I'll be updating this guide slowly over time since the new patch came out. I've got a lot of work ahead of me since there is a new specimen, the existing specimens got buffed/headshot hitboxes fixed/etc, and now there are SEVEN new guns. Phew! That leaves a lot of new weapon combinations I have to experiment with, as well as figuring out new effective tactics.
Updating more guns. Taking longer than expected due to social life/professional life situations. 11/19/09
IF YOU NOTICE ANY MISINFORMATION OR MISSED INFORMATION, CONTACT ME VIA PM WITH WHAT NEEDS TO BE FIXED.
SKUNKEE'S DEFINITIVE GUIDE TO THE BERSERKER
First off, lets start out with what this perk offers, and the requirements for each level of the perk:
As you can see from the perk bonuses, the Berserker is exceptionally deadly with close range melee weapons. You will be a valuable member of your team because you take less damage, run faster than most of your teammates (with the right weapons), and you can chain together strings of ZED time, which slows the game down temporarily. This allows you to pick targets easier and will allow your team to line up headshots easily or sweep a crowd with the flamethrower easier. Below is a list of all the melee weapons, and the pros and cons of each.
THE WEAPONS:
The Combat Knife
Pros:
*Costs nothing to acquire. Everyone starts out with a combat knife.
*Run speed is increased when wielding the Combat Knife.
*Has two modes of fire. Primary fire does a fast, weak slash. Alt fire does a heavy slash that does more damage with a longer recharge on the next swing than the primary fire.
*Can chain ZED time on Clots and occasionally Gorefasts in early waves.
Cons:
*Does very low damage when compared to the other melee weapons.
Summary:
The Knife is a decent weapon for wave 1. It can decapitate clots with an alt fire very easily. It's capable of decapitating Gorefasts, as well as Bloats, but I recommend finding something better ASAP. It seems that Clots/Gores got more health this last patch, so be a bit more careful when engaging with the Knife.
The Machete
Pros:
*Does more damage than the Knife.
*Only weighs 3 blocks. If the Machete/Katana is the only melee weapon the Berserker chooses, there is enough weight available for the purchase of a high weight ranged weapon.
*Very inexpensive at only ₤100.
*Respectable decapitation rate on Gorefasts
*Easily chains ZED time in early waves.
Cons:
*Slightly slower swing speed than the Knife.
*Damage is lacking when compared to the stronger melee weapons.
Summary:
The Machete is a decent weapon to purchase if the player cannot afford the stronger melee weapons. Its low weight allows for heavy ranged weaponry as well. Very few people use the Machete, and rightfully so. It is not that impressive of a weapon and costs only ₤50 less than the Axe. The swing speed makes up for its lackluster damage by allowing you to chain ZED time, but honestly you're better off alt firing the Combat Knife and using that ₤100 towards a better purchase such as Combat Armour or a Chainsaw/Katana.
The Fire Axe
Pros:
*Inexpensive at ₤150.
*Has a much longer reach than the Machete and the Combat Knife.
*Does very high damage per swing. Capable of killing most Specimens in one alt fire.
*Weighs in at 5 blocks, but does not impede the movement speed bonus of the Perk.
*Alt fire does very good damage.
Cons:
*Weighs 5 blocks. This can prevent Berserkers from getting a heavy ranged option.
*Has a very slow swing speed when compared to the Knife and the Machete.
*Can not chain ZED time due to swing speed. Unconfirmed @ rank 6.
Summary:
The Fire Axe is one of the better melee weapons. It does very high damage per swing, conveys the same run speed as the knife, and with its long range can decapitate most specimens at a comfortable "dead zone" where you can hit them, but they cannot hit you. When used with Hit and Run tactics it can be quite efficient. However, when in close quarters with a large group of specimens the Fire Axe falters. The Katana is a 100% replacement for the Axe.
The Chainsaw
Pros:
*Primary fire holds the saw out in front of the player and does rapid, moderate damage slashes. Alt fire does an overhead swing that does high damage with a fast recharge time.
*Incredibly useful in swarms of weak to intermediate Specimens. Primary fire decapitates them quickly and easily.
*Incredibly useful for taking down Scrakes and Fleshpounds. The Alt fire stuns scrakes temporarily, and the Primary fire can decapitate a Fleshpound which disables its rage ability.
*Has a long range, although slightly shorter than the Fire Axe.
*Chains together ZED time easier than all the other melee weapons.
*Spawn with this weapon at ranks 5 and 6.
Cons:
*Slows down movement considerably when wielded. You will be VERY slow.
*High weight. The Chainsaw weighs in at a hefty 8 blocks. This can really put a strain on Secondary weapon choices.
*Expensive. The chainsaw is the most expensive melee weapon with a starting cost of ₤1000. Higher Berserker ranks lower this cost considerably.
Summary:
With the Newest patch, the usefulness of the chainsaw has gone down considerably in this authors eyes. Clots and Gorefasts now have more health, and primary fire decapitations don't kill them right off the bat in Hard/Suicidal difficulty anymore. Alt fire still does a lot of damage, but with the slow movement speed this weapon conveys you will find yourself getting wrecked by Husks and Sirens in the harder difficulties.
The Katana
PROS:
*Very high damage/swing ratio.
*Very fast swing speed.
*Does not slow the user when wielded.
*Respectable range and high decapitation ratio.
*The swing deals damage instantaneously, making this weapon effective vs. Crawlers! Rejoice!
*Lightweight at 3 blocks. Machete is now completely obsolete.
*Can chain ZED time easily.
CONS:
*Expensive, with the same price tag as the Chainsaw.
*May not appeal to those who hate Japan-ophiles.
The Katana is quite a powerful beast. It has similar range, comparable damage, and a much faster swing speed than the fire axe. The alt fire power swings do more damage than the chainsaw alt fires. Do not spam primary fire swings. Choose your swings, much like a commando or a sharpshooter has to do with their headshots. When compared to the chainsaw it is a matter of preference. Both weapons are equally devastating to different types of specimens when properly used. Think of the Katana as a sidegrade rather than an upgrade to the chainsaw. Some players will prefer the W+Mouse1 playstyle of the chainsaw, while others will prefer the ridiculous run speed and damage ratio that the Katana allows.
SECONDARY WEAPON CHOICES
The Handcannon (dual handcannons)
Pros:
*High single shot damage.
*Singular Handcannon has easy to use Iron Sights which allow for easy, consistent head shots.
*Dual Handcannons are decent to use in a pinch when spamming bullets is necessary (for instance, a horde of Crawlers). Usually, single Handcannon is better.
*Low weight. The Handcannon weighs in at 4 blocks, and the dualies add no additional weight.
*With proper aim, can string ZED time together.
Cons:
*Low Magazine capacity. The handcannon has an 8 round magazine, which "spammy" players will burn though in no time leaving them stuck in a reload animation.
*Expensive at ₤500. Dualies cost an additional ₤500.
*Dual Handcannons have difficult to use Iron Sights. The player loses the "Down the Barrel" effect and will most likely miss headshots that they would otherwise land.
Summary:
The Handcannon is a bit too expensive and does a bit too little "non-headshot" damage for this authors taste. While it only weighs in at 4 blocks, you could buy one of 6 block choices if your primary weapon is the Chainsaw/Fire Axe and get more mileage out of them.
Lever-Action Rifle
Pros:
*Excellent Iron Sights. Very easy to land headshots with this gun.
*Inexpensive to purchase. The LAR costs a paltry ₤200.
*Semi-Low weight. The LAR only weighs 6 blocks, which can be wielded if the player has a Chainsaw.
*High ammo capacity. The LAR has 80 rounds to be spent.
*Kills Crawlers in one shot no matter where the shot lands nor the difficulty of the server.
Cons:
*High reload time. Reloading the LAR is a chore, however the reload animation can be canceled at any time to fire off a shot.
*Aside from Crawlers, doesn't do much damage vs. anything other than Stalkers, Clots, and removing Bloat heads.
*Far too slow to string together ZED time.
Summary:
Sirens and Crawlers are the most dangerous Specimens for a Berserker to engage in close range, and this baby does the trick. Entire swarms of Crawlers can be taken out with one shot at a time from range. The headshots garnered from this weapon count towards your Sharpshooter perk as well! It's inexpensive, has plentiful ammo, and can remove heads quite easily. The M14EBR is an upgrade to this gun.
Bullpup
Pros:
*High ammunition capacity.
*High rate of fire.
*Iron sights have a crosshair, making headshot decapitations easy.
*Moderately low weight (6 blocks) allows it to be used while having a Chainsaw as your primary weapon.
*Alternate Fire toggles Full auto and Single Shot firing modes. Good for using/conserving ammunition when needed.
*Eats Crawlers for Breakfast.
*Strings ZED time easily.
Cons:
*Very low damage vs Sirens, Scrakes, and Fleshpounds.
*Can potentially burn through large amounts of ammunition.
*Has a large spread and is not very accurate at long range.
*LONG reload animation, non cancel-able.
*Expensive at ₤450.
Summary:
The Bullpup is a solid choice for a secondary weapon if Crawlers are your biggest concern. In single fire mode, one bullet of its 40 round magazine can take a Crawlers head off. Unlike the Lever Action rifle, though, body shots do not mean instant death to Crawlers. It has a large ammo capacity, easy to use Iron Sights, and decapitates the majority of specimens in 1-3 headshots. This allows ZED time extensions, as well. However, its long reload animation can and will get you killed if you're not careful.
The Shotgun
Pros:
*High damage per shot ratio.
*Spread allows the Berserker to kill multiple specimens in one shot.
*Has a flashlight.
*Moderate price for the damage output. Costs ₤500.
*Fairly high rate of fire allows for good crowd control.
Cons:
*Long reload time. Like the LAR, however, the reload animation can be canceled into a shot once a round is chambered.
*High weight. Weighing in at 8 blocks, only Berserkers that use the Fire Axe and below can carry it.
*The price tag might be considered high for some. ₤500 is Combat armour and a Lever-Action Rifle.
Summary:
The shotgun is a very solid secondary weapon choice if one chooses to use a lighter weapon over the Chainsaw for mobility reasons. Its flashlight illuminates dark corridors quite effectively while allowing its user to clear rooms of weak specimens such as Clots/Gorefasts/Bloats/Stalkers/Crawlers. When it comes to crowd control, the Shotgun is your secondary weapon of choice. Shotgun users may, however, find themselves using this over their melee weapons and should not forget the reason they chose Berserker in the first place!
The Crossbow
Pros:
*Extremely high single target damage with headshots.
*Scope with powerful zoom.
*Bolts have very high penetration. One bolt is capable of penetrating up to 6 Specimens in a straight line, potentially more. (6 headshot kills on a line of Clots is my personal best.)
*Inexpensive at ₤400.
Cons:
*High weight weapon. Weighs in at a whopping 10 blocks. Your only primary melee weapon choices with this weapon are the Machete/Katana.
*Ammo is extremely expensive. ₤15 per shot.
*Extremely slow reload time and rate of fire. The Crossbow is a single shot weapon that takes a few seconds to reload. The reload animation can be worked around by swapping to another weapon then immediately switching back to the Crossbow.
*No ZED time extensions (needs clarification. Does one shot that kills multiple specimens trigger more zed times for each specimen killed? If so this isn't entirely true, but you're not going to get extended ZED time from a second shot)
Summary:
The Crossbow is an extremely effective weapon in corridors where specimens tend to line up. With extremely high penetration value, a single bolt can mean the death of multiple Specimens. Due to its high weight, the only melee weapons you can purchase are the Machete or Katana. With the Crossbow as your "Secondary" weapon, you might find yourself using it more than your melee and may want to consider playing a sharpshooter, as that perk adds a ludicrous amount of damage to the Crossbow.
The Hunting Shotgun
Pros:
*Two modes of Fire. Primary fire unloads one barrel. Alt fire unloads both barrels.
*High damage, High spread. This is a room clearing weapon.
*Large ammunition stockpile. The Hunting Shotguns ammunition is NOT shared with the regular Shotgun.
*Respectible Penetration. The Hunting Shotgun can penetrate up to 2 Specimens (more when playing the Support Specialist).
Cons:
*Weighs 10 blocks. You're going to be using a machete/Katana.
*Primary Fire unloads one barrel. You can not reload the gun when there is still a shell in one of the barrels.
*Fairly long reload animation, which cannot be controlled by the player unless the gun is empty.
Summary:
The Hunting Shotgun is a room clearer. Its large spread and high penetration make it a viable choice for a Secondary weapon. It has a large ammo capacity and high damage, regardless of what Perk you are using. However, much like the crossbow, you might find yourself using the Hunting shotgun as your primary weapon more than your melee and may want to consider playing a Support Specialist for their insanely good shotgun bonuses.
The Flamethrower
Pros:
*Can hit multiple targets with one puff.
*Causes a damage over time effect on enemies.
*Very effective crowd control when used against crawlers, stalkers, and clots.
Cons:
*Expensive
*High Weight
*Poor range
*Low ammo
*Low damage on Gorefasts, Bloats, Scrakes, and it basically tickles Fleshpounds.
Summary:
Don't use it as a Berserker. It's a joke of a weapon outside of a Firebug's hands.
The AK-47
Pros:
*High damage per shot. Rivals the Lever Action rifle in terms of damage per bullet.
*High ammo capacity (overall, not per mag).
*High rate of fire in full auto.
*Multiple fire modes (single/full auto).
*Weighs 6 blocks. You can buy this while in possession of a Chainsaw.
*Easily strings ZED time
Cons:
*Expensive at 1000 for a Berserker.
*Chews through ammo very fast.
*Low capacity magazines (30 rounds)
*High recoil.
*Slow reload speed when changing magazines.
The AK-47 is a very viable sidearm choice for the Berserker. It can act as a replacement for the Lever Action Rifle once you acquire enough cash. Set it to semi-auto and use Iron sights to take out sirens and crawlers from a distance. It does respectable damage per shot, has a 30 round magazine, and has a total of 10 mags when maxed on ammo. This weapon is very inaccurate when not using Iron sights. Be mindful of the high recoil when using full auto.
The L.A.W.
Pros:
*Explosive rounds that damage multiple specimens with each shot.
Cons:
*Must be in iron sight mode to fire.
*Severely impacts your peripheral vision due to size of weapon graphic.
*Very high weight requirement. As a Berserker, you will ONLY be carrying the L.A.W. should you choose to buy it.
*Very expensive at 1500 quid.
*Very low ammo capacity
*The damage per shot/ammunition capacity/weight/cost per ammunition ratio is abhorrently terrible.
*Can kill yourself from firing too close, or from having a teammate run out in front of you while lining up a shot.
This weapon is a waste of space in its current implementation. It weighs a lot, costs a lot, has a very small ammunition capacity, does lackluster damage compared to the AK-47/Hunting Shotgun/Crossbow, and it can also kill you if your teammates run out in front of you. Absolutely terrible on EVERY CATEGORY, and the only time you should even consider using this weapon is if you're going for the achievement for killing the Patriarch with it. UNTIL THIS WEAPON IS UPGRADED TO "USEFUL" STATUS BY TWI, STEER CLEAR OF IT BECAUSE IT WILL ONLY HANDICAP YOUR TEAM.
NEW GUNS:
The Pipe Bomb
PROS:
*Extremely high damage
*Acts as a Land Mine
*Only weighs 1 block
CONS:
*Very expensive at 800 quid for 2 bombs
Summary: There is no reason NOT to get pipe bombs when you're maxed out on armor and sidearms. It allows you to booby trap chokepoints and do a high amount of damage to whatever steps on it. Incredibly useful for EVERY class.
M14EBR
PROS:
*Very high damage per shot
*Large magazine capacity @ 20 rounds per
*HUGE ammo capacity when full. 15 mags of 20 rounds
*Lazor sights!
*Iron sights allow for incredible single shot accuracy
*Same weight as Lever Action
CONS:
*Super expensive @ 2500 quid
*High recoil
*Long reload animation
Summary:
This baby is a beauty. The bullets do as much (maybe more?) damage as the Lever Action Rifle. With an ammo capacity of 15 twenty round magazines, you will rarely find yourself in a "low ammo" situation. The only real con to this gun besides its price is its reload animation being a bit lengthy.
M79 Grenade Launcher
PROS:
*High damage per shot
*Low weight @ 4 blocks
*Great for killing groups of Crawlers with one shot
CONS:
*Expensive at 1250 quid
*1 round capacity
*Explosions leave a vision impairing smoke cloud
*LONG reload animation
*Capable of damaging yourself when firing too close
Summary:
The M79 is a fairly solid purchase as a Berserker. It's great for killing a group of weaker specimens with one bloop. However, be careful in tight quarters or in situations where visibility is a must. The large smoke cloud it leaves behind after an explosion can mask the presence of dangers like sirens or Husks.
SCAR
PROS:
*High damage per shot
*Excellent Iron Sights
*Moderately ammo capacity (total, not per mag)
*Two modes of fire (full auto/semi auto)
*High Rate of Fire
CONS:
*VERY expensive as a Berserker. 2500 quid
*Long reload animation
*20 round magazine may feel a bit low to some.
Summary:
If you're the type of Berserker that sidearms a Bullpup, you might want to upgrade to the SCAR when you have enough quid. It does more damage at the expense of having a smaller magazine capacity.
Updating more guns. Taking longer than expected due to social life/professional life situations. 11/19/09
IF YOU NOTICE ANY MISINFORMATION OR MISSED INFORMATION, CONTACT ME VIA PM WITH WHAT NEEDS TO BE FIXED.
SKUNKEE'S DEFINITIVE GUIDE TO THE BERSERKER
First off, lets start out with what this perk offers, and the requirements for each level of the perk:
Berserker
Level 0:
- 10% extra melee damage
- 10% less damage from Bloat Bile
- 10% discount on Chainsaw/Katana
- Can't be grabbed by Clots
Level 1:
- 20% extra melee damage
- 5% faster melee attacks
- 15% faster melee movement
- 25% less damage from Bloat Bile
- 5% resistance to all damage
- 20% discount on Chainsaw/Katana
- Can't be grabbed by Clots
Requirements:
Deal 25,000 damage with melee weapons.
Level 2:
- 40% extra melee damage
- 10% faster melee attacks
- 15% faster melee movement
- 35% less damage from Bloat Bile
- 10% resistance to all damage
- 30% discount on Chainsaw/Katana
- Can't be grabbed by Clots
- Zed-Time can be extended by killing an enemy while in slow motion
Requirements:
Deal 100,000 damage with melee weapons.
Level 3:
- 60% extra melee damage
- 10% faster melee attacks
- 15% faster melee movement
- 50% less damage from Bloat Bile
- 15% resistance to all damage
- 40% discount on Chainsaw/Katana
- Can't be grabbed by Clots
- Up to 2 Zed-Time Extensions
Requirements:
Deal 500,000 damage with melee weapons.
Level 4:
- 80% extra melee damage
- 15% faster melee attacks
- 15% faster melee movement
- 65% less damage from Bloat Bile
- 15% resistance to all damage
- 50% discount on Chainsaw/Katana
- Can't be grabbed by Clots
- Up to 3 Zed-Time Extensions
Requirements:
Deal 1,500,000 damage with melee weapons.
Level 5:
- 100% extra melee damage
- 20% faster melee attacks
- 15% faster melee movement
- 75% less damage from Bloat Bile
- 20% resistance to all damage
- 60% discount on Chainsaw/Katana
- Spawn with a Chainsaw
- Can't be grabbed by Clots
- Up to 4 Zed-Time Extensions
Requirements:
Deal 3,500,000 damage with melee weapons.
LEVEL 6:
-100% extra melee damage
-25% faster melee attacks
-20% faster melee movement
-80% less damage from Bloat Bile
-25% resistance to all damage
-70% discount on the Chainsaw/Katana
-Spawn with the Chainsaw
-Can't be grabbed by Clots
-Up to 4 ZED time extensions
-SPAWN WITH BODY ARMOR (Not listed on tool tip)
Requirements- Deal 5.5 million damage with melee weapons.
As you can see from the perk bonuses, the Berserker is exceptionally deadly with close range melee weapons. You will be a valuable member of your team because you take less damage, run faster than most of your teammates (with the right weapons), and you can chain together strings of ZED time, which slows the game down temporarily. This allows you to pick targets easier and will allow your team to line up headshots easily or sweep a crowd with the flamethrower easier. Below is a list of all the melee weapons, and the pros and cons of each.
THE WEAPONS:
The Combat Knife
Pros:
*Costs nothing to acquire. Everyone starts out with a combat knife.
*Run speed is increased when wielding the Combat Knife.
*Has two modes of fire. Primary fire does a fast, weak slash. Alt fire does a heavy slash that does more damage with a longer recharge on the next swing than the primary fire.
*Can chain ZED time on Clots and occasionally Gorefasts in early waves.
Cons:
*Does very low damage when compared to the other melee weapons.
Summary:
The Knife is a decent weapon for wave 1. It can decapitate clots with an alt fire very easily. It's capable of decapitating Gorefasts, as well as Bloats, but I recommend finding something better ASAP. It seems that Clots/Gores got more health this last patch, so be a bit more careful when engaging with the Knife.
The Machete
Pros:
*Does more damage than the Knife.
*Only weighs 3 blocks. If the Machete/Katana is the only melee weapon the Berserker chooses, there is enough weight available for the purchase of a high weight ranged weapon.
*Very inexpensive at only ₤100.
*Respectable decapitation rate on Gorefasts
*Easily chains ZED time in early waves.
Cons:
*Slightly slower swing speed than the Knife.
*Damage is lacking when compared to the stronger melee weapons.
Summary:
The Machete is a decent weapon to purchase if the player cannot afford the stronger melee weapons. Its low weight allows for heavy ranged weaponry as well. Very few people use the Machete, and rightfully so. It is not that impressive of a weapon and costs only ₤50 less than the Axe. The swing speed makes up for its lackluster damage by allowing you to chain ZED time, but honestly you're better off alt firing the Combat Knife and using that ₤100 towards a better purchase such as Combat Armour or a Chainsaw/Katana.
The Fire Axe
Pros:
*Inexpensive at ₤150.
*Has a much longer reach than the Machete and the Combat Knife.
*Does very high damage per swing. Capable of killing most Specimens in one alt fire.
*Weighs in at 5 blocks, but does not impede the movement speed bonus of the Perk.
*Alt fire does very good damage.
Cons:
*Weighs 5 blocks. This can prevent Berserkers from getting a heavy ranged option.
*Has a very slow swing speed when compared to the Knife and the Machete.
*Can not chain ZED time due to swing speed. Unconfirmed @ rank 6.
Summary:
The Fire Axe is one of the better melee weapons. It does very high damage per swing, conveys the same run speed as the knife, and with its long range can decapitate most specimens at a comfortable "dead zone" where you can hit them, but they cannot hit you. When used with Hit and Run tactics it can be quite efficient. However, when in close quarters with a large group of specimens the Fire Axe falters. The Katana is a 100% replacement for the Axe.
The Chainsaw
Pros:
*Primary fire holds the saw out in front of the player and does rapid, moderate damage slashes. Alt fire does an overhead swing that does high damage with a fast recharge time.
*Incredibly useful in swarms of weak to intermediate Specimens. Primary fire decapitates them quickly and easily.
*Incredibly useful for taking down Scrakes and Fleshpounds. The Alt fire stuns scrakes temporarily, and the Primary fire can decapitate a Fleshpound which disables its rage ability.
*Has a long range, although slightly shorter than the Fire Axe.
*Chains together ZED time easier than all the other melee weapons.
*Spawn with this weapon at ranks 5 and 6.
Cons:
*Slows down movement considerably when wielded. You will be VERY slow.
*High weight. The Chainsaw weighs in at a hefty 8 blocks. This can really put a strain on Secondary weapon choices.
*Expensive. The chainsaw is the most expensive melee weapon with a starting cost of ₤1000. Higher Berserker ranks lower this cost considerably.
Summary:
With the Newest patch, the usefulness of the chainsaw has gone down considerably in this authors eyes. Clots and Gorefasts now have more health, and primary fire decapitations don't kill them right off the bat in Hard/Suicidal difficulty anymore. Alt fire still does a lot of damage, but with the slow movement speed this weapon conveys you will find yourself getting wrecked by Husks and Sirens in the harder difficulties.
The Katana
PROS:
*Very high damage/swing ratio.
*Very fast swing speed.
*Does not slow the user when wielded.
*Respectable range and high decapitation ratio.
*The swing deals damage instantaneously, making this weapon effective vs. Crawlers! Rejoice!
*Lightweight at 3 blocks. Machete is now completely obsolete.
*Can chain ZED time easily.
CONS:
*Expensive, with the same price tag as the Chainsaw.
*May not appeal to those who hate Japan-ophiles.
The Katana is quite a powerful beast. It has similar range, comparable damage, and a much faster swing speed than the fire axe. The alt fire power swings do more damage than the chainsaw alt fires. Do not spam primary fire swings. Choose your swings, much like a commando or a sharpshooter has to do with their headshots. When compared to the chainsaw it is a matter of preference. Both weapons are equally devastating to different types of specimens when properly used. Think of the Katana as a sidegrade rather than an upgrade to the chainsaw. Some players will prefer the W+Mouse1 playstyle of the chainsaw, while others will prefer the ridiculous run speed and damage ratio that the Katana allows.
SECONDARY WEAPON CHOICES
The Handcannon (dual handcannons)
Pros:
*High single shot damage.
*Singular Handcannon has easy to use Iron Sights which allow for easy, consistent head shots.
*Dual Handcannons are decent to use in a pinch when spamming bullets is necessary (for instance, a horde of Crawlers). Usually, single Handcannon is better.
*Low weight. The Handcannon weighs in at 4 blocks, and the dualies add no additional weight.
*With proper aim, can string ZED time together.
Cons:
*Low Magazine capacity. The handcannon has an 8 round magazine, which "spammy" players will burn though in no time leaving them stuck in a reload animation.
*Expensive at ₤500. Dualies cost an additional ₤500.
*Dual Handcannons have difficult to use Iron Sights. The player loses the "Down the Barrel" effect and will most likely miss headshots that they would otherwise land.
Summary:
The Handcannon is a bit too expensive and does a bit too little "non-headshot" damage for this authors taste. While it only weighs in at 4 blocks, you could buy one of 6 block choices if your primary weapon is the Chainsaw/Fire Axe and get more mileage out of them.
Lever-Action Rifle
Pros:
*Excellent Iron Sights. Very easy to land headshots with this gun.
*Inexpensive to purchase. The LAR costs a paltry ₤200.
*Semi-Low weight. The LAR only weighs 6 blocks, which can be wielded if the player has a Chainsaw.
*High ammo capacity. The LAR has 80 rounds to be spent.
*Kills Crawlers in one shot no matter where the shot lands nor the difficulty of the server.
Cons:
*High reload time. Reloading the LAR is a chore, however the reload animation can be canceled at any time to fire off a shot.
*Aside from Crawlers, doesn't do much damage vs. anything other than Stalkers, Clots, and removing Bloat heads.
*Far too slow to string together ZED time.
Summary:
Sirens and Crawlers are the most dangerous Specimens for a Berserker to engage in close range, and this baby does the trick. Entire swarms of Crawlers can be taken out with one shot at a time from range. The headshots garnered from this weapon count towards your Sharpshooter perk as well! It's inexpensive, has plentiful ammo, and can remove heads quite easily. The M14EBR is an upgrade to this gun.
Bullpup
Pros:
*High ammunition capacity.
*High rate of fire.
*Iron sights have a crosshair, making headshot decapitations easy.
*Moderately low weight (6 blocks) allows it to be used while having a Chainsaw as your primary weapon.
*Alternate Fire toggles Full auto and Single Shot firing modes. Good for using/conserving ammunition when needed.
*Eats Crawlers for Breakfast.
*Strings ZED time easily.
Cons:
*Very low damage vs Sirens, Scrakes, and Fleshpounds.
*Can potentially burn through large amounts of ammunition.
*Has a large spread and is not very accurate at long range.
*LONG reload animation, non cancel-able.
*Expensive at ₤450.
Summary:
The Bullpup is a solid choice for a secondary weapon if Crawlers are your biggest concern. In single fire mode, one bullet of its 40 round magazine can take a Crawlers head off. Unlike the Lever Action rifle, though, body shots do not mean instant death to Crawlers. It has a large ammo capacity, easy to use Iron Sights, and decapitates the majority of specimens in 1-3 headshots. This allows ZED time extensions, as well. However, its long reload animation can and will get you killed if you're not careful.
The Shotgun
Pros:
*High damage per shot ratio.
*Spread allows the Berserker to kill multiple specimens in one shot.
*Has a flashlight.
*Moderate price for the damage output. Costs ₤500.
*Fairly high rate of fire allows for good crowd control.
Cons:
*Long reload time. Like the LAR, however, the reload animation can be canceled into a shot once a round is chambered.
*High weight. Weighing in at 8 blocks, only Berserkers that use the Fire Axe and below can carry it.
*The price tag might be considered high for some. ₤500 is Combat armour and a Lever-Action Rifle.
Summary:
The shotgun is a very solid secondary weapon choice if one chooses to use a lighter weapon over the Chainsaw for mobility reasons. Its flashlight illuminates dark corridors quite effectively while allowing its user to clear rooms of weak specimens such as Clots/Gorefasts/Bloats/Stalkers/Crawlers. When it comes to crowd control, the Shotgun is your secondary weapon of choice. Shotgun users may, however, find themselves using this over their melee weapons and should not forget the reason they chose Berserker in the first place!
The Crossbow
Pros:
*Extremely high single target damage with headshots.
*Scope with powerful zoom.
*Bolts have very high penetration. One bolt is capable of penetrating up to 6 Specimens in a straight line, potentially more. (6 headshot kills on a line of Clots is my personal best.)
*Inexpensive at ₤400.
Cons:
*High weight weapon. Weighs in at a whopping 10 blocks. Your only primary melee weapon choices with this weapon are the Machete/Katana.
*Ammo is extremely expensive. ₤15 per shot.
*Extremely slow reload time and rate of fire. The Crossbow is a single shot weapon that takes a few seconds to reload. The reload animation can be worked around by swapping to another weapon then immediately switching back to the Crossbow.
*No ZED time extensions (needs clarification. Does one shot that kills multiple specimens trigger more zed times for each specimen killed? If so this isn't entirely true, but you're not going to get extended ZED time from a second shot)
Summary:
The Crossbow is an extremely effective weapon in corridors where specimens tend to line up. With extremely high penetration value, a single bolt can mean the death of multiple Specimens. Due to its high weight, the only melee weapons you can purchase are the Machete or Katana. With the Crossbow as your "Secondary" weapon, you might find yourself using it more than your melee and may want to consider playing a sharpshooter, as that perk adds a ludicrous amount of damage to the Crossbow.
The Hunting Shotgun
Pros:
*Two modes of Fire. Primary fire unloads one barrel. Alt fire unloads both barrels.
*High damage, High spread. This is a room clearing weapon.
*Large ammunition stockpile. The Hunting Shotguns ammunition is NOT shared with the regular Shotgun.
*Respectible Penetration. The Hunting Shotgun can penetrate up to 2 Specimens (more when playing the Support Specialist).
Cons:
*Weighs 10 blocks. You're going to be using a machete/Katana.
*Primary Fire unloads one barrel. You can not reload the gun when there is still a shell in one of the barrels.
*Fairly long reload animation, which cannot be controlled by the player unless the gun is empty.
Summary:
The Hunting Shotgun is a room clearer. Its large spread and high penetration make it a viable choice for a Secondary weapon. It has a large ammo capacity and high damage, regardless of what Perk you are using. However, much like the crossbow, you might find yourself using the Hunting shotgun as your primary weapon more than your melee and may want to consider playing a Support Specialist for their insanely good shotgun bonuses.
The Flamethrower
Pros:
*Can hit multiple targets with one puff.
*Causes a damage over time effect on enemies.
*Very effective crowd control when used against crawlers, stalkers, and clots.
Cons:
*Expensive
*High Weight
*Poor range
*Low ammo
*Low damage on Gorefasts, Bloats, Scrakes, and it basically tickles Fleshpounds.
Summary:
Don't use it as a Berserker. It's a joke of a weapon outside of a Firebug's hands.
The AK-47
Pros:
*High damage per shot. Rivals the Lever Action rifle in terms of damage per bullet.
*High ammo capacity (overall, not per mag).
*High rate of fire in full auto.
*Multiple fire modes (single/full auto).
*Weighs 6 blocks. You can buy this while in possession of a Chainsaw.
*Easily strings ZED time
Cons:
*Expensive at 1000 for a Berserker.
*Chews through ammo very fast.
*Low capacity magazines (30 rounds)
*High recoil.
*Slow reload speed when changing magazines.
The AK-47 is a very viable sidearm choice for the Berserker. It can act as a replacement for the Lever Action Rifle once you acquire enough cash. Set it to semi-auto and use Iron sights to take out sirens and crawlers from a distance. It does respectable damage per shot, has a 30 round magazine, and has a total of 10 mags when maxed on ammo. This weapon is very inaccurate when not using Iron sights. Be mindful of the high recoil when using full auto.
The L.A.W.
Pros:
*Explosive rounds that damage multiple specimens with each shot.
Cons:
*Must be in iron sight mode to fire.
*Severely impacts your peripheral vision due to size of weapon graphic.
*Very high weight requirement. As a Berserker, you will ONLY be carrying the L.A.W. should you choose to buy it.
*Very expensive at 1500 quid.
*Very low ammo capacity
*The damage per shot/ammunition capacity/weight/cost per ammunition ratio is abhorrently terrible.
*Can kill yourself from firing too close, or from having a teammate run out in front of you while lining up a shot.
This weapon is a waste of space in its current implementation. It weighs a lot, costs a lot, has a very small ammunition capacity, does lackluster damage compared to the AK-47/Hunting Shotgun/Crossbow, and it can also kill you if your teammates run out in front of you. Absolutely terrible on EVERY CATEGORY, and the only time you should even consider using this weapon is if you're going for the achievement for killing the Patriarch with it. UNTIL THIS WEAPON IS UPGRADED TO "USEFUL" STATUS BY TWI, STEER CLEAR OF IT BECAUSE IT WILL ONLY HANDICAP YOUR TEAM.
NEW GUNS:
The Pipe Bomb
PROS:
*Extremely high damage
*Acts as a Land Mine
*Only weighs 1 block
CONS:
*Very expensive at 800 quid for 2 bombs
Summary: There is no reason NOT to get pipe bombs when you're maxed out on armor and sidearms. It allows you to booby trap chokepoints and do a high amount of damage to whatever steps on it. Incredibly useful for EVERY class.
M14EBR
PROS:
*Very high damage per shot
*Large magazine capacity @ 20 rounds per
*HUGE ammo capacity when full. 15 mags of 20 rounds
*Lazor sights!
*Iron sights allow for incredible single shot accuracy
*Same weight as Lever Action
CONS:
*Super expensive @ 2500 quid
*High recoil
*Long reload animation
Summary:
This baby is a beauty. The bullets do as much (maybe more?) damage as the Lever Action Rifle. With an ammo capacity of 15 twenty round magazines, you will rarely find yourself in a "low ammo" situation. The only real con to this gun besides its price is its reload animation being a bit lengthy.
M79 Grenade Launcher
PROS:
*High damage per shot
*Low weight @ 4 blocks
*Great for killing groups of Crawlers with one shot
CONS:
*Expensive at 1250 quid
*1 round capacity
*Explosions leave a vision impairing smoke cloud
*LONG reload animation
*Capable of damaging yourself when firing too close
Summary:
The M79 is a fairly solid purchase as a Berserker. It's great for killing a group of weaker specimens with one bloop. However, be careful in tight quarters or in situations where visibility is a must. The large smoke cloud it leaves behind after an explosion can mask the presence of dangers like sirens or Husks.
SCAR
PROS:
*High damage per shot
*Excellent Iron Sights
*Moderately ammo capacity (total, not per mag)
*Two modes of fire (full auto/semi auto)
*High Rate of Fire
CONS:
*VERY expensive as a Berserker. 2500 quid
*Long reload animation
*20 round magazine may feel a bit low to some.
Summary:
If you're the type of Berserker that sidearms a Bullpup, you might want to upgrade to the SCAR when you have enough quid. It does more damage at the expense of having a smaller magazine capacity.
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