I haven't been able to do any real endgame testing. :| I'm really curious as to how that will go.
I've used the zapper a bit, and it seems to work pretty well. I like the smaller size fitting on the belt. I don't have enough for everyone right now, as the requirement for alloys and engineer time required to crank them out. I do plan to use them to completely replace the stunrod with them.
... That said, High armored opponents may be very tough, with their damage reduction. Expect mayhem and chaos.
Also the current melee mechanics may make using these and Elerium maces more problematic, as the chance to hit can be alot lower in certain circumstances (as with the combat knife). Not quite sure if this impacts the zapper or not. We'll see.
Stun Bombs. As I'm not playing with launchers, (Big gun taboo
) I can't use the standard endgame stunner. I like the mod that allows converting the bombs to grenades, and I have that going in my series / mod too. I've been acquiring a small stockpile of these but due to the previously discussed manufacturing bottleneck, I haven't converted any. The flashbang relies on a live medic, and in the absence of capturing this HVT (luck/skill on terror missions early) the stunbomb grenade makes a useful tool for getting some of these HVTs.
I imagine that the Flashbang actually outclasses the stunbomb grenade, once you have it. The flashbang is stronger (75 vs 70) and the improved flashbang is an end game tool, that will hopefully make victory achievable.
Cheers, Ivan