- Mar 19, 2010
The Berserker is the easiest Perks to solo a 6 Player HoE Wave. I guess everyone can agree on that.
Since other Perks can do that too, albeit they'll have a smaller room for Errors, and need to continually look for Ammo Boxes. The really interesting question is how one can reduce the avaible margin of error avaible to the Berserker Perk, without killing it in general usefulness.
My suggestion would be to look at the avaible Combat Roles for all Perks and determine which part the Berserker doesn't need to fill.
Commando and Firebug excell at "Trash" ZED decimation and are very Cost effective at that
Demo and Support can decimate big Groups of small ZEDs or deal with big ZEDs, though Demo is long Range and Support Short Range.
Sharpshooter is ideal for Anti-Scrake and since the Balance still okay for FPs.
Medic can heal and support the Team with killing Trashs.
Berserker can kill all Trashs and deal with Big Ones, though FPs need to be kited. Its the most cost efficient perk.
So the Berserker can kill everything without resorting to non-perked Weapons, except for the FP (can be done but is risky).
Even if the Berserker could no longer kill the FP with his Melee Weapons, he could use the M32/LAR etc. So the other BIG Zed capable of dealing with the Berserker is the Scrake but does one want to remove the Ability from the Berserker to stun the Scrake?
Perhaps we should talk about what would be an appropiate Weakness for the Berserker.
Removing/Reducing the Movement Speed of the Berserker might reduce the avaible Margin of Error, but could also result in a decrease in general effectiveness.
Instead of reducing the general Damage reduction, one could reduce it on a per ZED Base. After all the Berserker Job is to be there up front and personal, kicking **s and take Names.
Perhaps no damage Reduction against Husks ?
^ Good angle of discussing here
Zerker weakness proposal:
Remove the simplicity of Fleshpound kiting by making melee hits autorage the Fleshpound (or at least much easier to make him rage through meleeing) and/or remove the Fleshpound's rage-time-reset when the FP misses a swing. Would make the Zerker an anti-melee-trash + anti-Scrake instead and would also make the Zerker more reliant on the team regarding disposing Fleshpounds.