Tasing Mechanic - completely immobilizes an enemy, and greatly decreases hipfire sensitivity. Cannot aim down sights. Length of tasing depends on the weapon and/or attachment used.
Ammo: Taser Cartridges
Ammo Class: Huh?
Fire Mode: Semi
Damage: 10-0; 10/s for 5 seconds when hitting an enemy.
Range: 15 max - 15 min
Velocity: 1000 stud/s
Fire Rate: 35 RPM
ADS Magnification: 1.4x
Reload speed: 2s
Head Multiplier: 1.0x
Torso Multiplier: 1.0x
Penetration Depth: 0 studs
Movement: 15 stud/s
ADS speed: 20
Recoil: what recoil?
Tactical secondary pistol. Stuns enemies in place for easier kills. Cannot accept barrel attachments.
Damage: 15-0, 10 damage/s for 3 seconds. Stun time stacks the more shells hit an enemy.
Bonus: owing to the shells being reusable, the shotgun has an attached shell bag, with the exception of the Stevens and Sawed Off shotguns.
Tactical slug ammo attachment for shotguns. While it allows for a little more killing potential, stun time and overall damage is decreased compared to the specialized X26P.
Damage: 9 damage/s for 10 seconds
Range: 20 studs
Capacity: 2 per spawn
Deploy: Set down on player’s location.
Tactical electroshock mine. Smartly placed shockwaves will stun enemies long enough for a sniper to be made aware. However, poorly placed mines can either be shot out before activating, or place the enemy in vicinity of the deployer to be killed while being tased.