CQC Specialist aka Close-Quarters Combat Specialist is a class. He focuses on close-quarters, mainly Shotguns and sometimes Pistols and SMGs. He starts with Z-0, Z-3 Shorty, Z-2 LMP and all Z-A armors, and with 2000 health.
Becomes faster in reloading any weapons with short reload time.
Becomes faster in shooting any non-full-auto weapons.
20 energy cost, 20 sec cooldown
|+35% for 6 seconds, under 2 seconds||+71% for 13.2 seconds, under 4.4 seconds||
+1.5% & +0.3 sec, under +0.1 second per level
All weapons and armors with low movement penalty AFTER counting skeletonized augment have their movement penalty ignored completely.
|5% and under||65% and under||+2.5% per level|
|Close Quarters Combat
Bashes nearby enemies with the weapon holding.
10 energy cost, 1 sec cooldown
|750 Damage in front 30° with 1m range.
+50 Damage per 1% of gun's movement pnealty
|5550 Damage in front 67.5° with 2.2m range.
+290 Damage per 1% of gun's movement penalty
|+200 Damage, +1.5°, +0.05m range, +10 extra Damage per level|
When health depletes, player becomes invulnerable with damage boost for short time and then dies. Respawn timer still runs while on last stand.
- 120 sec cooldown
|5 seconds of after-death with +50% global damage||14.6 seconds of after-death with +170% global damage||+0.4 sec, +5% damage per level|
Last shot of mag has low chance of stunning and knockbacking enemies.
Bosses have effect reduced down to half (half chance, time, and knockback distance).
|8.8% chance to stun for 1 sec and 1m knockback||100% chance to stun for 5.8 sec and 5.8m knockback||+3.8% chance, +0.2 sec and m per level|
Every zommbie gib adds damage and speed buff.
|+2% Damage and RPS, each lasts 3 seconds. Maximum of 10 Gibs||+9% Damage and RPS, each lasts 10.2 seconds. Maximum of 34 Gibs||+0.3 Damage, RPS, and seconds, +1 Max Gib per level|
|Storm of Bullets
Calls in a supportive war plane to swiftly swipe area from player to cursor with bullets. Each bullets travels 3m
80 energy cost, 120 sec cooldown
|60 Shots, 500 Damage each with pierce of 3. Covers 6m long track.||108 Shots, 1940 Damage each with pierce of 10.2. Covers 10.8m long track||+2 Shots, +60 Damage, +0.3 Pierce, +0.2m|