So this is what we desired in NS2:
•A melee weapon that you can always use
•A secondary ranged weapon that isn't better than your default weapon
•A way for players to destroy structures without monotony
•To minimize the work we have to do
With these goals in mind, we started thinking about a "hybrid" weapon that solved all these problems. This is what we came up with:
You can see from the notes in the concept largely how it functions, but let me describe it in a bit more detail. The primary fire ability fires transponders into ranged targets. This is our basic pistol functionality and will let you try to stop a fleeing Lerk or nail an assaulting Skulk before your screen fades to black. The alt-fire ability functions as a basic melee attack, not unlike the knife.
The transponders both do damage when they hit and also stick in for awhile (either for a certain amount of time or perhaps fall off relatively quickly from moving targets and stay for a long time in stationary ones). By charging the primary attack, you can send electricity through the transponders, doing damage to one or more targets in range. This would start as a harmless light electric shock, but over time would grow to massive damage. This makes it ideal for taking down structures (high hit points, stationary). Because it can work through multiple targets too, it means you might be able to take down a few structures without too much effort or time. It would take long enough for the alien team to respond but not so long as to be tedious.
Besides achieving our design goals, we think there are going to be a lot of other cool things players do with this weapon. Chaining of electricity, holding the alt-fire to form a "shield" that does damage if an alien runs into it, possibly even electrifying marine structures. It also means one less weapon to concept, model, texture, rig and animate!