Tazer Boy
From Goldeneye: Source
| Tazer Boy | |
|---|---|
| GE:S Designation | Tazer Boy |
| Real Designation | None |
| Specifications | |
| Weapon Type | Tazer Boy |
| Ammunition | Charge units |
| Damage | 50 |
| Magazine Capacity | 80 |
| Player Capacity | None |
| Special Attributes | |
| Armor-Piercing | No |
| Scoped | No |
| Akimbo (Dual-Wielding) | No |
| Burst Fire | No |
| Silenced | No |
Basic Information
TazerBoy in Goldeneye was a hardly-useful stealth weapon. In Goldeneye Source, the Tazer becomes far more useful, both offensively and defensively.
The Tazer's 80 units of battery charge can be applied to an opponent to deal up to 80 points of damage over four seconds, without the target being protected by any armor, allowing for a slow but sure take-down against targets who have taken health damage, beyond a single Klobb round.
In matches with mines, the Tazer becomes useful as a detection and defusal device. By switching to Tazer, the player is alerted when nearing a mine. The Tazer may then be activated at the cost of 5 units of charge per second to disable nearby Proximity mine sensors, Remote trigger receivers, and Timed mine timers.
References
David Wonn's Goldeneye Weapon Analysis
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