No, the zerker could be played by a bot.
IF too many sirens/husks, THEN quickly create distance between horde and self, heal up.
Shoot bullets, pick off small enemies with axe/katana, then decide to back off again.
Technique, yes, it requires plenty.
Ok let's summarize every perk's intelligence and technique requirements.
-Support just requires you to aim roughly at head level with aa12/pump and use hunting shottie at crowds or when zeds get close. Don't spam too much to conserve ammo and time reloads.
-Commando basically babysits you giving you health bars, automatic weapons, fast realoads and easy stalker visibility. Just avoid scrakes and FPS unless they rage.
-Sharp just takes 2 things that every other perk needs to an extreme- target prioritization and aim.
-Medic requires a good bit of thinking and technique IMO.You have to be good at heal prioritization, keeping yourself in healing distance of all friendlies, using several weapons effectively without perk bonuses, using the buggy heal darts with people jumping and strafing everywhere, keeping as much of your armor intact while still tanking and being able to clutch if the situation calls for it.
-Demo also requires a good bit of thinking and technique. Look for grouped specimens in safe range, then use use the launchers/LAW if weaker specs or nade(s)+launchers/LAW if stronger specs. Leave scrakes alone and shoot pipes when FPs stand on them. Use LAR/HC/9mm for close range/single specs so you have to be good at using those without perk bonuses.
-Firebug requires very little technique since there are no headshots but does require a good bit of intelligence to play well, knowing how to shoot specs just enough based on distance to conserve ammo and not blinding teammates being the most important things. Besides that, use MAC-10 for close range and throw a fire nade at groups or if retreating/trapped.
-Since getting close to specs is so important as zerker. you have to be able to decap consistently. In order to do that, the range and melee speed of every zerker weapon has to be second nature to you. You have to be the precise distance away from specimens and time your swings so you don't get hit during "cooldown", which applies to the katana but becomes really evident when using weapons like the axe or machete. It also requires far greater situational awareness and decision making skills than any other perk (bar perhaps a solo medic). You have to know the map like the back of your hand, be able to manipulate specimen spawns. be able to keep FPS calm even when there is no way to lose LOS and it is surrounded by sirens and gorefasts, be able to use ranged weapons like the LAR effectively without perk bonuses and time your heals (zerker takes more hits and spends more time near specimens than other perks). You also will be moving much more than any other perk, but should still not be a pain for the medic to hit with his MP7 as you will require the most healing. After sharpshooter, zerker requires the most target prioritization.
I've played the hell out of every perk and yes as long as we're talking about common player roles (ie. demos sticking with the team and zerker going solo), zerker requires the most intelligence and the second most technique.
If I had to make a list-
Technique (Descending)
Sharpshooter
Berserker
Medic
Demo
Firebug
Support
Commando
Thinking (Descending)
Berserker
Medic
Firebug/Demo
Sharpshooter
Support
Commando
In b4 negs from commando and support fanboys. Lettuce be reality, they're both very fun perks to play, but exactly because they're very easy to use.