ETK-Tesla Prototype

Overview

 * Unlocked at player rank 8.
 * Fire modes
 * Primary Fire
 * The trigger can simply be held down for a constant electric beam, that continuously damages the target(s). The attack has a small area of effect around where it hits, so it can hit multiple targets and hitting the floor next to a target will still allow you to damage it.
 * This fire mode has perfect accuracy (unless used with Spray 'N Pray).
 * This fire mode has a finite range.
 * This is one of the fastest weapons in the game, having the same fire rate as the Assault rifle and the Circle Saw (10 shots/sec) - only the Sub Mini-Gun fires more than 10 shots per second with its primary fire.
 * Secondary Fire
 * The secondary fire launches a lightning bolt, that bounces off the first target to a second target, then off the second target to a third target, i.e. it can hit up to three lumes that are close to each other, similarly to the level 3 Lightnings' fire, but, unlike them, the damage per lume is unchanged - each bounce does the full 700 damage.
 * This fire mode does not have a limit on its range.

Notes & tactics

 * This weapon is good against crowds with both fire rates.
 * This weapon is very good vs Runners and Walker Pups due to its highly forg iving aim and low overkill (i.e. not wasting damage potential, since the dmg per shot is low, despite of the high fire rate). The fastest little enemies in the game (Runners & Brood Mothers) are very vulnerable to the primary fire and it can deal very high damage to them easily, even potentially killing them quickly (depending on the mode, player count & difficulty).
 * The primary fire can do decent job when there are Mutators or/and Spore Ke epers, as it can destroy their balls at ease without much aim needed.
 * Soakers can be rendered more vulnerable by the primary fir e quickly, since it has very high fire rate.
 * In the terms of characters, three appear to have good use of the weapons
 * Sweet can apply her burning debuff to multiple nearby lume s with both fire modes.
 * Skye can rack up her warming-up damage bonus quickly with the primary fire - this is one way she can benefit from it vs multiple lumes at once.
 * Haigen can make use of his features, since he can deal mor e damage with th e primary fire with his proximity-damage bonus, while being able to resist some incoming damage, caused by the need of proximity.
 * The other two characters have mostly just usual use of thi s weapon, althou gh their features still can make it a good pick
 * TSYGAN can relatively quickly make use of the secondary fi re, applying her extra damage in the last shot in just 2 seconds.
 * SiMo can slightly benefit from the secondary fire's accura cy for good chan ce of hitting weakspots, since it has low projectile spread.
 * When hitting weakspots, the DPS of the two fire modes is a pproximately sam e, with a slight dominance of the secondary fire
 * The secondary fire's DPS is just slightly higher and range is better, but requires to aim more accurately than the primary fire to at least deal some damage to the lume. However, if the lume has flat armour like the 300 of the Armoured Heavies and the 450 of the Super Heavies, this mode is generally preferrable, since even the weakspots of such lumes have armour, although in a lesser amount.
 * The primary fire has some fire spread and range limit, whi ch may make it m ore difficult to hit for crit damage, although it's more easily to at least hit random parts of the enemy's body. If used with the Armor Shredder perk, this mode can become actually preferrable, since the perk would not only lead to armor ignoring, but also the innate armor of the weakspots will be dealt as extra damage per shot instead.
 * The secondary fire can do good job with overcoming the fla t armour of armo ured lumes (although it cannot hurt invulnerable body parts) - only Bliskeblaskes in their defensive state would negate the damage.
 * With a little trick one can win some more DPS - after usin g the primary fi re up to a moment, when there's almost no ammo in the clip, the secondary fire mode can be released, although this is valid mainly vs single or few enemies, since it can hit only up to three lumes.
 * Tactical juxtaposition has one side effect, typical for th e conversion of some fast weapons into slow ones - the delay can become noticeably longer if firing the secondary fire last before switching to the other weapon. This can be randomly overcome via quickly switching to the other weapon after the last shot, but this is really tricky to handle.
 * Using the weapon with Hip Fire is double-edged, since the secondary fire c an deal some more weakspot damage if without this perk.