TheAphabet;n2329284 said:
God stop leaking on me with all these good points, gosh.
Ok, i can agree on those points.
But the problem still remains on how much different it would be from berserker.... The only thing comes to mind is separating by the build.
By that i mean we leave bers as is because he already is considered a Tank, while martial artist is a light melee class.
Much swifter in movement and attack speed (by that i mean having access to like small dual wielding weapons like kunai for example)
But survivability remains the question... how will it be able to stay alive for long without solely relying on its ability to stumble zeds, some surviving skills most likely would carry over from bers tree.
But idk, currently i don't have any strength to think about it deeper....
On the comparison of those classes.... Ok sure, swat is a bit closer to commando on power level, but the viability of swat really goes out the window fast on hoe because of the whole spray n pray mentality... Even with the ability to slowdown and stumble zeds at the same time can provide useful, without a living support that has more ammo skill equipped, swat becomes the weakest link.
And the only skill that matters if you compare the two is how well you can pop heads with commando, otherwise commando will be able to out damage the swat without using as much ammo, even if you're a mediocre shot.
Even if you're good at both, surviving as swat will still prove more challenging than playing as comm.. its just how it is currently.
Sharp and gs.... the only issue i have with this whole comparison is their identical role and how sharp always gets boned when it comes to weapons.
Both are high damage output perks that are focused more on dealing with large zeds, and sharp should by all logic excel at it more than gs. 1 shot 1 kill with limited ammo.
Yet we see how bunch of crying babies cry about sharp being able to 1 shot kill large zeds and demand his weapons to be nerfed.... then later proceed complaining on how sharp is a crouch stand still class that needs all that damage to take out big zeds.... like make up your mind, do you want him to deal with big zeds swiftly or not.
Perk already sucks at surviving alone and relies more on his team protecting him, so its only benefit is the ability to 1 shot big zeds asap so it wouldn't destroy the team.... and yet we see those damage nerfs because 1 shot ability rubs people the wrong way.
So yeh... they are equal in their specified role, but different in playstyle.... Maybe TWI didn't design them the way you just described, but gameplay is what matters in their comparison.
(also sharp has a much higher skill roof of them all currently, as it has to pick the time and possition on when to engage while also making sure it has enough time to not get probed by a spider and what not)
Which reminds me.... can we finally get rid of the player having a penetration resistance of 1?
That thing right there is why hit scan players like commando/swat/sharp get really pissed when someone stands right infront of their aim point and absorb all the damage, waisting you the whole mag for 0 damage dealt, why you see them play a bit further away from teammates.... and why at times sharp sucks because his supposed 1 shot kill on scrakes end up being a partial damage because some c*nt stood right infront of you absorbing some of that juicy damage.
And the argument of friendly fire, you can shove it up allllll they way up your bum, as there's barely or even any servers that run friendly fire.
heck, let that modifier be directly linked to "if friendly fire is on/off".
If you want to continue rambling with me about this comparisons, hit me in dm... because we are drifting off the actual topic x)