Taser

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"Tasers have been outfitted with high voltage, high amperage taser units.
Shocked criminals will go down much faster, and the taser’s disorienting effects will be much stronger, making it harder to aim or break free.

Notes: Any clown who gets hit by one of these is in for a rollercoaster ride that ends on the ground. I just need to be sure they can get in close."

Overview

Taser
ZEAL Taser.png
Description
Enemy Type Suppression Specialist
Attack Type Rifle & High-Voltage Taser
Statistics
Health 1,010 (Crackdown)
960 (Mayhem - Death Wish)
480 (Very Hard - Overkill)
250 (Normal - Hard)
Headshot Multiplier 3x
Spawn Limit 4 (Death Wish - Crackdown)
3 (Overkill - Mayhem)
2 (Hard - Very Hard)
0 (Normal)
Other Information
Internal Name taser

Tasers are special units that attempt to shock players with a high-voltage weapon attachment, bypassing normal player armor to directly incapacitate them after a short period of time.

Gameplay

Because they are not particularly resilient on their own, Tasers in Crackdown mod frequently operate in a team with other units to provide backup. On the Crackdown difficulty, being electrocuted by a taser will cause the player's screen to move much more erratically, and the player will be incapacitated more quickly.

Stats

Taser Basic Stats
Difficulty Health Headshot multiplier Head HP Damage Resistances Point-blank damage Notes
Normal 250 3x 83.33 None 20 Base damage matched to beat police pistol.
Hard 250 3x 83.33 None 20 Base damage matched to light AR enemies.
Very Hard 480 3x 160 None 45 Base damage matched to light AR enemies.
Overkill 480 3x 160 None 45 Base damage matched to light AR enemies.
Mayhem 960 3x 320 None 60 Base damage matched to light AR enemies.
Death Wish 960 3x 320 None 60 Base damage matched to light AR enemies.
Crackdown 1010 3x 336.67 None 75 Base damage matched to light AR enemies. Shocks shake player viewmodel more heavily and will incapacitate faster.

Damage and accuracy falloff tables to be added at a later date.

Tips & Trivia

  • Taser electrocution attacks are serious, but the unit itself delivers relatively limited conventional damage.
  • Tasers have the same health as heavy units on any difficulty. They can be a relatively low priority target when mixed with other enemy units.

Design

  • Tasers are intended to present a low-level unique threat on their own that will significantly complicate target priority decision-making for players. Due to their coordination with other units in spawngroups, these enemies frequently interrupt or distract from other threats, especially on higher difficulties.
  • Visually, Tasers are distinguished by their use of yellow highlighting and the color blue. The unit has gone through multiple revisions to improve asset quality and aid in distinguishing it from other enemies with a similar outline.
  • The ZEAL Taser uses a variant of the "Electric Center" infamous mask pattern, which became notorious during the early PAYDAY 2 launch period because it dropped much more frequently than intended.