It's not that he can't do it. I've been in plenty of survival situations using an SS where I and a berserker were the last ones alive. It's just that, in all of those situations, I've brought nothing to the table as an SS over a different perk.
A zerker, for instance, can scout better since he has katana. He can kite better since he has the speed and killing power to stay ahead of the hoard, and has a crossbow to kill following husks/sirens. Incidentally, he also has better survivability.
A support can scout ahead quite nicely, since his AA can handle adds very handily. He can also linger in the middle of the group, doling out huge burst damage should something go wrong. Always nice to have an oh-**** card keeping an eye on the caravan.
A commando can kite very well (though husks and sirens are a problem), since he can mow down followers before they can catch up to him. See, he has the same speed as a sharp, but since he has ammo, Rate of Fire, and doesn't completely depend on headshots to kill things, he can stem the tide before the zeds overwhelm him and the group.
A sharp shooter can do none of these things. Once he gets damaged and loses the little speed he has, he doesn't have the killing power to kite before enemies reach him, or the mowing power to scout ahead for adds. This is all due to head shot dependence, which is completely unreliable in running situations. Sad but true.
So yeah, please don't play the "Just because you suck doesn't mean the perk is broken" card. If you have first hand experience that you believe warrants a differing opinion, I'd love to hear of it. Until that time comes, SS will remain, in my experienced eyes, an unworthy perk in running situations.
TL;DR - Head shots are really hard to hit reliably when kiting/scouting ahead. SS relies completely on head shots to kill anything (even crawlers). SS is therefor bad at run&gun compared to other perks.
A zerker, for instance, can scout better since he has katana. He can kite better since he has the speed and killing power to stay ahead of the hoard, and has a crossbow to kill following husks/sirens. Incidentally, he also has better survivability.
A support can scout ahead quite nicely, since his AA can handle adds very handily. He can also linger in the middle of the group, doling out huge burst damage should something go wrong. Always nice to have an oh-**** card keeping an eye on the caravan.
A commando can kite very well (though husks and sirens are a problem), since he can mow down followers before they can catch up to him. See, he has the same speed as a sharp, but since he has ammo, Rate of Fire, and doesn't completely depend on headshots to kill things, he can stem the tide before the zeds overwhelm him and the group.
A sharp shooter can do none of these things. Once he gets damaged and loses the little speed he has, he doesn't have the killing power to kite before enemies reach him, or the mowing power to scout ahead for adds. This is all due to head shot dependence, which is completely unreliable in running situations. Sad but true.
So yeah, please don't play the "Just because you suck doesn't mean the perk is broken" card. If you have first hand experience that you believe warrants a differing opinion, I'd love to hear of it. Until that time comes, SS will remain, in my experienced eyes, an unworthy perk in running situations.
TL;DR - Head shots are really hard to hit reliably when kiting/scouting ahead. SS relies completely on head shots to kill anything (even crawlers). SS is therefor bad at run&gun compared to other perks.
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