrading I decided to make that as a part of the scientists kit. Zed time reload was chosen as it is useful enough to be impactful, but not strong enough to ruin the balance of using upgraded weapons instead of higher tier weapons. The extra chance of activating zed time is to both a way of giving more benefit to CCing Zeds and to compensate for the damage decrease that having a scientist instead of another perk brings.
Tier 1 Rational: Both of these perks are about helping your team stay alive through two different means. Decreasing damage and slowing Zeds helps your team dodge better and take less when they fail. Healing is obviously about keeping team health high. (Specified Freeze, Stumble, and Stun to prevent CCs like hemoglobin's bleed or the small push back of weapon and melee hits cause.)
Rational of tier 2: I wanted to include even more move speed bonus as well as weapon switch speed, so I made a skill around it and made tactical reload the other skill as it was the closest alternative in similar impact. Moving speed is important to scientists to allow for quicker transitions between which ally you are supporting while also working well with CC for escaping enemies. The weapon switch speed is to allow for quick switches between the unique mechanics that each one brings.
Rational of Tier 3: I wanted to make a balanced trade-off for Damage vs Tank for this perk. The field Medic Starts with bonus armor and tier 1 can make FM tanky while the FM can also choose skills for damage. Included scaling based on weapon upgrades to further the potential of the build as well as to give more later round potential.
Rational of Tier 4: Included these two because I think they are interesting and because having another high impact tier may make the scientist too strong. Though neither is strong they both have a big enough impact to have the choice be meaningful. Range increase is nice for being a backline as well as makes the grenades more useful. The other one is good for strengthening the frequency of your utility for Healing others or Alt Tasser. Also makes you slightly more tank by letting you Q self heal more often.
Rational of Tier 5: Unlimited Funding lets you have increased offense potential through no longer needing to conserve ammo and increasing ability to hit multiple enemies with some weapons. Perma Frost is about keeping enemies CC’ed and setting up enemies for more Zed times. Neither of these are crazy strong, but the ability to increase frequency of Zed times for your team needed a balancing point somewhere.