So it's more squads spawning right after each other I'd think, like Bill and Wail said.
And as I said, this isn't normal behaviour. Special squads aren't supposed to be able to spawn like that, so it must be a bug.
So it's more squads spawning right after each other I'd think, like Bill and Wail said.
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.
CLEARLY, it only happen "all the time" for you. It dont happen "all the time" when I play, and it dont happen "all the time" most people here.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.
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.
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.
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.
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.
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.
So it's more squads spawning right after each other I'd think, like Bill and Wail said.
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.
So it's more squads spawning right after each other I'd think, like Bill and Wail said.
Reducing the Zerker to normal speed has got to be the most ridiculous idea yet.
A cool down period for the Katana, realy? What hapens when 3 to 5 gorefasts come at you and you miss a few headshots (which happens often to a lot of Zerkers), and then you go around a corner, or into a hallway and there are 4 crawlers, 3 clots, 3 gorefasts and more comming at you? A Zerker cannot simply run away in any given situation.
Maybe they should also add weapons cool down as well, or as someone else said, weapon repair / breakage.
At least UndeddJ and others are trying to come up with ideas that will make it harder, not impossible.
He never ever has to stop or even slow down putting out maximum damage at any point in the game.
This is not true at all, in fact through most of the game he'll be only doing half his potential damage unless he tries particularly hard to attack the specimens from behind, which is not possible if they are targeting you.
There is a weapons cool down restriction in the game already. It is called "reloading." And unlike every melee weapon, those weapons actually render themselves closer to useless with each shot because they also run out of ammo.
This is a completely ludicris comparison.
This part is directed at this post, and your post above this one.
Lean to better manage your weapon prioritization, reloads, try aiming, and stop spamming. Another idea. Buy extra weapons, that is what I and a whole lot of other players do regardless of the perk being used.
The simple fact that a zerker can fire his perked weapons, doing maximum possible damage with every attack, as fast as possible, from the very second he spawns until patty dies. He never ever has to stop or even slow down putting out maximum damage at any point in the game.
It is a melee weapon, it does not share the same restrictions as powder based weapons, not in real life or fantasy.
As for "What hapens when 3 to 5 gorefasts come at you and you miss a few headshots (which happens often to a lot of Zerkers), and then you go around a corner, or into a hallway and there are 4 crawlers, 3 clots, 3 gorefasts and more comming at you? A Zerker cannot simply run away in any given situation. "
Every other perk has to start backpedaling and reloading or switch weapons before the reload is triggered. BTW, a zerker could just run through those specimens you listed with no problems. Every other perk better hope that reload happens quick enough and he can kill the clots first. Because if ANY OTHER PERK tries to run through that crown and doesn't kill ALL of the clots, the clot left standing is going to grab the player and the rest of the specimens close in.
That is completely untrue, and it is because of statements like that, that I come to the conclusion that you know absolutly nothing about playing as a Zerker, and before you tell me that you are a L6 Zerker, understand that a players level means nothing. A person could start at L0 with any perk, never make it past wave 3, but in time that person would make it to L6.
Again, zerker has all of the advantages in your scenario.
A decent team should not find themselves in that situation. But then again, from reading your posts, it seems you and your team dies pretty much every time.
Wait, wait ... what ? You're comparing Berserker and Support ? Seriously ?
Trying to point out that Support can just as easily be considered op'd.
First off, shotgun is limited to around 60 shells, which isn't much.
With the ability to kill more than one zed per shell, which happens 99.9% of the time.
AA12: One twenty round drum in the weapon, 5 spare drums= 120
Shotgun cost is 150something, giving the player the ability to buy several and have them as backups for when the other is empty.
Quite often when I play as Support on HoE, by the start of wave 9 I have at least 2 spare shotguns, and more often than not a spare AA12 at the camping spot.
Katana doesn't need ammo, nor does it have to be reloaded.
It is a Katana.
Katana has a higher rate of fire, even with perk bonuses not included.
The AA12 does not have a high rate of fire not to mention it is coupled with massive damage output?
Katana is way lighter than a shotgun and even gives a speed bonus.
Support 24 Kg, Zerker 15 Kg. Support gets, weight, ammo, shotgun damage and penetration increase bonus, and increase in nade capacity and nade damage.
Speed bonus:
Support class = Camping
Zerker class = Mobile
A shotgun can only rip through multiple enemies if they line up, so your comparison '1 shell = 6 bullets' is somewhat far-fetched.
That is completely false. I have seen Support guys do this with all 3 shotguns more times than I can count, I have seen them clear an entire choke point / hallway containing more than 6 zeds with the Hunting shotgun alt fire, and I have done it myself.
Edit: I just tested this with the test map, and they do NOT have to line up.
I said 2 to 6, if you quote me, then please do so accuratly.
Even though Support is annoyingly powerful, I don't think it's overpowered.
Overall exactly the point I'm getting at when it comes to Zerker and Support. Both can be seen as OP'd in some situations, and in others, not.
Ok, you maybe right.
But I was talking about Shotgun, not AA12.
Using AA12 to fight trash mobs is a bad idea after all.
120 shells aren't much either, because AA12 is a ammohog, especially when it comes to Fleshpounds.
After thinking about it I'm not entirely against what #206 said. Only issue is I'm afraid it won't do anything. Sure, it might make it slightly more difficult for zerkers to operate (especially by themselves), but they'll still be able to do what they do with no problems. It'll weed out the bottom few but 80% will still be able to kite the entire map, and the remaining 20% will probably be able to do so again with some practice. It won't solve the problem people have with him.
Point is, he'll be strong as long as he has a speed bonus and some minor resistance. Take that away and the class will be useless. That's why I'm saying this nerf isn't going to be as easy as everyone thinks it is. We want to get rid of the ramboing and solo play potential, but don't want to completely ruin the perk, either.
It is funny that ammo is actually "that much" of a problem for players, suddenly? I ONLY use hunting shotgun for alt-fire, and I get 120 shells with aa12, and I get ... 31 "powerful shots". So I have around 150 shots.
A lot of players shoot to soon and have to fire 2 to 3 times to kill, instead of waiting for the zed to get closer.
Just say I suck real bad and only able to kill one zed with each shot on adverage. I can kill 150 zeds already... How bad is a team needed if I kill 150 zed myself and that wave still not finished...? Not to mention each alt-fire can kill up to 10 zeds, even you spam some of the shots, you still kill at least 2-3 zeds per shot...
Man... support is already considered the perk that run out of ammo fastest and yet I nearly never run out of ammo...
And I myself actually use aa12 for trash too... when bigs shows, fire a few with aa12 then use hunting shotgun to do real damage. (dont ask me why, but 4 alt-fire of huntingshotgun kill 6-man HoE fp. sometimes it is possible to use only 3, I have NO idea why, each alt-fire should only do only 1600 dmg and 800 on fps, yet it do CRAZILY good agains scrake and fps) And... in fact with that much spread and that much bulelts come out from hunting shotgun, it actually do better AoE then GLs in quite some suituations.
AA12 can be used for trash, but some players sell thier other weapons just so they can get it, or they do not have enough dosh for full ammo loads, then they go spam happy on anything that moves.
And btw, cooldown with katana? If that's like 10 swing and 2 second cooldown, yeah, it is acceptable... but you are punishing EVERY berserkers playing as intended. While most people think in that case berserker is balanced.
Oh wait... some people also ask for removing the speed bonus... and now you cant even dodge 2 crawlers and you cant attack bacause you need cool down.... what can I say... Perfect?