Flling new roles, Roles that does not be done or can be done better, Sounds like fixing a weakness to me. But I have said this over and over, THESE USELESS CANNOT BE FIXED. The only one worth fixing right now is the chainsaw.
This part seems to be the crux of your argument about why a new weapon is necessary (not merely desirable). It's also rubbish.
Why can the other weapons not be fixed? What mystery magic prevents them from being fixable? You've never given any reason
why they can't be fixed, only that "they just can't". In reality, modifying the existing weapons so that they have a different function to what (you blithely assume) they had originally is perfectly possible with only a few minor code tweaks, and won't make the sky fall in the process. It's just a matter of what those tweaks should be, and I believe I've already covered that in my own thread (which you claim to have read, if your attempts to misappropriate what I said there are anything to go by, but clearly haven't read properly). How can that possibly be hard to understand?
Also, I'd appreciate it if you stopped misquoting me. You know that part you keep saying about the other weapons being "bad by design"? Well guess what - I actually said that about
the Katana's defensive capabilities (it's an offence weapon). I never said anything of the sort about the Machete or Fire Axe. I also think it's hilarious that you took the parts you liked out of that thread's OP (and then mangled them horribly) while simultaneously declaring the actual suggestions therein "impossible" for totally unspecified reasons.
Now, let's look at your own suggestion. You want a reach weapon with a primary attack more or less equivalent to the Katana's, though presumably slightly slower but more damaging, and a secondary attack that is slow but devastatingly powerful. Presumably you want the spear to outreach Flesh Pounds' and the Patriarch's melee attacks (it wouldn't do anything new otherwise). You also say that it would be good for handling groups. The thing is, the reach weapon concept has an Achilles heel where balance is concerned, and new weapons aren't needed for those other purposes.
The restored Chainsaw is all you'll ever need for groups that aren't composed primarily of Crawlers; for those that are, the existing dodging technique with the Katana, with the support of a backup weapon if needed, is already sufficient. Mentioning Bloats didn't do your credibility any favours because Berserkers certainly don't need any more help for dealing with them, and Husks aren't much trouble for someone who can dodge their fireballs most of the time. Sirens are a legitimate weakness that I don't think
should be addressed; for one, they force Berserkers to play more carefully, and for another, it's still possible to just run at them and kill them with the current weapons without taking too much damage, as long as there's only one of them. As for Flesh Pounds, as I've said, it most certainly is possible to retrofit the Fire Axe with Flesh Pound killing capabilities, despite your frenzied but baseless assertions to the contrary; go read my Berserker thread (properly this time) for the specifics.
Which leaves us with the reach concept. It's a fairly popular suggestion, but I'm not really sure why. I think it pretty much overlaps with everything I just said: It's generally seen either as the answer to the Berserker's defensive woes, which (and I feel like a broken record here) would be addressed just by restoring the Chainsaw; or the answer to the Berserker's ineptitude against Flesh Pounds.
Reiterating my reasons for wanting the Axe to fill that role will probably just send us around in circles, but in any event I don't think a reach weapon is the answer. The biggest question is of how you would make the Spear's anti-Flesh Pound abilities skill-dependent. Even with Mechanos's limitations on the alt fire, where would the skill element be if the Flesh Pound just runs right into it and kills itself? There's a reason why most ideas about how Berserkers should kill Flesh Pounds involve attacking the Flesh Pound before it enrages: The rage timer forces the Berserker out of the team's formation, to go forth and actively kill it. If the Berserker can kill the Flesh Pound without taking damage
after the Flesh Pound has enraged, he has no reason to go anywhere. Sure, this "defensive stance" alt fire idea would leave the Berserker vulnerable to flank attacks, but what difference does that make if his flanks are totally safe?
All in all, I'm not entirely against this idea, but I'm firmly in the "fix the other weapons first" camp, and don't believe for a moment that the Berserker truly
needs anything more than what he'd already have once that is done. Plus, there's an important balance issue regarding its primary intended purpose that you've yet to address. My vote, then - for now, at least - is no. Also, some parting advice: Stop cracking a tempter tantrum at everyone who disagrees with you.