Before I go into this, a few caveats first.
1) Just to keep from typing ",along with the medic," over and over again, when I type "only zerker has the speed to...", just insert ",along with the medic," as well.
2) I am assuming competent players, tactics, and decisions. I don't expect or require anyone to do anything suicidal or idiotic.
3) Of course everything in here is my opinion.
That being said, let's go.
The biggest reason why Berserker is overpowered is he doesn't have any weaknesses or disadvantages.
Advantages:
1) Speed. This is one of the biggest advantages. This allows the zerker to generally get out of trouble when he needs to and allows him to kite scores of enemies. The zerker can run from every specimen in the game and build life saving distance.
2) Quickness. Zerker can counterpunch better than any other perk. The Zerker can react to an attack from a specimen and hit the specimen before the specimen hits him. Increasing the level only makes this faster.
3) Cheap weapons. Zerker gets his top tiered weapons the very next wave he plays.
4) No ammo cost unless required. Berserker can go the entire game without spending a single pound on ammo if he wants.
4) Abundance of cash. Since the berserker doesn't need to purchase ammo on a regular basis, the zerker can afford to purchase and reload any weapon.
5) Lightweight weapons. The chainsaw is heavy, but the axe and the katana aren't. Katana allows plenty of room for additional specialized weapons such as LAR & M79.
6) No ammo limit. Melee weapons are always full damage weapons no matter how often they are used. No requirement to run for ammo. No having to use a lower tier weapon
7) No reloading. Berserker doesn't have those awkward pauses when he has to stop firing.
8) No fatigue either. Berserker can backup and continually fire along with the incredibly game-breaking strategy of simply standing at the side of a door and continually firing in front of the door while specimens mindlessly walk into damage.
9) No friendly fire. Berserker can simply wade info a group of specimens 30 feet into front of everyone else and everyone else provides intelligent "cover fire." If a zerker is close to dying, any other player can toss a couple grenades or unload an entire mag at the zerker to save him.
10) Survivability. This is huge. If the rest of a team wipes out, who is left 90% of the time? The berzerker. 9%? Medic. 1% the lucky perk who hasn't gotten popped but who's slowness will get him killed in under 20 seconds. Add in the fact that only the berserker can now solo the suicidal lvl 6 FP and generally the scrake.
11) Resistances. Not only is the zerker fast enough to dodge the husk, sirens, and bloats, if he does get hit, the damage is lessened.
12) No "Magnetic Clot Grip
1) Just to keep from typing ",along with the medic," over and over again, when I type "only zerker has the speed to...", just insert ",along with the medic," as well.
2) I am assuming competent players, tactics, and decisions. I don't expect or require anyone to do anything suicidal or idiotic.
3) Of course everything in here is my opinion.
That being said, let's go.
The biggest reason why Berserker is overpowered is he doesn't have any weaknesses or disadvantages.
Advantages:
1) Speed. This is one of the biggest advantages. This allows the zerker to generally get out of trouble when he needs to and allows him to kite scores of enemies. The zerker can run from every specimen in the game and build life saving distance.
2) Quickness. Zerker can counterpunch better than any other perk. The Zerker can react to an attack from a specimen and hit the specimen before the specimen hits him. Increasing the level only makes this faster.
3) Cheap weapons. Zerker gets his top tiered weapons the very next wave he plays.
4) No ammo cost unless required. Berserker can go the entire game without spending a single pound on ammo if he wants.
4) Abundance of cash. Since the berserker doesn't need to purchase ammo on a regular basis, the zerker can afford to purchase and reload any weapon.
5) Lightweight weapons. The chainsaw is heavy, but the axe and the katana aren't. Katana allows plenty of room for additional specialized weapons such as LAR & M79.
6) No ammo limit. Melee weapons are always full damage weapons no matter how often they are used. No requirement to run for ammo. No having to use a lower tier weapon
7) No reloading. Berserker doesn't have those awkward pauses when he has to stop firing.
8) No fatigue either. Berserker can backup and continually fire along with the incredibly game-breaking strategy of simply standing at the side of a door and continually firing in front of the door while specimens mindlessly walk into damage.
9) No friendly fire. Berserker can simply wade info a group of specimens 30 feet into front of everyone else and everyone else provides intelligent "cover fire." If a zerker is close to dying, any other player can toss a couple grenades or unload an entire mag at the zerker to save him.
10) Survivability. This is huge. If the rest of a team wipes out, who is left 90% of the time? The berzerker. 9%? Medic. 1% the lucky perk who hasn't gotten popped but who's slowness will get him killed in under 20 seconds. Add in the fact that only the berserker can now solo the suicidal lvl 6 FP and generally the scrake.
11) Resistances. Not only is the zerker fast enough to dodge the husk, sirens, and bloats, if he does get hit, the damage is lessened.
12) No "Magnetic Clot Grip