We all know that zerkers get a harty damage resistance bonus, thus helping them to dish out more pain before having to run away to the nearest medic, very helpful. But I was thinking, in a game where the only difference between difficulties is the speed, damage out-put and damage resistance of the zeds, shouldn't the damage resistance of the zerker vary depending on the difficulty too?
Suicidal, the zeds are pretty much made to kill you in one or two hits. Fine for all the other classes, they don't have to stand right next a gorefast to kill it but as a zerker you will still die in three or four hits, thus making things a bit tricky. Add the zed's speed bonus to that and to play a zerker on suicidal would be...well... suicidal. Why not just raise the damage resistance boost then? Well, Beginner on the other hand, you can stand around all day taking hits and take very little damage, if at all.
I'm not saying make it so zerkers take the same amount of damage whatever the difficulty. That would remove the point of having difficulty settings all together... but maybe making the transitions a bit more even? Right now the difficulty curve is like a flat line, slowly curving up wards and then spiking into a jagged wall of pain. Varying the damage resistance per difficulty is a possible solution. Thoughts?
Suicidal, the zeds are pretty much made to kill you in one or two hits. Fine for all the other classes, they don't have to stand right next a gorefast to kill it but as a zerker you will still die in three or four hits, thus making things a bit tricky. Add the zed's speed bonus to that and to play a zerker on suicidal would be...well... suicidal. Why not just raise the damage resistance boost then? Well, Beginner on the other hand, you can stand around all day taking hits and take very little damage, if at all.
I'm not saying make it so zerkers take the same amount of damage whatever the difficulty. That would remove the point of having difficulty settings all together... but maybe making the transitions a bit more even? Right now the difficulty curve is like a flat line, slowly curving up wards and then spiking into a jagged wall of pain. Varying the damage resistance per difficulty is a possible solution. Thoughts?