Blocking with Zerk Weapons/Sword-Breaking Mechanics

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Arblarg

FNG / Fresh Meat
May 24, 2012
1,430
6
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Illinois, U.S.
Are you saying you just want to play a generic FPS, with no out-of-the-ordinary gameplay features?
What I'm saying is that no PvE FPS has ever integrated such a thing well, or properly. Judging by most of the additions to KF in the last 2 years, this is something that would just never be a priority ever. Now is not the time to drastically overhaul the way a perk plays. This game is 4 years old, its way too late to completely redo the zerk. Even then, it still completely removes the purpose of the zerk, which is to more or less go honey badger into a crowd of enemies.

I think one of the key ideas here is to add a little more strategy to the game, with some interesting mechanics.
Perhaps for KF2, but as far as KF goes, the S.S. Berserker has already sailed. If you want interesting melee blocking / dodging mechanics, then go play a game that is meant for it, such as Dark Souls.
 

Spartan1388

FNG / Fresh Meat
Jul 17, 2013
468
0
0
Alright people, brace yourselves.

Berserker is not Over Powered.

Yes, it is not.
Why?

Because the Berserker has to go up-close and personal and ZEDs can easily circle Berserkers and cause massive damage. Even Clots can be deadly.

The Berserker should be backed-up by teammates. That means, keeping crawlers of their back and take down hostiles about to attack them from behind.

The Berserker also needs a medic. Healing yourself while encircled by enemies is suicide.

The Berserker is also a demanding class. Not everyone can play berserker. You need more than normal hand and eye coordination, reflexes, and patience to click at the right time. I am more than normal, but just a bit. I can play with other classes with average concentration and i will do fine. When i play as Berserker, i wear headphones, remove all persons and animals from the room, and i lock the door.

Also many people want Berserker to be made less powered because berserkers steal their kills. I hope this is not the case here? :rolleyes:


And finally, before we speak about realistic breaking Berserker weapons and gas (ammo) pool for chainsaw, we must have realistic firearm stats and weight system, otherwise any chance will be useless because we will have an over-realistic class and all the other classes will be "sureal-realistic".
 

ArcheKruz

FNG / Fresh Meat
Jan 2, 2013
484
1
0
Berserker is not Over Powered.

This, coming from someone who argued that Commandos should be able to handle the big Zeds is just absolutely hilarious. Berzerkers can take on everything, almost right out of the box. Scrake disposal for a Berzerker is so simple and easy that even an idiot can pull it off. Crawlers? A little practice with timing and juking their pounce attacks would render them mostly harmless, same for dancing with Husks and timing your jumps. Bloats? Sheeeit, you can just tank their vomit, and you'll barely get a scratch on you. The 40% damage resistance would mean that Gorefasts aren't that much of a threat, and you can tank one more hit from a raged FP than other classes. (Except the Medic.)

In fact, when played with a little smartness, Berzerkers will outlast other classes in terms of survivability, especially when you have a Medic constantly spamming needles at you. You don't NEED to be particularly skilled to play a Berzerker effectively anymore, and I blame the power creep that came in the updates over the years since the initial retail release. All I want is something that makes Berserkers work a little harder to get as effective as they can be. Make their mistakes more punishing, and proper play more rewarding.

Oh yeah, and Swords have infinite ammo.

EDIT : To sum up my thoughts on Berserker. That class as it is now is all reward and no risk, when in the past, the riskiness of playing as a Berserker matches the reward of being able to help the team more effectively. It used to be that everytime you swing your weapon, you are taking a risk.
 
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Spartan1388

FNG / Fresh Meat
Jul 17, 2013
468
0
0
Commandos Handling the big zeds?
In Solo? In Normal? Absolutely Yes.
In 6-person Multi? In Normal? No, but Commandos should be able to do more damage when they play with the perk level for Normal. Obviously a Level 6 Commando on Normal-6 should be able to handle most ZEDs, save for Fleshpounds and the Patriarch.

Why?
Because i like as much realism as it does not make the game into a "simulator".

So, Berserker weapons breaking?
It will have a dramatic impact on gameplay, and it is not realistic.
Why?
A blunt edge Axe can kill.
Also good blades do not break because of chopping mostly naked human-like specimens.
Humans are 70% water. We are soft. A Knife hardened at Rockwell Scale 58-60 can easily cut through flesh and bone and maintain its edge and structural integrity.
I agree that a blade would be trashed for trying to slash through a Fleshpound, but as Berserker, we can easily assume that you avoid the metallic parts.

But, in realism i am like a little child, and you just gave e a candy, so i am going to favor realistic damage to meelee weapons and chainsaw fuel.
That means different damage multipliers for every ZED and difficulty.
Also, you should be able to fix the weapon at the trader's place. Same as fixing your armour.

You see? We actually agree.


But playing as Berserker is a challenge. It is not the power that matters, it is how you use this power to face different situations. If you play at BioticsLabs in Solo for example, you will have more trouble than a Support.
 

ArcheKruz

FNG / Fresh Meat
Jan 2, 2013
484
1
0
Actually, it's not as simple as that. Blades can tear through flesh, yes, but not all the way through. You have to consider the performance of blades vs ballistics gels.
 

Spartan1388

FNG / Fresh Meat
Jul 17, 2013
468
0
0
You are correct, but cutting veins and arteries will be lethal, while cutting nerves will severer brain's connection with body parts, rendering those parts unusable, and axes have killed armored humans in the Middle Ages just with the impact force, without penetrating the Armour, and a blunted axe can still break a human or bigger skull with ease. A Fire Axe for example has a metallic head that weights about 2-3 kilograms. A police nightstick, something designed to be less-leathal and weights less than 500 grams can break a human skull, imagine what an axe can do.

There is also the fatigue for swinging swords around all the time.

I would like all that because then the game would be more "Survival-Horror", so i will support.
 

ArcheKruz

FNG / Fresh Meat
Jan 2, 2013
484
1
0
That is why I said that only decaps would not degrade the weapon. That is also why I said that Fire Axes and the like wouldn't degrade as much as Swords.
 

Spartan1388

FNG / Fresh Meat
Jul 17, 2013
468
0
0
I agree, but an Axe should be usable even fully degraded, obviously doing less damage than a new one.
A fully degraded sword, should not be usable.

Now, cutting a spines (in decapitation) will degrade a blade, as well as cutting any other bone, but a good blade will have no problem cutting through a human or a human analogue like a Pig or a Clot.

This is why i deem that different degradation multipliers for each ZED type will be better.
I agree that blows to the head of a FP or Scrake should do less damage and the same makes sense for al the ZED types, save for Crawlers, that have exoskeletons.