Suggested Perk
NOTE: Extreme rebalancing to compensate for basically being armed with only the 9mm for a while will be needed. While I prefer him to not have any weaknesses, I would agree to possibly allowing bloat bile and fire do normal damage, or possibly slightly increased.
ClasslessArmed with only his 9mm, his knife, welder, frag nades, and syringe, here walks the classless mercenary with no need for fancy gadgets. Abandoning all fanciful plasma weapons, laser rifles, sentry turrets, and outlandish melee devices, he stalks the streets armed with a default loadout, and enough badassery to outdo 100 mortal men. Of course, some rather modified versions of the default loadout doesn't hurt to have either...
Overview of Concept- Code: Select all
0% more damage with Classless weapons [100% increase per level]
0% increased ammo pickup for Classless weapons [100% increase per level]
25% faster welding [5% per level]
75% faster movement [25% increase per level]
10% increase in grenade capacity [10% increase per level]
0% more Classless weapon ammo [20% increase per level]
0% larger weapon magazine [20% increase per level]
10% faster syringe recharge [10% increase per level]
20% increase in jump height [20% increase per level]
10% resistance to all damage [5% increase per level]
0% more armor [100% increase per level]
100% resistance to fall damage [constant]
Spawn with Classless 9mm, Classless Knife, 100 armor
WeaponsAfter hours of welding bullshit, long nights roasting zeds fire requirements, and blowing more heads than an 8000 year old hooker, Classless has stuck with his basics, retaining nothing more than his default weapons and modifying his innate abilities to bring forth their potential. His blood boils with the spirits of dead mercenaries and exp grinders, and with every trigger pull and swing of the knife, their despair is channeled into his attacks.
Classless 9mm Nothing more than the normal 9mm. But its rounds are supercharged as a result of Classless' innate attack bonus, turning this dinky little pistol into a ZED shredding nightmare the more Classless levels. Classless will obtain a total of 45 magazines that in themselves contain 45 rounds by level 10. The base damage of a pistol is 35 on a body shot, 38 on a headshot. While not particularly impressive, by level 5 alone, a Classless pistol will deal 175 damage on a body shot, and 190 on a headshot.
Perhaps suggestion of earning penetration over the course of leveling classless up?
Classless Knife Default Knife weapon. Nothing worth mentioning. A level 5 knife's alt fire will maintain an approximate dps of 250, with stun properties at this point if aiming at a ZED's head.
Classless GrenadeDefault Grenade. Dat bonus though. 300 base damage will eventually become 3000. Oof.
From levels 1-3, no new weapons are obtained.Level 4 WeaponSlot 3: 9mm "Impulse" Instantaneous Velocity Pistol
With a magazine that holds 1 round, this little puppy deals 500 damage on a body shot, amplified by a 400% damage bonus from the perk. Carries 15 magazines and consequently 15 rounds. Capacity will be increased as perk levels. Impulse pistol is identified by its white and red coloring, distinguishing it from the normal 9mm. Can one shot most ZEDs, even with their HP bonuses from player count. But choose wisely when you wish to fire it. A boss appears and you want to put a big dent in their HP? Or perhaps that Fleshpound is closing in on you, and you instinctively pull out this weapon, hoping to end its rampage in 1 or 2 shots. Out of 800 ZEDs, which need to be shut down with extreme prejudice?
Level 5 WeaponSlot 2: 9mm "Millennium" Machine Pistol
A 9mm pistol with normal damage, but with 1000 rounds. 1 magazine, enough rounds to go on for quite a while. Still gets ammo increase bonus, so maybe the name is misleading after level 5?
Level 6Spawn with 600 Armor
Level 7 WeaponAccelerated Muscle Deterioration Injector
Slot 5: 100 capsules of Super AIDs to load into a special syringe. Poke a ZED and watch him die. 1 injection to slow, 2 to permastun them, and 3 to inflict 1500 damage base damage. If ZED survives, then he will remain permastunned. Rapid injection application, so run around and give everyone a healthy dose.
Level 8 Weapon Slot 2: 9mm "Endless Waltz" High Capacity Pistol
750 magazines with this gun, each with 4 rounds in it. Reload speed should be modified to approximately 0.5 seconds.
Get it? A waltz is a 4 note measure structured piece of music. And this one is endless. Well, not really. But still a lot.
Maybe make it play musical notes when firing?
Spawn with 800 armor
Level 9 WeaponIntrinsic Field Disruption Punch
Slot 1: After years of training and grinding, the Classless perk has achieved the ability to punch with such force and precision that it effectively removes a ZED's ability to maintain solid coherent mass, and the force of the punch effectively exerts enough force on the target to remove their intrinsic field, deconstructing them atom by atom. Once it makes contact with a ZED, there is an explosion as excessive force leaves the ZED's body, causing an explosion in range similiar to a pipebomb, dealing 500 damage with perk bonus to the surrounding area. Startup plays noise of Combine Disintegration Orb before the swing, which results in light and explosion, blasting the ZED and others to meat powder.
Must have a cooldown interval between swings.Level 10 Weapon
Intrinsic Field Wavelength Disruption Technique
Slot 4: Classless holds an invisible 9mm handgun, aims it at horde of Zeds. The rage of everyone who ever had exp and levels lost by rollbacks, server crashes, or rebalances is focused into an attack. He fires, and the entire horde is blown into the air or disintegrated. Imagine if the Sentry Tech RPG instantly hit its lazed target and had higher explosive range and damage. 100 "rounds", with 2 second cool down in between shots.
I wonder how one aims this thing?