Community Opinion: Berserker Overpowered?

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Community Opinion: Berserker Overpowered?

  • Yes Badly Overpowered

    Votes: 25 10.5%
  • Yes Slightly Overpowered

    Votes: 65 27.2%
  • Meh Seems Balanced

    Votes: 128 53.6%
  • No Slightly Underpowered

    Votes: 12 5.0%
  • No Badly Underpowered

    Votes: 9 3.8%

  • Total voters
    239

nutterbutter

FNG / Fresh Meat
Feb 8, 2010
2,010
1,281
0
i believe that berserkers are NOT overpowered. A Support and Demo can easily waste a whole entire group of enemies and can easily kill FPs with aa + hunty spam or 2 pipes.Berserker can also kill a Flesh pound but it takes him longer.Supports can waste just about everything he can and can do it from a longer range and he can weld and unweld doors so fast,All his shotguns have major penetration And he can carry more grenades.In return the Berserker gets increased speed and damage reduction along with not being able to be grabbed by clots.Same with Demo they really cant do it at short range but at medium and long they can waste everything.They can also buy pipes for cheap and carry 4 times as much as any other class and can carry as much grenades as Support and get explosive Resistance.

I voted that they are even like the other classes

I think that you are missing the main reason why zerkers are OP. Let's go over your examples first.

First, let's make sure we are talking perk vs. perk. Not "This combination of supports + demo absolutely rule." Sure, combinations are powerful but it doesn't really match up when talking perks.

Yes, support and demo can kill the FP. However, it isn't quite as easy as you imply. I've been 1 shot killed by the FP while unloading a full drum into the fp (6 player HoE). Now support can toss grenades then shoot because the FP is susceptible to grenades. Demo, if he has room, can unload the m79 into the FP as well. Their big weakness is consumables. They can't keep doing it forever.

Put it this way. Say there was a 'nuke' perk. The nuke perk has a one shot kill every specimen within 50 yards. Can be fired twice. Now because he has the most powerful weapon of any perk, does that make him more powerful than the zerker? Nope. That nuke weapon while powerful is limited in the number of times it can be used. Same thing with demo and support. Sure, support can kill an FP by unloading on him with grenades and the aa12. But once he has to start kiting, that ammo is used rapidly. And that is the key.

Zerker's primary perked weapons never run out of ammo. The zerker is just as effective at the start of a wave as at the end no matter how often he has used his perked weapons. Add in that the zerker can fire his main perked weapons without pause the entire game. Then throw in the speed that allows the zerker to get out of just about any situation. No magnetic clot grab either. That speed also allows the zerker to create separation when he has to heal or load an unperked weapon. That speed also allows the zerker to shape the battle so that he fights what specimens he wants when he wants to fight them. Then put in damage resistances and permanent armor.

Pretty much any perk, except maybe flamer, can kill reasonably one FP. Now throw in 40 specimens and a couple of each of scrakes, sirens, and husks. Then add another one or two FPs. Now add another 40 specimens with assorted scrakes, sirens, and husks. Every perk is down to their 9mm now. Then throw in the FPs (and additional specimens) that spawn at the end of the wave. Every perk is running the entire map looking for spawned weapons and ammo (at slow speeds). Except the zerker. Zerker still has permanent armor and still has his full perked weapon damage.

That is why he is OP.
 

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0

So, ALL you postes come down to this:
1.berserker dont need to worry about ammo.

In team play, if you run out of ammo, well, your teamate either suck or you just spam too much. I have NEVER run out of ammo as ANY perk unless more than 3 people die. Last time I remember I run out of ammo and "down to my 9mm" is when two people is in the server, while two more people join right befor wave 7 starts. And of cos, they cant go to the trader and cant even make it to the camping spot. So they die ~1min after wave 7 starts and two of us need to kill 4-man worth zeds.

Berserker will be really overpower in suituations like this. OR, that team suck really really bad to leave the last guy with 200+ zeds. And at this suituation, it DONT EVEN MATTER if berserker OP or not, because it dont make much difference if the berserker wins or not. Cos that team is gonna wipe again next wave. And most importantly, with a suck *** team, making it out of the camping spot is already hard enough.

And the thing is, UNLESS you can have a easy fix for the problem and dont hurt overall gameplay, you just SHOULD NOT balance those rare cases.

So again, UNLESS you can give out some fix on that matter while dont hurting overall gameplay for most people, may be consider stop the poinless arguements?

No one here oppose the fact that berserkers is OP WHEN:
1. they are on their own
2. zed number is high enough to make any other perk run out of ammo.

Unless both situation come into play, berserker is just fine.
 

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,059
881
0
Sheffield, England
Hey, over 50% of 131 voters think he's fine, less than 40% think he's OP.
Will that be a factor in this discussion? No?
Never mind.

Fair point I guess, although 40% is a pretty big percentage to disagree on, its hardly a clear cut decision and isn't really a small enough value to dismiss the thread entirely with.

General difference of opinion has been discussed quite heavily, and from what I've read majority of people on both sides agree that in a team capacity the Zerker is well balanced.

On the other hand majority of both sides agree its when kiting specimens that the Berserker has a clear advantage over everyone else. The question came is that I bad thing? Some think yes, some think no, but thats the point of this thread, to figure out if there is a compromise to please both sides of the debate.
 

nutterbutter

FNG / Fresh Meat
Feb 8, 2010
2,010
1,281
0
So, ALL you postes come down to this:
1.berserker dont need to worry about ammo.

In team play, if you run out of ammo, well, your teamate either suck or you just spam too much. I have NEVER run out of ammo as ANY perk unless more than 3 people die.

I'm putting you on ignore. Why? Because you absolutely refuse to read any of my posts yet you respond to them with absolutely inane responses. The point of the thread is that the zerker is OP.

So, yes. That is exactly what my reply was about. EXACTLY when the wave starts are every player has full ammo and all players stay alive. Then, all of a sudden, the players always run out of ammo.

Players die all of the time. This is something that I'll never understand. I die in the game. All of the time. Players in the games I'm in die all of the time. Yet somehow this never happens to anyone else. Everyone else can make headshots at 100 meters every time. Everyone else can solo 100+ specimens with a 300+ ping. Personally, I can't. Having a half second to a second delay between me firing a pistol and the round hitting a specimen throws me off. No one else though. Everyone else plays a 300+ ping better than I can play a 30 ping. Everyone else keeps their entire team alive for the whole game. I wish I was that good.

And if you think that the zerker is only OP because they "dont need to worry about ammo." then you haven't read my posts. Like you say you have.

Berserker will be really overpower in suituations like this.

There ya go. That's the point. And that situation happens all of the time. The team wipes and the zerker kites the rest of the wave.

OR, that team suck really really bad to leave the last guy with 200+ zeds. And at this suituation, it DONT EVEN MATTER if berserker OP or not, because it dont make much difference if the berserker wins or not. Cos that team is gonna wipe again next wave.

And what? The zerker doesn't kite once more? Give out cash at the end of the wave? Carry weapons to the trader? Once again, the zerker is the only perk that can do that.

The point is that the zerker is the only perk that does this. The only perk that can do this. The perk that always survives. You don't think it is the least bit unusual that the commando doesn't occasionally survive and kite till the end of the wave? Or the flamer? Or support? That is is always the zerker.

Want a perfect example? The situation I spoke of earlier in this thread where the three husks spawned at the start of the wave. If I had zerker speed I could have simply ran down the the tunnel which would have physically prevented 2 husks from shooting at me. I could run in the closest lane and then cut in front of the car to block the third husk from shooting me. But since I was support, I didn't have the speed. And since I was support, once my armor was gone, my health dropped immediately and of course I slowed down. The other problems was that at least one siren spawned on the hill and a group of clots dropped from the top of the tunnel to the road. Not sure if I took any damage from the siren or not, but those clots were the death of me. I had to kill those clots before I got to the tunnel. If one of them had grabbed me then everything I was running from would have caught me and I would have been stationary for the husk. So while the husks were out of my range with the aa12, rather than dodging and running, I had to make sure that I killed those clots before I got to the tunnel. Now if I had the zerker, it was have been a simple run from trouble no matter which direction I wanted to go, but the tunnel would have been best.

And the thing is, UNLESS you can have a easy fix for the problem and dont hurt overall gameplay, you just SHOULD NOT balance those rare cases.

Rare cases to you maybe. Not to everyone else. It happens all of the time. According to you, those cases aren't rare anyway because you and others can easily kite 100+ specimens with the other perks.

So again, UNLESS you can give out some fix on that matter while dont hurting overall gameplay for most people, may be consider stop the poinless arguements?

The fix is easy. The easiest way to reduce the speed of the zerker and medic to normal speeds. Still want to give them quickness? (Which is understandable) Give them a speed boost for 5 seconds then off for 20 or 30 seconds. Anything to prevent them from using their speed to get out of any situation and shaping the fight as they want it.

The other easy fix is some type of cool down period that prevents them from attacking multiple times a second every single second from the first spawn till patty dies. But with their current speed, the second "fix" can still be circumvented.

No one here oppose the fact that berserkers is OP WHEN:
1. they are on their own
2. zed number is high enough to make any other perk run out of ammo.

Actually many people do. Many people sy the zerker is never OP in any situation. But it is the zerker's OP that allows them to run off on their own. It is their OP that allows them to survive when the team gets wiped. It is their OP that allows them to run out of a bad situation where the team gets wiped.

As players dies, the remaining team uses more and more ammo. And that can't be ignored.

So no, the zerker isn't OP compared to a fully loaded support specialist and they both fighting clots.

No, the zerker isn't OP compared to a fully loaded commando and they both are fighting stalkers.

No, the zerker isn't OP compared to a fully loaded firebug and they both are fighting crawlers.

However, go to the middle of the wave when their ammo is dropping and their armor proper is gone. Zerker still has fully perked weapons and permanent armor.

Have some players die and make the other perks pick up the kills. Grenades are used. Ammo is used. Pauses due to reloads are impactful because fewer players are firing while a player reloads. Specimens get closer and closer because the overall firepower has dropped. Lethality drops.

Except for the zerker.

Picking the one point at the start of the wave when all perks are fully loaded and fully armored to compare perks is the worst point to make a comparison because comparison then is useless.

Laters.
 
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CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,399
1,059
0
VIC
I suggested dropping the damage resist a little bit, seeing as FP hits are annoying now; not scary.

I would suggest anwhere from 30%-35% would be more balanced that 40% and slightly better than 25%.

Numbers aren't set in stone, and that TWI proving server would come in handy here ;)
 

Bill Nye The Science Spy

FNG / Fresh Meat
Jan 23, 2011
139
35
0
America
So, ALL you postes come down to this:
1.berserker dont need to worry about ammo.

In team play, if you run out of ammo, well, your teamate either suck or you just spam too much. I have NEVER run out of ammo as ANY perk unless more than 3 people die. Last time I remember I run out of ammo and "down to my 9mm" is when two people is in the server, while two more people join right befor wave 7 starts. And of cos, they cant go to the trader and cant even make it to the camping spot. So they die ~1min after wave 7 starts and two of us need to kill 4-man worth zeds.

Berserker will be really overpower in suituations like this. OR, that team suck really really bad to leave the last guy with 200+ zeds. And at this suituation, it DONT EVEN MATTER if berserker OP or not, because it dont make much difference if the berserker wins or not. Cos that team is gonna wipe again next wave. And most importantly, with a suck *** team, making it out of the camping spot is already hard enough.

And the thing is, UNLESS you can have a easy fix for the problem and dont hurt overall gameplay, you just SHOULD NOT balance those rare cases.

So again, UNLESS you can give out some fix on that matter while dont hurting overall gameplay for most people, may be consider stop the poinless arguements?

No one here oppose the fact that berserkers is OP WHEN:
1. they are on their own
2. zed number is high enough to make any other perk run out of ammo.

Unless both situation come into play, berserker is just fine.

Thank you!
 

Bill Nye The Science Spy

FNG / Fresh Meat
Jan 23, 2011
139
35
0
America
Everyone else can make headshots at 100 meters every time. Everyone else can solo 100+ specimens with a 300+ ping. Personally, I can't. Having a half second to a second delay between me firing a pistol and the round hitting a specimen throws me off. No one else though. Everyone else plays a 300+ ping better than I can play a 30 ping. Everyone else keeps their entire team alive for the whole game. I wish I was that good.

You really need to get better at the game.
 

Spicy

FNG / Fresh Meat
Oct 8, 2010
1,199
162
0
34
New England, the Newer England
Hey, over 50% of 131 voters think he's fine, less than 40% think he's OP.
Will that be a factor in this discussion? No?
Never mind.

You would think so. 62% voted balanced or underpowered.
25% voted slightly overpowered, which would seem acceptable to some degree.
Only 13% (rounding up) or 17 people, at the time of this post voted the zerker being badly overpowered.

Granted this is only with 133 votes. According to the STEAM store there are currently 2,039 players in-game for Killing Floor, with 2,726 having logged in during the past 24 hours.

I'd love to see a poll with that many votes, but I won't even hazard a guess at what that would look like.
 

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,059
881
0
Sheffield, England
Problem is the effectiveness of the Berserker boils down to his applicaiton.

If you put him with a turtling team and he sets about distracting specimens, taking aggro, and holding back the horde to help his team, then yes he is balanced.

If however you put him with either a kiting team or kiting alone then suddenly he is head of shoulders over everyone else, and is pretty damned hard for the Specimens to take down. The only time he ever truly gets caught is when either when he is already wounded and stumbles around a corner straight into a siren scream, or if he gets boxed in and body blocked into a corner (which in both cases is quite easy to avoid in a fair few maps)

While kiting the Berserker is almost like the Sharpshooter was to turtling teams, he is just phenominal. Sure the odd cock up will cause him to die but generally he is able to survive any blows he takes and get clear of any follow up damage.

I do think something needs to curb his kiting skills , at least alittle. THe suggestions so far are : -

(1) Reduce his speed, damage resistance or both by a small degree to make it harder for him to stay ahead of the wave in relative safety. (Possibly even roll him back to how he was Pre Beta).
[url]http://forums.tripwireinteractive.com/showpost.php?p=703375&postcount=4[/URL]

(2) Alter the Fleshpound rage so that the kite Berserker (and Medic) has a much more difficult time killing him alone. Corrected by outofrealman and Scary Ghost (thanks dudes :))
http://forums.tripwireinteractive.com/showpost.php?p=706159&postcount=161

(3) Keep the Zerkers Melee Damage Resistance as is, but weaken him against ranged specimens to more clearly define his weakness and give a greater reliance on the rest of his team.
http://forums.tripwireinteractive.com/showpost.php?p=706547&postcount=181

(4) Make both the Medic and the Zerker move at normal speed as standard and then give them a limited sprint ability equivelent to their speed bonus' as they are currently. This will drastically reduce their ability to outrun foes.
Spoiler!

TBH I would really like to see nutters test server idea realised and actually giving a bash at some of these suggestions.
 

nutterbutter

FNG / Fresh Meat
Feb 8, 2010
2,010
1,281
0
You really need to get better at the game.

I do what I can.

On a related note, Just now, I was soloing mountainpass for 8 waves. During wave 8, two melee and another support joined. On wave nine, 3 FPs (yes 3), along with sirens and other assorted specimens, spawned right on top of us. We were able to kill two before 3 of us died.

Guess who is now soloing the map? Yup. A zerker with an axe. Since it is such a rare occurrence, I probably should have taken a screenshot.

And if you are wondering why one melee died while the other survived, one zerker stayed with the group with the other ran off to rambo before the wave started. The zerker that stayed with the group was where the FPs spawned. After we died, I switched to the ramboing zerker and not a specimen within sight.
 
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Bill Nye The Science Spy

FNG / Fresh Meat
Jan 23, 2011
139
35
0
America
I do what I can.

On a related note, Just now, I was soloing mountainpass for 8 waves. During wave 8, two melee and another support joined. On wave nine, 3 FPs (yes 3), along with sirens and other assorted specimens, spawned right on top of us. We were able to kill two before 3 of us died.

Guess who is now soloing the map? Yup. A zerker with an axe. Since it is such a rare occurrence, I probably should have taken a screenshot.

And if you are wondering why one melee died while the other survived, one zerker stayed with the group with the other ran off to rambo before the wave started. The zerker that stayed with the group was where the FPs spawned. After we died, I switched to the ramboing zerker and not a specimen within sight.

3 fps is normal to me. 2-3 always spawn i rarely see 1 at a time.What mode were you on. I play on suicidal and HoE all the time.
 

Benjamin

Grizzled Veteran
May 17, 2009
3,631
635
113
France
I can't say I've ever seen 3 fleshpounds at a once, and if it happens it's most likely a bug. Does anyone have video proof of this?
 

Wail

FNG / Fresh Meat
Feb 28, 2010
44
10
0
There's no specimen squad that contains 3 Fleshpounds, though it's always possible that two specimen squads bunched together after spawning and walking towards the players.

I'd also entertain the possibility that 3 FPs might spawn together due to a spawning bug, although it shouldn't normally happen. I don't know enough about KF's spawning code to say whether that's possible.



Regarding the general discussion here: I think it's self-evident that one lone, solo player being able to survive a game on the hardest difficulty with all the specimens for 6 players consistently is a problem. This is not intended gameplay (IMO). I have no problem with Berserkers when they play with the team, but there's really no incentive to do that since a Berserker can almost always do better alone and away from the group.

On the other hand, a lot of the things being discussed here: Whether FPs should rage automatically, whether standing on items to avoid Husks is a glitch are side issues with complicated side-effects that impact intended cooperative gameplay. I'd really like to avoid making the game harder for players who aren't utilizing the clearly-overpowered Berserker/kiting strategy.

As to what options there are... I don't know. I'd much rather prefer a solution that only impacts the solo kiting players than a solution that makes things marginally more difficult for them, and then also penalizes everyone who plays the game as intended.
I've suggested before a kind of "morale" penalty to movement speed for players who are off on their own. Perhaps if you are not within X distance of your teammates for Y duration, your movement speed bonus should decay. That alone would make things somewhat more challenging.
 
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Bill Nye The Science Spy

FNG / Fresh Meat
Jan 23, 2011
139
35
0
America
There's no specimen squad that contains 3 Fleshpounds, though it's always possible that two specimen squads bunched together after spawning and walking towards the players.

I'd also entertain the possibility that 3 FPs might spawn together due to a spawning bug, although it shouldn't normally happen. I don't know enough about KF's spawning code to say whether that's possible.



Regarding the general discussion here: I think it's self-evident that one lone, solo player being able to survive a game on the hardest difficulty with all the specimens for 6 players consistently is a problem. This is not intended gameplay (IMO). I have no problem with Berserkers when they play with the team, but there's really no incentive to do that since a Berserker can almost always do better alone and away from the group.

On the other hand, a lot of the things being discussed here: Whether FPs should rage automatically, whether standing on items to avoid Husks is a glitch are side issues with complicated side-effects that impact intended cooperative gameplay. I'd really like to avoid making the game harder for players who aren't utilizing the clearly-overpowered Berserker/kiting strategy.

As to what options there are... I don't know. I'd much rather prefer a solution that only impacts the solo kiting players than a solution that makes things marginally more difficult for them, and then also penalizes everyone who plays the game as intended.
I've suggested before a kind of "morale" penalty to movement speed for players who are off on their own. Perhaps if you are not within X distance of your teammates for Y duration, your movement speed bonus should decay. That alone would make things somewhat more challenging.
it spawns zombies 100% randomly. Even says on the wiki.But it is also possible that 2 groups joined together.
 

nutterbutter

FNG / Fresh Meat
Feb 8, 2010
2,010
1,281
0
There's no specimen squad that contains 3 Fleshpounds, though it's always possible that two specimen squads bunched together after spawning and walking towards the players.

I'd also entertain the possibility that 3 FPs might spawn together due to a spawning bug, although it shouldn't normally happen. I don't know enough about KF's spawning code to say whether that's possible.

Two FPs, along with assorted specimens, spawned on the overpass and jumped down. One spawned on the road next to us. All 3 hit at the same time. I think I got all 11 grenades out. The other support got grenades out as well. One FP was killed by grenades. I unloaded the aa12 into an FP and the other support was firing the hunty into him as well. We got him as well but he killed the other support and I dropped to 6 or 8 health. Third FP came out of the grenade smoke and I died by a crawler attack from a crawler that spawned behind me. I only know of the crawler because of the text on the screen. The zerker with us died last.

The other zerker ran off to the tunnel at the end of the map before the wave started.
 

Crow72

FNG / Fresh Meat
Feb 9, 2011
104
18
0
United States, Arkansas
A desperate Medic

A desperate Medic

I know this is off-topic but it keeps coming up. This thread is about the Zerk not the Medic. I REALLY don't want my speed cut down. It's the one thing that keeps my teams alive on HoE servers and even then I can't always make it in time. On easier difficulties, the speed boost would most definitely be over powered. But when facing Zack on both sides and your only defense are the four other members spread out through the hallway, your speed is the only thing going to keep you, and them, alive. So please, I'm on my knees here, please don't nerf my speed! :(
 

Benjamin

Grizzled Veteran
May 17, 2009
3,631
635
113
France
It's not possible for 3 fleshpounds to spawn at the same time, since they aren't part of a regular spawn squad and their special squad can only be spawned one iteration of the spawn list (which is something like 60 specimens). It's entirely possible for one to stick around on the map until the list is exhausted though, as long as no one stays in its line of sight for too long.
 

Spicy

FNG / Fresh Meat
Oct 8, 2010
1,199
162
0
34
New England, the Newer England
I can't say I've ever seen 3 fleshpounds at a once, and if it happens it's most likely a bug. Does anyone have video proof of this?

Hell on Earth, Wyre, bunker entrance tunnel with bomb door on one end 2 doors on other with a morgue on the right. Must have been wave 9 or 10. Had two groups containing 2 fp's each spawn by the double doors, so essentially a x4 fp spawn. We were able to take down all four, lost our Commando with everyone else pretty beat up. From the bunker door side comes another x2 fp spawn and the remaining sharpshooter, medic and 3 supports die. Was a pretty "awesome" time, just ask BSwearer. :rolleyes:

So it's more squads spawning right after each other I'd think, like Bill and Wail said.
 
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