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Proposal for INT primary ranged weapon and its associated perk


ShellHead

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The reason i am suggesting adding an entire weapon line for the INT grand stat is because while the turrets are an excellent addition and make for a really interesting playstyle for INT, the player doesn’t have a lot to do while their turrets are blazing away.

This weapon type would give the INT player a way to aid their turrets while not raising their damage to low earth orbit as well as giving players a tool to increase the effectiveness of traps and allies during horde nights, further playing into the INT tree’s role as team leader and its trap-focused horde night strategy.


Taser: flexible low damage mid-range weapon focused on slowing enemies down and applying debuffs.

  • Primary Ammo is a taser dart with an inherent electrocution effect (same as electric fence), single projectile with low damage.
  • Secondary Ammo 1 is buckshot with the same electrocution effect and standard 5m range, standard spray of buckshot with even lower damage per pellet vs primary. 
  • Secondary Ammo 2 are thermite shells with armor damaging capabilities (-10% stacking) but no electrocution effect, single projectile with slightly higher damage than primary.

Associated Perk (tentatively named shock and awe) boosts:

  • Damage (10% per rank, max 50%)
  • Handling (10% per rank, max 50%)
  • Reload speed (10% first rank, 5% every other rank, max 30%)
  • Chance to apply/reapply ignite on hit (starts at rank 3, 33% per rank, max 100%)

Weapon Tiers (aiming more for the feeling of what they should act like so no hard numbers):

  • Tier 0 Taser: Pipe Taser
  • very low damage
  • loads after every shot
  • short-mid range
  • slightly slow reload.
  • Tier 1 Taser: Pressurized Taser
  • small damage improvement over T0
  • holds a few rounds before reloading
  • average rate of fire (1.5 shots a second what I’m considering)
  • mid-range
  • same reload as T0
  • Tier 2 Taser: Assault Taser
  • further damage improvement but still quite weak vs other T2 ranged weapons
  • holds more rounds than T1 but probably not more than 10
  • Slightly faster rate of fire than T1
  • on the longer side of mid-range but still mid
  • reloads slightly faster than T1.
  • Tier 3 Taser: Riot Taser
  • Equivalent damage to other grand stat T2 weapons
  • Doubled magazine compared to T2
  • Same rate of fire as T2
  • Mid to long-range
  • Same reload as T2

 

 

I’m aiming for something that isn’t particularly powerful by itself but pairs well with other sources of damage such as INT’s turrets, electric traps, or teammates in multiplayer.

I focused on slows to maximize the amounts of time zeds would remain in range of traps as well as giving allies more time to deal damage while staying out of reach.

The choice to use electrocution as opposed to the cripple effect was to keep in line with the engineering themes of the INT tree as well as adding a damage over time effect that dovetailed into the ignition effect, causing more damage and pulling in an electrical burn concept.

I put more of the Taser’s damage into DoTs because i felt that 1, both the ignition and electrocution DoTs should see more use and 2, it would keep the Taser’s direct damage low which would keep it more in the range of utility.

 

any input would be greatly appreciated!

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There are a couple things that i think could be improved but am not 100% sure how to go about it.

 

I’m not completely sold on the thermite rounds, as they’re not as appropriate for a taser without a bit of explanation and work only with the “burn” half of the “electrical burn” theme.

But the gun needs an AP equivalent and most of its damage ignores armor inherently, so it has to interact with armor in a way that’s actually useful to other damage sources, ergo the armor reduction in the vein of the spikes club mod. I made it weaker than the spikes mod because it was ranged as opposed to melee so the player isn’t putting themselves at nearly as much risk as they would with the club. 

 

I’m also not 100% sure about the stat bonuses from the perk and definitely not sure about the specific numbers: damage was a baseline necessity given that every weapon perk boosts damage; i picked handling because i felt that rapid re-acquisition of targets was important to how this gun is supposed to work at high-end play, which is as a targeted disabler at mid-ish range; and reload speed was something i thought would be useful given a somewhat high rate of ammo consumption and the need to keep the shock effect rolling on hordes and high-priority zeds. But other choices may suit its functions better, i was even considering making range one of the boosted stats and having the base gun have even shorter range but thought it might cripple it too much in the hands of non-INT players. 

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okay i will as always  in some points :

1. idea is good but is should be extendet into  fire and acid dmg too 

For Example : 1 Tier  you get hairspay and lighter    and  acid in glass bottle.  

 Tier 2 :  junk flamethrower +  hole with acid trap ( it works like hole with water)

tier 3 : civilian flamethower +  washer with acid trap ( working  light turret it need energy and acid to working and be turn on/ of 

tier 4 : military flamethrower  + acid  granade  ( something like acid in glass bottle but bigger range and dmg)

And eletrical is stunning , flame is damage in time + bonus to bare skin , acid  is dmg in tn time + bonus against armored targets.

2. Add  a Heavy weapons like :

 

1 Tier  wood catapolt - throwing explosive barrels and stone

2 . mortar 

3. heavy mortar ( both mortars have HE and frag ammo )

4. HMG on tablework

 

They are like bike : you need to put it on the ground first put ammo like into bike and start shooting . If you want to put it again first you need take ammo from it.

But idea  is good and @Adam the Waster suggested something similiar and will work with my zombie types idea ( armors)

@ShellHead well i found i big problem : a trap don't give you exp on kill so it must be a perk  connected with traps like : 1 stage you get 10% exp for killed zombie by trap  2. you get 20% 3. 30% on 4. 40% and on 5 stage 50% to don't make traps to much powerfull and still gets a exp to be cost-effective.

Edited by Matt115 (see edit history)
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Well, i wanted to keep it a bit narrower to keep it clean in its aesthetic and purpose. Fire is integrated via the perk bonus and thermite (or whatever it gets replaced with) handles armored zeds. While i was considering making a chemical-based weapon, i decided against it due to the difficulty in making the weapon having a unique function while not making it a must-have for everyone and a sprayer or a small-radius grenade launcher would be incredibly useful for any build. I didn’t want this to get too broad in scope and potentially dilute the INT stat’s aesthetic or become a larger endeavor to solve a (in my view) narrow set of issues, namely that INT doesn’t have a ranged weapon that they have full control over and that we don’t have a dedicated crowd control tool.


I could see the heavy weapons as new traps but they don’t really make sense as additional mainline weapons, they wouldn’t work super well with the existing perks and there are only so many new perk lines you can add.


yeah, this was the result of the conversation between you, me, and @Adam the Waster which was really inspiring! I had a lot of fun hammering out ideas with you 2.

 

the INT perk that gives you the traps and tables also gives you a % of trap kills as xp, so that’s already handled in the game currently

Edited by ShellHead
Added response to matt’s edit (see edit history)
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36 minutes ago, ShellHead said:

Well, i wanted to keep it a bit narrower to keep it clean in its aesthetic and purpose. Fire is integrated via the perk bonus and thermite (or whatever it gets replaced with) handles armored zeds. While i was considering making a chemical-based weapon, i decided against it due to the difficulty in making the weapon having a unique function while not making it a must-have for everyone and a sprayer or a small-radius grenade launcher would be incredibly useful for any build. I didn’t want this to get too broad in scope and potentially dilute the INT stat’s aesthetic or become a larger endeavor to solve a (in my view) narrow set of issues, namely that INT doesn’t have a ranged weapon that they have full control over and that we don’t have a dedicated crowd control tool.


I could see the heavy weapons as new traps but they don’t really make sense as additional mainline weapons, they wouldn’t work super well with the existing perks and there are only so many new perk lines you can add.


yeah, this was the result of the conversation between you, me, and @Adam the Waster which was really inspiring! I had a lot of fun hammering out ideas with you 2.

 

the INT perk that gives you the traps and tables also gives you a % of trap kills as xp, so that’s already handled in the game currently

Well perks will be "rebuilded" , so i don't care how they are working now because they will be diffrent in A20 . A granade laucher would be not so useful if they make it like resident evil 2: like - HE is good  but it will destroy a base so it  will be useless on blood moon . So you need to be specialisate to get acid round or fire round and bonus to this. LIke without perks granade launcher works like DG molotov, but on perks it works like DG napalm molotov .  So it be usefull like shotgun on low stage but if you want using  explosive stuff (well i mean everything no bullet ,arrow or bolt)  you need  INT perks.  

 

I see this like :

 

So if you want to be good in  long range : pistolets , snipers guns and bows and crossbown are for you ( + knifes) - Perception perk

So if you want to be good in melee + and big dmg but risky spear ( as range weapon)  : Strenght perk

SO if you want to be good in assults : smg , mg and shotguns are for you ( withknuckles) - Agility perk

So if you want to be good in debuffing , blowing up and supports you mates : flamethowers, traps , taser , stun boton and heavy weapons are for you - INT

 

Every class will have it own melee weapon ( exept  stenght focused on sledhammers.. and sword like katana , medival sword  so they have 1 range weapon - spear) .

 

Heavy guns works something betwen  turrets and arms guns. They need to be put on the ground with ammo to work . But it is mobile like arm guns. 

Well I sometimes have problem with my memory - some stuff i take from A18 XD  

And @Adam the Waster maybe you have some ideas about that?

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I really doubt TFP are going to drastically diverge from how the stats are now, so i designed the taser so it lines up with their current conception of the perks. Especially since INT is one of 2 stats that has only 2 weapons associated with them. The other being Fortitude which has the best survival perks in the game, so it’d make sense that it would have fewer preferred weapons.

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49 minutes ago, ShellHead said:

I really doubt TFP are going to drastically diverge from how the stats are now, so i designed the taser so it lines up with their current conception of the perks. Especially since INT is one of 2 stats that has only 2 weapons associated with them. The other being Fortitude which has the best survival perks in the game, so it’d make sense that it would have fewer preferred weapons.

I BY MISTAKE DELETED 40 MINUTES OF ... yeez . So i will make it short. Taser sound like strong anti-bosses heavy or special zombie weapon or in normal situations, but weak against a lot zombies on blood moon. Teaser could be Like in resident evil 2 kill a rly big enemy fast but not enough fast too kill serval weaker but numbered enemies. So Heavy guns can be good on blood moon hordes and another players bases. Not good enought to be op but good enough to kill some zombies on  one time. So they are only 2 weapons so this can be good and interesting mechanic. I mean  teser in primary shot "connect" to zombie and electroxiute them until their death or cancelled, in secondary shots it works like nail gun  - small dmg but making bleeding.  Sorry for shortcuts but i deleted a lot of text and i have terrible mood

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  • 4 weeks later...

I like the functionality of Secondary Ammo 2 but i don’t like the thermite trapping so instead i’m thinking of overcharged taser darts: the overcharged darts detonate on impact instead of shocking, which is why the effect changes from electrocution to armor stripping as the explosion is too small for an AOE effect but powerful enough to shred armor as well as ignite the target via the perk’s special effect.

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6 hours ago, ShellHead said:

I like the functionality of Secondary Ammo 2 but i don’t like the thermite trapping so instead i’m thinking of overcharged taser darts: the overcharged darts detonate on impact instead of shocking, which is why the effect changes from electrocution to armor stripping as the explosion is too small for an AOE effect but powerful enough to shred armor as well as ignite the target via the perk’s special effect.

Yeah this idea is good but i fear people will say that was copied from resident evil 2 

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7 hours ago, Matt115 said:

Yeah this idea is good but i fear people will say that was copied from resident evil 2 

Eh, let them

i’m more comfortable with this over the thermite as ammo for a taser, it’s more aesthetically consistent with the mad scientist sensibility of the INT tree.

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6 minutes ago, ShellHead said:

Eh, let them

i’m more comfortable with this over the thermite as ammo for a taser, it’s more aesthetically consistent with the mad scientist sensibility of the INT tree.

thermite will looks bad XXD well  btw put flamethower will be easier

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