And medic is the perk which can dodge and then ignore even the scrake is blocking half of the hallway with ease... that's why I said before you make scrake auto-rage, it is not a real threat for the last man standing. You can always avoid hitting the scrake and wait until you kill every single non-scrake.
I know about leaving the Scrakes for last (that's what i do, even as a Zerker, as they are harmless if left alone, but, ironically, the 1st/2nd most dangerous non-boss specimen if dealt with the wrong way.), but even if you manage to do that as an anti-Scrake-weak perk like the Medic for example, if you have no armor, you don't really stand much of a chance, unless you get lucky and find an armor on the ground AND some ammo/melee weapon (as ammo is very likely gonna be REALLY scarce if you solo the remaining enemies on a late 6-man HoE wave), while the Fleshie only really requires ammo or a melee weapon, but not an armor. That's what i mean with the Scrake being more dangerous than the FP.
Important thing is about "how" you run around the map. When you run around the map in a circle, and the circle is big enough, that's more than enough. And it is actually easier in bedlam or biolab to kite around because you break LoS with husks and fleshpounds much more easier. And that's why you will rarely see even a berserker solo a good amont of zeds on office. You just cant find a "big enough circle" easily, so half of the zed with turn around and use another stair to get to you, resulting in the player sandwished by 10-20 zeds on each side.
Yeah, i think Office would be the hardest map to do that. Bedlam and Biolab are a bit easier than that map. Nontheless, i sorta know about this "big circle" kiting (as you don't want to get stuck etc) Thanks for the tip though ^^
One of the popular rambo map, farm.
Rambo spot a zed which he cant take on alone.
Break LoS.
The next thing you know that zeds have already switched target. (unless you are utterly far away from the team, say, 100+ meters)
You dont even need to run back to the team.
This is how rambo works...
And as said before, the suggestions im making doesn't stop the rambo from ramboing. That's impossible. But at least im trying to make it REAL hard for rambos to succeed on their own
I myself dont care much about money. The money system somehow sucks. (and I know that's nearly impossible to fix) If everyone start playing @ wave 1, normally everyone will have full gear @ wave 7 unless more than half of a team dies in a certain wave. And if you have soem late joiners, the team run into money problems NO MATTER WHAT.
So I personally dont really think money make of a difference...
If I play since wave 1, I never have not enough money when I need them.
If I join late, Basically I never have enough money when i need it. (because basically I need T3 weapon + armour AT LEAST for late waves, which means 1000+ dosh, and berserker also need $150 + $299 + $300 = 750 with only 9mm for crawlers)
Well, that's a problem with the money system though.
Still I think the Zerker is too cheap if he is able to take down all specimen by himself. If he AT LEAST cannot take down the FP with just his melee weapons, he is more balanced, moneywise. If he does his job, killing Scrakes and the trash he can get his melee weapons on (or rather: in

), he should be a cheap perk, just like Commando/Firebug. But if he should take down FPs, he needs to use "money" to kill the FP, just like all other perks have to do.
That's the point im trying to make as well with my suggestions
That's what I'm saying, you NEED to apply mutiple changes. With a perk balanced in team play having MUTIPLE NERFS, how can you make it not underpowered?
If you removed the miss-swing-rage-reset on FPs plus reduced his speed and damage reduction by 5/10%, would you really consider the perk underpowered?
In a team, they die quickly, for one-man, he is slower than a clot. So...
See my first response in this post.
Of cos a change should be done IF:
1. it change ANYTHING in a good way
2. it dont hurt intended game play
However, clearly there are hardly changes fulfill both statement. That's why those rambos or suituations only happen 1% of the time should not be considered.
Removing the FP miss-swing-rage-reset would:
1. -make the FP harder to solo as Zerker, thus making the Zerker more reliant on the team to kill them. Good change.
2. -only remove an "exploit" which can be done by the Zerker (and Medic), and just as in point 1, promotes more teamplay.
But, unfortunately, there is NO chance to remove
all rambos, as that would require you to hypnotize those ramboing players and tell them to stop... and good luck with that
Yeah, I dont want any change like chainsaw nerf will come into play. We waited SOOOOOO long for it to restore "some" of its power. But I'm not good at coding, so I can just point out "what will really happen" and "how I will play, as a player, after certain change".
Speaking of the Chainsaw, it still sucks. It should have a taaad higher headshot multipler so the secondary fire at least could stun a Scrake if you hit its head from the front. That would alleviate you of having to run Katana+Axe all the time
1) I always think that's a good change, berserkers actually NEED to reposition themselves when they see ranged zeds. Not just holding M1 and stay there the entire wave.
Yeah, and although general damage resistance (or indirectly more total health) makes sense, i think melee damage resistance also makes sense. Explosives, fire and other non-melee damage (like the Siren) should be dangerous to the Zerker imo.
2) For me, it hardly change anything. I kite with medic jsut fine. And before this update, I had ~the same speed as berserker.
10% movement speed is quite a bit deal actually... While it doesn't remove the ability to kite (should it be removed in the first place?) it at least makes a bit harder.
3) When 3a is done, 99% of berserker will give up meleeing already. If 3b also apply, berserkers with the team can just stand there and stare at the fleshpound, and hope he will die before he get to them. You cant kill him fast, and you rage him by one hit. If you dare to switch to ranged weapon, everything will start to swarm in while you do next to nothing to the fleshpound.
I would say 3a is enough. This way the berserker can actually distract the fleshpound for "some" seconds, if the team needs while doing "some" damage. If he is alone, he need to change of plans.
3a is more "necessary" imo (and its a good way to make Zerkers be less inclined to solo Fleshies and instead rely more on teammates) than 3b. But if 3b is also applied and you are with your team, why wouldn't you wanna attack the Fleshie? That doesn't make sense. Either you help kill the Fleshpound together with your team (as it will inevitably rage anyway) or you kill the trash behind it so your team don't have to worry about the small trash after killing the FP and they have to reload. So i don't get your point with 3b being such a bad addition

If 3b also makes you more likely to "taunt" the Fleshpound or something, that would be a great way to tank heavy damage for your team

So i even see 3b as something possibly positive in teamplay.
4) Good change is good. But that would require much more work. So I doubt if that would happen anytime soon
Glad you liked that idea though
Just run. This thread stopped having a point a long time ago. It's broken down to 3 major opinions right now:
1) Zerker is fine
2) Zerker might have some minor issues, but the FP is the real problem
3) ZOMG ZERKER OUTLASTED ME NERF NERF NERF! ZERKER IS EASYMODE UNSTOPPABLE PERK!
1) That's said by people who probably have less skill/knowledge how to use the Zerker in solo (which in a way is good i guess, as they probably/hopefully play more with their team

). I would even bet to say that these people think that the Zerker can even feel UNDERpowered when you play with it together with your team, and i somewhat understand that, as the perk requires tremendous amounts of skill to play properly with your team as the frontliner without just being a hindrance and bulletblocker.
A small tip for Zerkers playing with their team: Tell your teammates to distract Scrakes towards them with a tiny bullet or 2 (without raging it ofc) so you can attack Scrakes in their backs, stunning them endlessly, making your team happy
2) More sensible approach imo
3) Biased, zerker-hating, raging exaggerators. Nuff said

While i am promoting a minor nerf to the Zerker, im trying my best to suggest things that will only remove/discourage soloing with the Zerker and instead promote/require the perk to play with your team.
Phew, these responses are getting really huge xD