Having done a suggestion for Tier 3 medic gun (http://forums.tripwireinteractive.com/showthread.php?t=39959http://forums.tripwireinteractive.com/showthread.php?t=39959), I thought I’ll have a go at a tier 2 one too.
Now we know TWI intends for Tier 3 weapon for a class to be straight upgrade of Tier 1, while Tier 2 is a functionally different weapon that is better in some situation and worse in others, for example:
Lever Action Rifle -> Crossbow -> M14EBR
Pump Action Shotgun -> Hunting Shotgun -> AA-12
M79 -> Pipe Bomb -> M32
Bullpup -> AK-47 -> SCAR
So following that logic, and taking into account my suggestion for MP5KM as Tier 3 medic gun, we need:
MP7M -> ??? -> MP5KM
But how do you make a unique Tier 2 medic gun? I’ve seen a lot of suggestions of either buff to players (stimulants) or debuff to specimens (tranquilizer). While I think that’s the way to go, I still think a medic gun needs to heal at some capacity. Least a Medic decides Tier 2 is what’s needed and the rest of the team gets no range heals. So here’s what I’m suggesting:
MAG-7M
Clip fed pump action CQC shotgun.
Look at that thing, in real life MAG-7 is to a full size shotgun what a PDW is to a full sized rifle. It fires special short 12 gauge x 60mm shells (normal 12 gauge shells are close to 80mm long) from a five round box magazine. The guys who make this, Techno Arms have come up with a version called M7 Dual Riot which have a 37mm tube on top of the gun to fire smoke and tear gas canisters. So I figured a MAG-7M can easily be adopted to fire a fat 37mm healing dart filled with an extra large serving of the red life giving liquid.
Speaking of that liquid, it seems like an injection is quite painful, judging by the self injection animation and Patriarch’s roar when he juices one. With such a large quantity of it relative to the normal healing dart, sticking one in a specimen should cause considerable pain, with unfortunate side effect of healing them. But what’s 70 more hit points for a FP when it's got something like 4500 max HP.
Big healing dart:
Heals teammate for the same amount as if they’ve been hit by two healing darts (70HP for level 6 Medic)
Uses 100% of the dart charge to fire
Dart charge base recharge rate is half of normal MP7M and Syringe recharge
When it hits a specimen, it heals them for the same amount of HP, but also causes:
So you have a less flexible healing dart that heals at half the rate of MP7M dart, but with the ability to stun specimens. Probably not very useful on the small specimens, but against Scrakes, FPs and Patriarchs, it could be a life saver.
Now we know TWI intends for Tier 3 weapon for a class to be straight upgrade of Tier 1, while Tier 2 is a functionally different weapon that is better in some situation and worse in others, for example:
Lever Action Rifle -> Crossbow -> M14EBR
Pump Action Shotgun -> Hunting Shotgun -> AA-12
M79 -> Pipe Bomb -> M32
Bullpup -> AK-47 -> SCAR
So following that logic, and taking into account my suggestion for MP5KM as Tier 3 medic gun, we need:
MP7M -> ??? -> MP5KM
But how do you make a unique Tier 2 medic gun? I’ve seen a lot of suggestions of either buff to players (stimulants) or debuff to specimens (tranquilizer). While I think that’s the way to go, I still think a medic gun needs to heal at some capacity. Least a Medic decides Tier 2 is what’s needed and the rest of the team gets no range heals. So here’s what I’m suggesting:
MAG-7M
Clip fed pump action CQC shotgun.
Look at that thing, in real life MAG-7 is to a full size shotgun what a PDW is to a full sized rifle. It fires special short 12 gauge x 60mm shells (normal 12 gauge shells are close to 80mm long) from a five round box magazine. The guys who make this, Techno Arms have come up with a version called M7 Dual Riot which have a 37mm tube on top of the gun to fire smoke and tear gas canisters. So I figured a MAG-7M can easily be adopted to fire a fat 37mm healing dart filled with an extra large serving of the red life giving liquid.
Speaking of that liquid, it seems like an injection is quite painful, judging by the self injection animation and Patriarch’s roar when he juices one. With such a large quantity of it relative to the normal healing dart, sticking one in a specimen should cause considerable pain, with unfortunate side effect of healing them. But what’s 70 more hit points for a FP when it's got something like 4500 max HP.
Big healing dart:
Heals teammate for the same amount as if they’ve been hit by two healing darts (70HP for level 6 Medic)
Uses 100% of the dart charge to fire
Dart charge base recharge rate is half of normal MP7M and Syringe recharge
When it hits a specimen, it heals them for the same amount of HP, but also causes:
- Stun animation, for specimens that have them (clot, gorefast, stalker, husk)
- 5 second stun, for specimens that don’t have them (crawler, siren, bloat, scrake, but not FP)
- De-rage FP, as the red juice interferes with the adrenaline system
- Causes Patriarch to kneel
So you have a less flexible healing dart that heals at half the rate of MP7M dart, but with the ability to stun specimens. Probably not very useful on the small specimens, but against Scrakes, FPs and Patriarchs, it could be a life saver.
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