Ok, I am really new to the game, however, I pick things up fast. I've done a lot of back reading for the game, and just when I started to get the hang of things, 1016 comes out and completely changes a lot of small nuances that add up to a really big change in playstyle for my berserk.
So without further ado, my currently playstyle of the berserk.
So being new I am only level 3, and have played really well in teams, often a kill leader, in difficulties of suicide-pre-patch. I haven't even tried HoE yet.
So, some of the important minute changes:
Chainsaw saw some improvement, I still am not impressed.
Katana saw some interesting changes. Namely, attack speed reduction, and auto-fire. I figure this was to help balance the dps of primary fire being higher than secondary.
Knife damage lowered - not that it meant much to me beyond wave 1, maybe 2, anyways.
LAR glitch removed.
Melee damage had its damage range reduced to produce more reliable output.
Melee double-damage from front -sporadically- was removed.
Zed changes -
FPs rage double duration (suicidal and HoE), and targets better (aggro switch when the hero tries to stand in the way) - I do realize that there is an art to be formed here. Stand in front for about a second (enough to shoot a couple times) and immediately start moving away. Aggro might switch to you, but you will have that head start. With double the rage - this is dangerous.
And the two biggest changes:
Scrakes can only be stunned once (suicidal + HoE) which I haven't gotten to mess with yet,
And the rage indicator of FPs are now based off of perk included damage, instead of base damage!!!!! - means easier raging of a FP.
So now, my explanation of how to tackle the ZED's, and my choice of weapon loadout.
I messed with the chainsaw, didn't like it too much, and am in favor of the katana.
I usually go LAR over crossbow for quick pot shots if needed for the sirens. However, I am debatable on this selection, more on that later.
Clot - Melee, random 9mm fire if I am trying to free a teammate held a distance from me, or random explosives from the M79.
Gorefast - same as clot really. Melee, the odd random 9mm, and even more odd explosion
Bloat - 9mm headshot, LAR, w/e. problem solved. Do not walk close to it, unless I want to risk damage on some level, even then, sometimes that doesn't matter.
Crawler - I quickly learned to shoot these down from a distance when I first started. 9mm does just for this. Quick firing for headshots when they get up close in groups. Or even meleeing them out of the air, or the bait them into jumping, looking down and attacking. I have gotten extremely proficient at this, and continue to do so the more I play, so the only time melee becomes painful is when I am trying to let the medic get some extra healing in. Other than that, an M79 for large groups in high pressure situations works wonders for opening an escape route.
Stalker - non-issue to the zerk. Melee 90% of the time, random M79 shots should they be close to a target, or 9mm fire should it stand in the way of a crawler.
Siren - A real bane. If I am not targeted and there is distance, I might be tempted to melee (or if they spawn on top of me). I really try to minimize damage taken from these things because I find myself in some poor situations almost directly afterwards. And sometimes the best option is to just charge through a scream and decap her if she opens a more viable escape route. Otherwise LAR does fine, M79 if I have nothing else or is next to a target. Or if I am in a real pressured situation (IE. no FP, but several Husks and Sirens, anything else goes) I have used the pistol to prevent taking damage.
Husk - Melee if it serves well for the moment, LAR if I need them to stop firing from a range at my teammates. I try and use the cover to lure them to me (same with the sirens really) if the opportunity presents itself. Mostly I take out the group they hide behind and proceed to wreck them afterwards. Other times they are the priority from their positioning against my team, so LAR becomes imperative for this.
Scrakes - I have really played Hard when revising my strategies currently, so this may be subject to change once I go above that in trying to test strategy. Alt-fire axe to head works well. But I have switched to back-pedal leading with katana primary fire after opening with an alt fire. This lets me lure away from groups and control where I want the battle to take place. This often leaves me the ability to take Scrakes out early on without having to worry for my teammates being ambushed at the worst possible moment. Sometimes, depending on their bodyguards they lose priority, in lieu of more favorable targets.
FPs - Hmm this took a little bit. I find the Fire Axe is now a no-no to these guys. Every alt fire to the head sets them off, and it spells a quick death for me. However, katana, primary or alt fire does the job superbly. Albeit it takes a while, I move fast enough to back-pedal and lead the fight where I want to, making it easy for a teammate to clear me a path away from other mobs. I can use the primary fire moderately and stay under the rage meter. Or alt fire and cool off a while. This also leaves me able to take out situational threats that may arise (I am constantly checking my six by turning the battle horizontal or reversed so that I can see what lies in wait, thus I can momentarily deal with anything non-ranged. With the increased resistance, I can take quite a few hits from the FPs non-raged provided I got the body armor for it, and so when multiple-FP scenarios lead for either
A) pot shotting one from a distance to rage them close so that I have more time to deal with a single one, B) letting a teammate occupy the other one so that I can deal with this one, then help them, C) let me beat it down a little and then we go crazy, he spams an AA12 and I alt strike, we usually put him down while he is trying to rage.
Patty - Xbow.. maybe, melee and kite with exceptional use of material blockage, pot shot with the LAR if I absolutely must, heal teammates.
So, if you noticed, there was a severe lack of Fire Axe use in there. I used to use it all the time for heavier types pre-patch: in fact I was fire axe, katana, LAR.
However, now I am finding it to be dead weight in most situations and I leave myself with the:
1)Katana + LAR + M79(open maps)/Dual HCs(closed maps) : Possible opportunity for pipebombs for pat with leftover weight.
2) Katana + Xbow on rare chance. I try and further my skills without having to rely on the Xbow. I seem to manage quite well, but I am not against using it should I wish for a change in playstyle.
The main difference is that no longer needing that fire axe, I have opened 5 weight to dispense with as I wish. Is the M79 / dualies a good choice with the techniques I described above?
What refinement can you offer to improve my strategy?
I haven't posted much of teamwork here, except for a few key points, however I tend to play with a person I know, who switches between medic (5), firebug and support (3), and other than that a few randoms or friends of his. Point being, we tend to formulate reliable dynamics between each other to absolve most threats.
Also keep in mind, I am only level 3 right now. So damage output, damage resistance, attack speed and movement speed are all subject for increase.
Thanks.
So without further ado, my currently playstyle of the berserk.
So being new I am only level 3, and have played really well in teams, often a kill leader, in difficulties of suicide-pre-patch. I haven't even tried HoE yet.
So, some of the important minute changes:
Chainsaw saw some improvement, I still am not impressed.
Katana saw some interesting changes. Namely, attack speed reduction, and auto-fire. I figure this was to help balance the dps of primary fire being higher than secondary.
Knife damage lowered - not that it meant much to me beyond wave 1, maybe 2, anyways.
LAR glitch removed.
Melee damage had its damage range reduced to produce more reliable output.
Melee double-damage from front -sporadically- was removed.
Zed changes -
FPs rage double duration (suicidal and HoE), and targets better (aggro switch when the hero tries to stand in the way) - I do realize that there is an art to be formed here. Stand in front for about a second (enough to shoot a couple times) and immediately start moving away. Aggro might switch to you, but you will have that head start. With double the rage - this is dangerous.
And the two biggest changes:
Scrakes can only be stunned once (suicidal + HoE) which I haven't gotten to mess with yet,
And the rage indicator of FPs are now based off of perk included damage, instead of base damage!!!!! - means easier raging of a FP.
So now, my explanation of how to tackle the ZED's, and my choice of weapon loadout.
I messed with the chainsaw, didn't like it too much, and am in favor of the katana.
I usually go LAR over crossbow for quick pot shots if needed for the sirens. However, I am debatable on this selection, more on that later.
Clot - Melee, random 9mm fire if I am trying to free a teammate held a distance from me, or random explosives from the M79.
Gorefast - same as clot really. Melee, the odd random 9mm, and even more odd explosion
Bloat - 9mm headshot, LAR, w/e. problem solved. Do not walk close to it, unless I want to risk damage on some level, even then, sometimes that doesn't matter.
Crawler - I quickly learned to shoot these down from a distance when I first started. 9mm does just for this. Quick firing for headshots when they get up close in groups. Or even meleeing them out of the air, or the bait them into jumping, looking down and attacking. I have gotten extremely proficient at this, and continue to do so the more I play, so the only time melee becomes painful is when I am trying to let the medic get some extra healing in. Other than that, an M79 for large groups in high pressure situations works wonders for opening an escape route.
Stalker - non-issue to the zerk. Melee 90% of the time, random M79 shots should they be close to a target, or 9mm fire should it stand in the way of a crawler.
Siren - A real bane. If I am not targeted and there is distance, I might be tempted to melee (or if they spawn on top of me). I really try to minimize damage taken from these things because I find myself in some poor situations almost directly afterwards. And sometimes the best option is to just charge through a scream and decap her if she opens a more viable escape route. Otherwise LAR does fine, M79 if I have nothing else or is next to a target. Or if I am in a real pressured situation (IE. no FP, but several Husks and Sirens, anything else goes) I have used the pistol to prevent taking damage.
Husk - Melee if it serves well for the moment, LAR if I need them to stop firing from a range at my teammates. I try and use the cover to lure them to me (same with the sirens really) if the opportunity presents itself. Mostly I take out the group they hide behind and proceed to wreck them afterwards. Other times they are the priority from their positioning against my team, so LAR becomes imperative for this.
Scrakes - I have really played Hard when revising my strategies currently, so this may be subject to change once I go above that in trying to test strategy. Alt-fire axe to head works well. But I have switched to back-pedal leading with katana primary fire after opening with an alt fire. This lets me lure away from groups and control where I want the battle to take place. This often leaves me the ability to take Scrakes out early on without having to worry for my teammates being ambushed at the worst possible moment. Sometimes, depending on their bodyguards they lose priority, in lieu of more favorable targets.
FPs - Hmm this took a little bit. I find the Fire Axe is now a no-no to these guys. Every alt fire to the head sets them off, and it spells a quick death for me. However, katana, primary or alt fire does the job superbly. Albeit it takes a while, I move fast enough to back-pedal and lead the fight where I want to, making it easy for a teammate to clear me a path away from other mobs. I can use the primary fire moderately and stay under the rage meter. Or alt fire and cool off a while. This also leaves me able to take out situational threats that may arise (I am constantly checking my six by turning the battle horizontal or reversed so that I can see what lies in wait, thus I can momentarily deal with anything non-ranged. With the increased resistance, I can take quite a few hits from the FPs non-raged provided I got the body armor for it, and so when multiple-FP scenarios lead for either
A) pot shotting one from a distance to rage them close so that I have more time to deal with a single one, B) letting a teammate occupy the other one so that I can deal with this one, then help them, C) let me beat it down a little and then we go crazy, he spams an AA12 and I alt strike, we usually put him down while he is trying to rage.
Patty - Xbow.. maybe, melee and kite with exceptional use of material blockage, pot shot with the LAR if I absolutely must, heal teammates.
So, if you noticed, there was a severe lack of Fire Axe use in there. I used to use it all the time for heavier types pre-patch: in fact I was fire axe, katana, LAR.
However, now I am finding it to be dead weight in most situations and I leave myself with the:
1)Katana + LAR + M79(open maps)/Dual HCs(closed maps) : Possible opportunity for pipebombs for pat with leftover weight.
2) Katana + Xbow on rare chance. I try and further my skills without having to rely on the Xbow. I seem to manage quite well, but I am not against using it should I wish for a change in playstyle.
The main difference is that no longer needing that fire axe, I have opened 5 weight to dispense with as I wish. Is the M79 / dualies a good choice with the techniques I described above?
What refinement can you offer to improve my strategy?
I haven't posted much of teamwork here, except for a few key points, however I tend to play with a person I know, who switches between medic (5), firebug and support (3), and other than that a few randoms or friends of his. Point being, we tend to formulate reliable dynamics between each other to absolve most threats.
Also keep in mind, I am only level 3 right now. So damage output, damage resistance, attack speed and movement speed are all subject for increase.
Thanks.