I really think they need to focus one half of the tree on melee weapons, tanking and movement speed and the other half into ranged weapon damage and reload/ammo caps for ranged weapons.
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I really think they need to focus one half of the tree on melee weapons, tanking and movement speed and the other half into ranged weapon damage and reload/ammo caps for ranged weapons.
Just my opinion when I say I don't like this idea. Both trees should accomodate both melee and ranged play, and include all weapons. Making a tree mainly buff nailgun/evis in certain ways...forces you to use just nailgun/evis in certain ways.
If the same skills affected all weapons you could be a ranged tank, melee tank, ranged skirmisher, melee skirmisher. Making a player be either a ranged tank or melee skirmisher/melee tank or ranged skirmisher limits options quite badly, is my thinking.
while fine for the full arcade game that Left4Dead aims to be - Melee Weapons in Left4Dead are extremely similar to one another, with Melee Traces and Swing Speed being the only primary differences, as well as creating different gore effects.I like the way L4D2 does it, where there's a guitar, a frying pan, all kinds of [weirdly-effective] goofy things to kill stuff with.
Also one more point, adding dynamic light to fire effects would probably tax many PCs big time. I'm all up for better looking fire but this would probably be PC-melting!
It would if it actually allowed you to get that huge, you'd take it's head off in one swing.Except that I think damage is not the issue. The tankiness and survivability is the issue. Doing more damage in a Rack 'em Up style does not allow you to suddenly run in and save someone from a big zed.
So why should berserker be able to?
i guess the answer to that is likely - because those things give interesting flexibility.
too much flexibility? idunno, maybe. but those facets being present give more Tools in Combat. and personally, in every game, i'm always a supporter of the Player having more Tools available to them, because having many different ways to handle situations gives solid variety, which helps the sanity of Players in the long run.
*HealBOT*. Cough, so you saying that with a feasible medic pumping your *** every time, you are able to take and trivialize all things , Bravo ! Weakness on paper is another thing, but being bad is another. At current state zerk is simply bad. Period. Having to choose between you movement speed and tanking effectiveness was where it went wrong. Plus on top of that , he not only lost all of that he also lost the attack speed bonuses. Beserking essentially meant to be on the frontlines and protect the team from the zeds swarming or pushing over. In HoE "Movement" speed itself a form of tanking, because when **** hits the top being able to move around and clear is hugely mandatory. Now in current state you are either stuck to be a fragile guy being able to run around freely or be the guy who can tank effective 2-4hits but still needs to flee because you are too slow.Is the current Zerker bad?
I played 6p HoE as zerker and I was always the top fragger. I also didnt think he was weak or something, I could do a lot of damage on FPs and Sc.Of course with the help of a heal bot behind me.
But soloing works fine with the left perk skill at level 25 (where you get 25% hp back when you enter zed time).
I think hes fine as he is. The only thing I would change is the parry/block. Its still not very usefull, cuz its too slow and very unresponsible. I also would increase the damage reduction when you parry to 90% but reduce to 30% when you block.
This would split the good zerkers from great zerkers.