Paralysing Shells | |
---|---|
Available: |
Levels 1+. |
Ability: | |
Used: |
When firing (always). |
Quote: |
"It's awesome, you shoot the guy and he goes stiff!'- Yeah... So just like normal bullets then..." |
Boosts: | |
Counter: | |
Countered by: |
Paralysing Shells are unlockable Equipment which can be used in one of three equipment slots available per Trooper. Firing paralysing shells will change the enemy trooper's status to , disabling their movement and making them twice as easy to hit for the duration of the effect. The duration of being "paralyzed" is roughly 400 .
It is also suggested that paralysed troops will have their abilities disabled, but if this is true and just what abilities is still unknown. A paralysed troop may still use Interception for example.
Being paralysed does not stop a trooper from firing at targets that are already within weapon Range or switching to other weapons or having abilities used on them by other troopers (e.g. being healed).
Like Toxic Shells, the paralysing ammunition applies its effect even if the target successfully Dodged the initial hit. Paralysing shells can be used in conjunction with Fragmentation Grenades for greater area of effect. Paralysing shells are useful when fighting rats.
Note that Doctors are immune to being paralysed but can not heal it's effects on others.
Bug: Tuck 'n' Roll cannot avoid shots that have shells effect (included Toxic Shells) and no status effect wrote on Stats Sheet. Although the symptom is not noticeable compared to poison it still works. For instance, the Trooper will not move after a paralysing shot from the enemy without "" words pop-up.