Oh dear, you've done it again. I don't know why you bother repeatedly saying that "everyone is entitled to their opinion" when you're clearly full of derision for anyone who disagrees with you. Who do you think you're kidding? You might as well just say what you really think and be done with it.
No idea why you think I have ever derided anyone for their opinion. Your quote of mine certainly doesn't qualify. I didn't name anyone. I stated "Personally, I think..." I didn't quote someone else. If you are reading derision in my statements, then you are putting it there. I'm not.
You have often said things to the effect of "the Berserker can disengage whenever he wants" and "the Berserker can always run away". Inherent in those claims is the assumption that the Berserker has unlimited space into which to retreat, e.g. when doing laps around the map. Right off the bat, then, you've missed the fact that the Berserker is actually not on the run most of the time - he's usually covering the team.
Yes and no. Sure, closed and small maps are a problem. However, those maps are a problem for every perk but less of a problem for the zerker due to his speed, unable to be grabbed, permanent armor (what do you think damage resistance is?), and ability to fire indefinitely without pausing to reload. The zerker may not always have a 100% chance to run, but he always has the greater chance while every other perk other than medic usually has zero chance to run on a small or closed map.
But of course, if he's covering his teammates, surely his teammates are also covering him? Hopefully, yes; but they have to do a good job of it, or he'll die.
99.9% of the games I have been in, the zerker isn't "covering his teammates." As everyone always mentions, that zerker is almost always out in front of the team. Usually way out in front and since the team is almost positions themselves in a good defensive position, they are covering that zerker by generally shooting at him. Sure, if an FP or scrake pops in front a different direction the zerker should, and usually does, break towards the larger threat. But those few times in a game that an FP pops in from a different direction wouldn't constitute "covering" for the game.
As for "or he'll die", I am sure you have seen in every game the zerkers that wade into the convergence of multiple spawn points, piss away their armor in 30 seconds, then run back to the team screaming for heals. Then they'll fight within range of the team for the rest of the wave.
That's also one of the main reasons why a fatigue system like you keep suggesting would be a bad idea. When a team-defending Berserker's energy runs low, what should he do? Ranged perks deal with reloading by creating a "distance window" in which to do it: that is, they keep the specimens far enough away from them that they have time to reload before the specimens can reach them. Berserkers implicitly lack that window when defending a team, because their role mandates that they're within striking distance as often as possible. Plus (and this is the other reason), despite their speed bonuses, charging Gorefasts still outrun them, so even when on the move, they can't reliably create that window just by running away.
"What should he do?" What every other perks has to do at some point. Some form of pause. The fatigue system was just a suggestion to deal with a very silly advantage the zerker has.
The zerker can continually fire his top tiered weapon from the very beginning of the game till the map selection for the next game. No pausing. No slowdown. No reduced damage. Add in the very stupid autofire and the zerker can now simply hold down the mouse button and create a very real "wall of death" in front of him as he rushes or behind him as be runs away.
As for the ranged perks creating a "distance window", they can't. They can certainly hope that they can reload quickly enough while backing up, but only the zerker and medic can actually "create time" to reload safely.
Don't even get me started that the zerker can stand on the side of a door and autofire for the entire wave while specimens stupidly walk into the attack.
The damage resistance is fine as it is. You keep saying that "it's enough to let him get out of any situation", without condition, as if it's some kind of invincible magic shield, but it isn't.
I don't I have ever said that.
It's enough to stop him from dying when taking on groups too big to kill quickly enough (as the team-defending Berserker often must), or to get out of some bad situations, but only just barely, and only if the Berserker does exactly the right thing without delay - it has its limits, and it doesn't save inept Berserkers from themselves. The beta's damage resistance buff is ridiculous though, and I've been quite vocal in my opposition to it, as I'm sure you're aware.
Well, sure. Of course, zerker should have some damage resistance.
On a related note of "inept berserkers", I was tell scary about this guy who was placing zerker in a game. We were in manor and I was dead. He allowed himself to get backed up between the two tunnels by a scrake. So his back was to stone with a scrake in front of him. Then two gorefasts ran on each side of him and he was trapped. Did he attack a gorefast and run out? Nope. He kept the chainsaw on the scrake while the two gorefasts raped him from the sides. His first words after he died? "Don't tell me the zerker is OP!" Very funny.
All I am looking for is some disadvantages to the zerker perk. That is all. Some. Because right now, in game, he doesn't have any.
And as for the speed, well, he needs that.
Of course he does.
Berserkers with M79s are not inherently better than Demolitions with them, just different.
A better player, not better with the m79. Of course the demo will be able to do more damage with the m79, however, over all, the zerker will be more valuable to the team.
But back to the running away. There are two main issues that make soloing late-game waves more viable than it should be, but neither are issues with the Berserker perk.
One of the questions I asked when this balance started was "What perks will be able to solo the FP?" and right now, the only perk that can do that, without using any deplete-able resources, is the zerker. Now, TWI may want it that way, and that is cool. Their sandbox. Their rules. But the way the game is setup right now, the zerker is the only perk that can exploit the quirks of the game.
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