Scientist Slaughterhouse/Items

Everything About Fiction You Never Wanted to Know.


Being that his game was devoted to killing the scientists from Half-Life There are a lot of ways to do so, and a lot of weapons you pick up along the way (or if you started off with them using Impulse 101). Some weapons even feature special tertiary fire functions using the mousewheel button.

Weapons:

Weapons group one

Crowbar: Nothing much changed from the Half-life variant, just feels fun to smack scientists with this though. Also commonly used to smash frozen sci's

BFS: A sword, with the same swing speed but slower speed when hitting objects. It does higher damage and, when aimed correctly, cut a scientist's head or torso off.

Weapons group two

Pistol: Like the one out of Half-Life, nothing new.

357 Magnum Revolver: Similar to the pistol example but features the ability to zoom like Half-Life multiplayer. Shooting a sci in the head will blow it off.

Laser Pistol: Indicated by the silencer in front and the variable glow around it, the primary fire isn't very exciting, but the secondary fires a force web that do variable, (mostly) One-Hit Kill attacks on a target. The red force web emitter flings the target around, slowly chipping away at the health of the target until it runs out (or collides with another), gibbing it (as well as the mentioned target if it collides with it). The green force web lifts the target into the air, flailing it around before gibing it. While the blue force web drills it into the ground.

Repulsor: One of the first weapons you start out with, the ammo regenerates, primary fires a repulsor beam that reflects off walls and can knock scientists around, occasionally into hazards. While the secondary fires a lethal version of it. Tertiary fire activates a tractor beam, which can be extended or retracted with primary and secondary. (Uses the gauss cannon viewmodel with a green glow)

Soft Metal Accelerator: A small pistol that fires a soft metal, uranium slug at high velocities. A hit will give the target radiation poisoning. (Uses the Opposing Force Deagle viewmodel)

Weapons group three

Submachine gun: The primary fire is the same as it was in Half-life while tertiary fire changes the grenades used by secondary fire, ranging from standard HE, incendiary, plasma bomb and laser.

Shotgun: The primary and secondary remain the same but the tertiary fire changes the ammo from conventional (fire one shell/fire two shells), to explosive (Fire one explosion/fire many explosion), to laser shots (fire some lasers/fire many).

Crossbow: Remains the same but features change-able ammo similar to the SMG and Shotgun, including; standard, explosive, flare, electric, and laser web (connects lasers between eachother, best for small corridors and halls).

Sniper Rifle: Modeled after the Opposing Force version but functions similar to the one from Team Fortress Classic, utilizing a laser sight as the shot gains power the longer the fire button is held down. Tertiary fire uses some of the players rockets to construct either a anti rocket box, an anti grenade box, or a mini rocket launching box.

Weapons group four

RPG: Features the ability to change warheads (ranging from HE, incendiary, plasma bomb, EMP) while secondary changes the rocket from being unguided, laser guided, heatseeking or remote controlled.

Flamethrower: Fires a constant stream of flame, secondary fires a stream of acid to melt the flesh away from your target. (Uses an orange glowing gluon gun viewmodel)

Fireball Launcher: Fires an exploding fireball with the middle mouse changing between direct and ballistic (follows an arched trajectory). (Uses a red glowing gluon gun viewmodel)

Freeze Ray: Fires incredibly shiny projectiles which starts to freeze a target, chipping at their health before it wears off or drops to zero, at which point, you can use any other weapon to shatter their frozen body. (Uses a light blue glowing gluon gun model)

Weapons group five

Grenade: Primary throws one, secondary lobs an incendiary version while tertiary changes so cluster (TFC M.I.R.V/scatterbomb which release very small, contact sensitive bombs, and a lot of them to make up for their small damage) to shockwave. (TFC Conc. 'nade/EMP 'nade).


Tripmine: A mine which uses a beam to set itself off when broken, alt fire places a wall sentry that fires lasers.

Satchel Charge: Primary places a satchel, then blows it up, right click places multiple charges. Tertiary fire activates "Satellite Rain" mode, raining explosive death were it's placed.

Snarks: Like the Half-Life variant, nothing new.

Weapons group six

Gluon Gun/Egon: Similar to the Half-Life example, secondary fire changes the beam to either Anti-matter pulverizer or Ion Cannon, which locks onto a target.

Gauss Cannon/Tau Cannon: Similar to the one in Half-Life, explosive overcharge and all, along with the ability to gauss jump like in Half-Life Deathmatch

Tesla Cannon: Primary fire projects a constant stream of electricity while secondary fire's chain lightning, tertiary changes from attract to project. A neat feature is the ability to power up tesla coils, a la Red Alert 2 & 3 to fire explosive yellow lightning. (Uses a blue glowing gauss viewmodel)

Laser Cannon: Fires five beams that refract off of walls, making it rather uncomfortable in a close space while secondary fires a laser that can penetrate through walls. (Uses a light blue glowing gauss viewmodel)

Displacer: Returning from Opposing Force, the displacer teleports whatevers hit by it to an unknown location (along with the destructive shockwave that follows), while the self-teleporting secondary fire is replaced by the ability to shoot a light disk that slices scientists in half while seeking them out.

Weapons group seven

NA Implosion Rocket Launcher: Fires a heatseeking rocket that produces a devastating, high energy detonation. while secondary fires a rocket that creates a vortex upon contact, sucking anything (except the player when holding the launcher) into it and annihilating it.

Hornet Launcher: The secondary fire is replaced by the ability to change the color, ranging from, red (seeking), orange (fire), yellow (plants itself in a sci's head and blows it off), green (no seeking), blue (richochet), light blue (ice).