Suss Gun

* Item

15 (Nano)

## Class Perks

**Ammochain (Marine)**75% less ammo consumed

**Scavenger (Technician)**Convert weapon to a modpack

**Fireangel (Demolitionist)**Splash damage immunity (Firestorm)

### Firestorm

Shots explode on impact.Shots bounce off walls and very slightly angle towards enemies. (Old)

### Nano

Shots rip through enemies, but do decreased damage.

### Sniper

Shots rebound slightly towards enemies off of surfaces.Changes to a hitscan attack (old)

## In-game Description

*This monstrosity of a weapon looks like it should be mounted to a vehicle, but it is in fact intended for infantry use, though the addition of a recoil-reduction harness that also serves to make the weapon easier to wield.*

*The gun disperses energy projectiles as random angles and at a rapid rate of fire.*

## Tactical Analysis

The Suss Gun is a unique twin-barrel, Plasma-based heavy machinegun with heavy penalty to accuracy and a magazine directly connected to the player's ammo pool. As such, it was designed exclusively for heavy, in-your-face brawling arena.

The first unique, and not necessarily good nor bad thing about the Suss Gun, is its twin barrels. Both barrels were affixed apart from each other and their aim were set at the front of their own barrel, not the player's center. Upon firing, the Suss Gun rapidly alternates the shot between each barrels, not both at once. Each barrel has its own seperate accuracy rating as well. So despite having accuracy similar to the **Super Machinegun**, The Suss Gun is twice as inaccurate.

Due to this mechanic, the Suss Guns also allows the player to crudely imitates the corner leaning mechanic found in modern shooter games by hugging a corner with a barrel from the either side out in the open and safely taking shots at enemies that relies on direct line of sight to actually damage the player (i.e. Arch-Vile's flame pillar), providing the player are willing to waste half the amount of ammo used to kill said enemy shooting at the wall.

The Suss Gun deals heavy damage per shot but also highly randomized. Each shot has a reasonable projectile speed of 30 map units per tic (5 units faster than the default **Plasma Gun**) and has a good fire rate as well, compared to that of a **Super Machinegun**. The the projectile itself also has small size, roughly half the size of a plasma rifle bolt, this allows the projectile to pass through bars and small windows much easier than most plasma weapons.

The Suss Gun draws ammo directly from player's plasma ammo pool. As such, no reload is required.

All of these traits combined means the Suss Guns can be used as a panic button whenever the player is surrounded or absolutely needed to remove enemies for some breathing room in the shortest amount of time possible.

Due to originally being a mounted heavy weapon, The Suss Gun has a noticeably long draw and holster time. Only a **Renegade** can mitigate this problem as his passive allows for instant weapon swapping.

Counted as a rapid-fire weapon, the **Marine** with his **Ammochain** perk greatly synergise with the Suss Guns, technically multiply the amount of cells that can be used to fire the Suss Gun by 4, basically letting the Marines holds the fire button forever.

The Marine's passive also interacts with the Suss Guns, greatly increases its rate of fire whenever the Marine is under the effect of a **powerup** of any kind.

The **Demolitionist** 's **Fireangel** perk specifically allows the **Firestorm** modded Suss Gun to be use at point-blank range like the unmodded version, without fear of blast damage.

As with all Unique weapons, The Suss Gun allows for the installing of one of the three Exotic modpacks to unlock its unique ability, And as of 1.1.4, normal modpacks are allowed as well.

## Modpack Analysis

### Nano

Adds a 'Ripper' effect to the Suss Gun, making shots pierce through enemies until it his a wall at the cost of decreased damage, down to roughly one third of the original damage range.

A hard tradeoff for such a powerful ability. It also restricted the Suss Gun's effectiveness only to the arena brawl with large hordes in large flat area.

### Sniper

All missed shots rebound towards enemies off any kind of surfaces. Effectively turns the Suss Gun into a homing machine gun.

Homing shots automatically tracks enemies without the need for a clear line of sight allows for countering ambushes and corner sniping by ricocheting shots off a wall, floor or ceiling. Less wasted shots also means increased ammo efficiency.

Arguably the best upgrade for the Suss Gun due to how effective it is in virtually any situation.