Hmm increase the heals then, also depending on the target's size etc?These proposed changes will have no impact on a berserker's survivability: 30 hp will be wiped away with merely part of one gorefast's attack on 6-man suicidal: they hit for around 50 per attack- and a rank 6 berserker, after the berserker's pitiful resistance plays in, is still taking around 37 damage. No offense... but +1 hp regained per kill? Don't make me laugh. Even a lone crawler will so vastly outstrip the healing provided by this "benefit" that it is rendered pointless.
Well a swipe would be good when surrounded though. Yeah, it's not IMPORTANT, but it would be cool and fun though, no?The 2 versus 3 different attacks for melee: I could live with 3 attacks, but it seems like complication for something that doesn't really matter. I have been playing berserker a long time, and it is very rare that I really need a sweeping attack: zeds almost universally approach more-or-less single-file, not in a wall. It would be an interesting distraction, but is far less important than the following point...
Agreed. That's the Zerkers biggest problem. And I think that the "Berserk" thingy I suggested on the "Active Perk Power" thread would be ONE nice change in the right direction for that, don't you agreed?In short, better survival options against Fleshpounds and the Patriarch are vastly more important to me than being able to hit 2 gorefasts standing in front of me- because that isn't usually a problem that the existing primary attacks can't take care of adequately. Right now the berserker is like a tasty snack for either of these enemies: I really don't want berserker to do so much damage that they can solo these zeds, but they should have some way to survive against them: like well-timed blocks with a melee weapon (or a shield).
Agreed. Even though I am SPECIFICLY trying to hunt for Stalkers, my damage required for the next level is way ahead either way.Leveling commando: is hell incarnate. Add crawlers to the count. Each level of commando is like leveling Medic from 5 to 6: the level of grind leaves a bad taste in my mouth.
Ok, that's a good arguement, but i was thinking that the Zerker should be able to carry Machete+Shield+Katana OR Machete+Shield+Chainsaw to have both some defense and offense (Or Katana+Chainsaw for some pure offensive power). I would rather say keep the weight moderately heavy but the price very, very high, EXCEPT for the Zerkers (just like Pipebombs for Demos and MP7 for Medics).Riot shield with any 1-H weapon: that riot shield should be heavy- like, chainsaw heavy: heavy enough that it is going to be taking the place of a T3 weapon; considering that, shield+handgun is in no way, shape, or form going to be unbalanced: you are giving up the comparatively incredible power a T3 weapon, the extra ammo you would have available with it, and even the ability to dual wield handguns to use shield+1-H weapons and maybe have one other weapon. You are making a huge ammo+power trade to get the defense a shield will provide. That is not broken.
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