@ potemkinhr
Doesn't matter how a team gets wiped. Best teamwork, worst teamwork. Doesn't matter. Zerker is almost always the last one standing.
The problem, and it has been mentioned before my post, after my post, and many times on the board before, that it doesn't make sense to nerf the zerker because it is OP for a handful of players. My point was that for a period of time, only a few players could kite 100+ specimens on hard. Then other players learned the techniques. Then for a while, only a few players could kite 100+ specimens on suicidal. Then other players learned the techniques. There is no reason not to think that the same things will happen for HoE. BTW, kiting isn't exploiting. I used exploit as a verb. Maybe a better sentence would have been "...dozen players have the skills to kite..."?
Well, the existing playerbase gets better over time, what did you expect? KF just doesn't have the constant flow of new blood, it gained a fair ammount of new players in the christmas sale (myself including) which WILL get better in time if they learn anything from gameplay.
Only zerker and medic can go melee because of the speed. Even without the clot grab. The other classes just don't have the speed to create separation.
You miss the point. Other classes just aren't meant to go melee, why do you think they have ranged bonuses and not melee ones?
So you are telling me "So can every other class when it hits level 5 or 6. No, wait, even before wave !"? Really? So every support has an aa12 before wave 1? Or every commando has a SCAR before wave 1? Or demo with an m32? Or sharpie who prefers an m14 to an xbow?
Oh come on, every single spawn weapon is far better for their classes than the chainsaw is for the berserker. I find myself just dropping it to the medic who wants to rambo around (he regains his speed bonus with the chainsaw, which I don't, and if I don't drop it to him he just buys it for himself and wastes a lot more cash than someone else might use), and I find myself either guarding his precious *** (he has constant speed with ANY weapon, unlike the zerker, has more armor, and has a inhuman heal) or holding the line so the zed's don't kill anyone.
I expect
some type of limiation to the zerker. Having a perk that can fire multiple times per second, every second of the game, without ever pausing, and doing maximum damage with every attack
isn't fair or realistic. Before someone replies with the rote answer "He has to get up close to attack", that is false. Zerkers can equip any weapon with their most powerful perked weapon and they do.
If we're going to the realistic train, why not give zerkers cleave? You know, so you could actually decapitate several weaker zeds with an wide axe swing, that sounds more realistic.
As for your idea of "reloading", probably the only somewhat realistic idea would be introducing fatigue on swings, that after a few swings you would have to recuperate for a moment before attacking again.
@ Wail
Exactly.
@Nanostrike
The only real problems with the zerker is the crazy speed that is always fully on and the nonstop perked weapon attack. Faster attack, permanent armor, damage resistances, and perked melee weapons all make sense.
You're right. Why give the player DR? it's just alowing a bigger margin of error. Why put another invisible layer of protection besite the armor? Running speed sounds a lot more realistic to me. Like a fast sprinter with only a lightweight katana, unencumbered by heavy weapons. That sounds right.
One of the things I think you are overlooking is the zerker effectively has unlimited perked ammo. Sure the FP is susceptible to grenades but grenades are a limited resource. If a couple FPs show up after the grenade launchers or xbows are empty, those players are screwed. If a wave has 20 FPs spawn, as long as the zerker has room to kite, he can kill them all.
Realistically speaking, the only thing in which you could implement some sort of "ammo" is the chainsaw. If they increased the movement speed with it and introduced fuel, it would see far more action but wouldn't be used constantly because of fuel consumption, but for stronger zeds primarily or when holding the line in a narrow hallway.
@ Undedd Jester
Funny you should mention that medics can't kite on HoE. I was in a game tonight on HoE. CandleJack joined in the middle of wave 9. I was watching Rhinestone (yes, the classic movie with Dolly Parton and Sylvester Stallone) and wasn't really paying attention to the game. I ended up over 200 meters away from the trader and barely made it to the trader, threw a few hundred to CandleJack, and had just enough time to click 'All ammo' before the trader closed. I was typing a message to CandleJack about why I wasn't able to give him much money and at least 2 sirens spawned on me. Two quick screams and I was dead. CandleJack kited the entire wave. Now, it was optimum conditions. I dropped an aa12, only 2 players, and it was MountainPass, the biggest map. I've seen similar kiting from medics before, so I wouldn't say they
couldn't kite anymore, but they aren't nearly the same force as the zerdic before the rebalancing.
About the zerkers not having an inherent weakness, I agree completely.
I don't think support is slightly op. Sure they have
very quick attacks and the aa12 will quickly fix mistakes, but more than a few times I've been 1 shot killed by an FP that I am automatically pumping shell after shell into and while I had 100% ammo and health. On a side note, I think Support, Commando, and Demo are relatively balanced. I think the one shot kill flamer MAC10 is a little too powerful and I think Sharpie is just about right with the exception of going a little too far by removing the reload speed bonus.
Zerker is also the only class that can run right through a group of specimens if the way out is on the other side of the room.
Tactical repositioning (running past them and placing yourself in a more preferable spot) sound way better than being surrounded and killed to me.
@ outofrealman
It may be 5% of players that can kite 100 specimens, but as I mentioned before, at one time it was 5% of the players that could kite a 100 specimens on hard. then it was only 5% of the players that could kite a 100 specimens on suicidal. Do you really think that the skills and techniques to kite a 100 specimens on HoE will stay with just 5% of the players?
Read first reply.
"Any perk in skilled hands is a game breaker"? Are you kidding? I don't care how good a commando, demo, support, flamer, or sharpie is. They can't be game breakers because they will eventually run out of ammo. They will have to stop firing to reload and they don't have the speed to create time to reload.
Read the bottom reply.
As for removing the speed and still being a game breaker, are you kidding again? Speed is what allows the zerker to fight the enemies he wants when he wants. Speed allows the zerker to dodge multiple husk attacks. Speed allows the zerker to create time and space to heal. No ability to create separation means no ability to kite.
Great. In the beginning of your post you approve of kiting as an legitimate tactic as a retreating move, and now you want it removed when it doesn't suit you? Often zerkers are the only ones that use the terrain and map layout to their advantage, other just bunker up and sit in place wheres the zerker must use cover when dealing with zeds to lay ambushes and shield himself.
@ Deafmute
Exactly right.
@ Steeps
Yes, going rambo has nothing to do with the zerker being OP. However, the zerker being able to be the only class that can survive going rambo does.
Medic's got even more survivability if we look at it pure logic. He CAN run full speed even with ranged weapons, regaining constant distance between him and the zeds, and when he's out of ammo can switch to melee weapons and continue running and meleeing as if nothing happened.