I haven't gotten the chance to play with the brute that much yet but here we go.....
So please, pleaaseee, don't post another "Make it have a disability for zerks to exploit" post, because that just disgusts me. Why do you want to play a game like that anyways? Its just one long kite-fest of boredom
For what I read, you want this to be easier to kill for berserkers...why does everyone want to overkill the berserker? :S I had someone have ago at me for not giving my berserker more spawns, more attack speed and more bonuses to make it "balanced" more...so I capped a load to keep berserker in check. This is a co-operative game and not a solo game, please remember that.
If you actually read my post properly then you would have seen that I want it possible but not easy. I do not want him to get easy for zerkers, I think scrakes and FPs are too easy as they are already. The purpose of the brute is to be a challenge.
What you fail to see is that a lvl 0 any perk can solo anything on 6p HoE without taking damage with their weakest perk weapon given a _really_ long distance, except for berserk that needs their high lvl speed to do that. I want berserk to have that _small_ possibility too, because their purpose is to avoid attacks with their running speed, not attack the zeds after you get in their range and let them hit you.
Giving the brute 100% chance to land a hit on you makes this a game of luck instead of skill (when and how many brutes spawns shouldn't be the only factor in the game, skill and cooperation should matter). If it is possible but very hard to solo him as berserk then it becomes a game of skill and cooperation.
____Why did I say "cooperation" in the same sentence as "solo as berserk"?
I think that if their first hit missed then they would turn around slower would make them different from Scrakes (chain stun with head blows) and FPs (Time backstep to avoid attacks and dont DPS them too much to avoid rage). It would also be harder since it forces the zerk to move to a fixed posistion to attack, behind the brute where there will usually be a bunch of weaker zeds.
Because if you try to solo him when he has a party but not you then you will be killed by his party. Standing still as a berserk will kill you very fast, and if killing a brute involves standing still (behind him which is worse than in front because the gorefasts are ready behind him) then you NEED a party to depend on that kills the other zeds.
Killing a scrake is about the same thing at first look, but the outcome is completely different.
For both of these zeds the setting is 1 brute and tons of zeds behind it. It will like this you usually will meet them, both while camping and kiting. So what do you do? (HoE or Suic)
Scrake killing as zerk:
1) You can stun him from the front and the other zeds that come with him will be behind him, rendered useless.
2) If the other zeds run around him you can just calmly kill them when they arrive because the scrake is completely disabled while being stunned.
3) Since you are in front of him you will be able to retreat at any time, and the stun will prevent him from following you.
4) When he snaps out of stun he can be stunned again with a hit while he is raging towards you if you time your hit attacks.
5) If you stun him in a tight passage/door you it's as good as welded shut and your team has 3 seconds to reload.
Killing brute with the turning disabling attacks instead of stuns:
(You haven't yet understood what "standing behind in a fixed position" actually will mean for a berserk)
1) Possible to stun/flinch once or avoid his first attack. The stun/flinch/avoid causes him to turn around slightly slower so a fast zerk can get behind the brute. Backstabs prevents him from turning for 0.5 sec or something (possible to make it so that only primary knife/machete attacks are fast enough to prevent him completely from turning which will make the killing sloooow).
2) While the zerk is behind the brute the brute can obviously not attack the player. But if the zerk stops attacking the brute the brute will regain his turning speed and slam that zerk far away. You should note that the brute is between the team and the zerk since the zerk ran around him to backstab him. A throw by the brute will place the zerk even further away from the team and place him in the middle of the big zed crowd that he was followed by. A player standing in front of the brute is usually thrown to a safe location behind the team, like this a throw means danger for zerks because of their forced killing position and inability to move.
3) Because of 2^ the zerk is stuck attacking the brute with it's back turned towards a zed crowd he can not avoid.
4) His escape path is blocked by a brute. A stunned scrake in a door will prevent the zed crowd from entering the safe area while a brute will force the zerk to be blocked away from the safe area.
5) Since the brute is turned away from the zerk he will be facing the team and since he ISN'T STUNNED by the zerk, only prevented from turning ha can protect his face with his steel arms (and the team will be in front of him so the arms will actually help the brute in that position).
6) Not only for the protection, but the brute can also walk towards the team since the zerk isn't protecting his team with his body. The brutes path is cleared and he is free to attack anyone in front of him.
7) Kiting means running backwards and attacking the following zeds, which is prevented completely like this.
The end result is that only if the brute is completely alone this "no damage"-tactic is safe. The brute coupled with a few other zeds makes this tactic worse than tanking hits from the brute. Think about all the times you've been in the middle of a zed crowd and you know the survival rate of this "no damage" tactic....... seriously this will not nerf him.
This tactic will also work if the zerk gets help with killing the brute and the zed crowd
That's some coop right there!