Firstly, Undedd Jester, what I was saying is you use a really bad example, because solo or rambo have totally playstyle difference to mutiplayer. If this is considered personal attack, my apologize.
I was only using that snipet of video to prove that it is possible dodge specimen attacks wihtout simply runing away from the target, since this working in a team capacity has been constantly challenged and actually flat out said the perk cannot do, despite being very possible.
Remember if you are working with your team in theory as a Berserker you shouldn't need to deal with Husks, Sirens and crawlers, because someone should be taking them out for you. That was all that video was for.
It was merely the statement "Clearly he hasn't played Berserker" that got up my nostrils, so I too will apologise for possibly overreacting
Umm... so you think... players in beta are average players? You think 90% of players can do what beta players can do...? I see many 6lv berserkers try to take on fleshpounds, they either fail to dodge his attack, or axe them in the face twice/back stab them to rage them. And most berserkers fail to hit the head of scrakes. This is what 90% of players do.
The Berserker was always a high skilled class, the problem is by making him more accessible to lower skilled players, it has effectively made pro Berserkers virtually unstoppable, good berserkers very unlikely to get killed, even when alone and mediocre Berserkers able to get away with alot of very sloppy play (i.e. running around in cirles for 20 minutes killing 1 clot every 30 seconds.). The fact he can usually get away with making such mistakes, makes him a the prefferred choice for noobish players, thereby ruining the game experience for everyone else playing HoE.
Even if these changes are only made to HoE, I'd be fine with that, because lets face it, you shouldn't be playing HoE if your only course of action is to kite everything.
Why we need to kill any possibilities to survive? This is the question I'm always asking. We even have an achievement for that!! Also, berserkers is only THE most possible perk to win, any other perks can also possible to do so.
Not in HoE dude, 150 specimens as any other perk is pretty much a death sentence, and isn't that what HoE is for? If your teamwork isn't up to it, then your going to lose. Its technically possible sure, but it requires so much luck with the spawns as well as the skill to beat it, its untrue. This simply isn't the case with the Zerker.
Sharpshooter... again... can also take down full health 6-man HoE fleshpounds with M14, and stun scrakes with LAR (and because not much people can do that, so this is called balanced by most of the people). Decap anything under bloat in one 9mm shot. And in fact medic can also dodge fps attack and keep kiting just like berserker, you just need double amont of strikes with melee weapons.
He can, but he is meant to be a hard hitter, he isn't very good against the likes of crawlers and stalkers because they are fast and hard to headshot. Plus he is slow, so its a case of Kill them before they reach you, or die. This is what makes the Sharpshooter balanced
I personally dont find that 5% really matter..., that 5% is only noticable when you are doing some long rage runing, aka ramboing or soloing. If you stick with the team, you dont really need to run for too long.
I agree its only small, but it at least keeps specimens in the realm of being able to keep up. As I say the medic gets slowed down by pretty much everything, because its unlikely he will actually kill a specimen, only decap them (so he gets body blocked) or he can get grabbed by clots, or simply just surrounded by stalkers, crawlers and gorefasts.The Berserker doesn't have this issue, since he rarely even gets slowed down. And on the rare occasion he does get surrounded, he can get out again. SImply with his higher speed, he is TOO good at running. Once again he doesn't really get stopped by sloppy play.
In one-on-one suituation, support is possible to solo fleshpounds. Why this is not happening most of the time is because support is also known as "trash cleaner" so if the support only focus on fleshpounds, trash will swarm the team. So most of the time supports is not doing full damage to fleshpounds. If a one-on-one suituation is there, meaning great team work is there, which is a good thing.
Yeah he can solo a fleshpound, but it isn't a guaranatee, as its jsut as easy to botch it as succeed. All other classes have to deal with the FP rage, if the Berserker does it right, he doesn't, and thats what is where he has a advantage over everyone else.
I only want the last one surviving at least "stand a chance" to win. It is a stupid idea to tell everyone to suicide when people start to die BECAUSE YOU ARE IMPOSSOBLE TO WIN already.
He does still have a good chance, as long as the Fleshpounds have already been spawned and dealth with. Plus remember the FP is weaker against grenades, which have been buffed, so the Zerker isn't defenceless against the FP, but it is osmehting that makes him crap his pants... which is a good thing
Clutching it should be something where the team is egging you on to do it because it is hard to do, not something where people see a zerker left and go "Jesus christ here we go again."
Why keep talking about the playstyle not intended...? Ramdo is not the way intended, and you cannot stop people from doing that. Berserkers is only really killing every zed easily when he is alone. When you are restrict to a 10m * 10m square, you cant really be good against endless gorefasts and crawlers.
True, but as we've stated the Berserker is actively encouraged to rambo, because if he knows what he is doing he will outsurvive a team of 5 players almost everytime. In my opinion at least, this goes against the spirit of the game.
About those two rage mechanics change you mention: if you are the last one, fps spawns with one-man worth health. 5 alt-fire to the head he's dead. So berserkers can still kill it easily by dodge his first attack while axe his head, alt-fire again to rage, alt-twice when raging, and finish off before he even hits you.
On 6-man games, nothing really changed. If they go rambo, they can just kite the pound back to the team. (again, you will never be able to stop rambo players if they really want to rambo)
I'd say thats actually accetable, because unless he does it fast he has to deal with the FP rage, it will hit him since he is slowed down to Medic speed, and if he is continously raging due to his low health its a case of who hits first. He cannot simply step in, take a swing, balls it up, get hit, heal up and try again. This mistake would cost him vital seconds of dealing damage, which would punish him severely. Its either deal with it perfect, or wind up dead.
And of course returning to your team for help is in the spirit of the game, so I am fine with that too.
Speed bonus, i dont really care about that 5%... (but I always think medic should be faster than berserker in order to effectively heal them)
Again, I dont mean to attack anyone, I just think you used a really bad example. Solo has nothing like mutiplayer.
Its all good dude, I'm sorry I got so far off track. That video was more a supplement to my point, not the basis of my point.