Community Opinion: Berserker Overpowered?

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

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

the 1st wasted

FNG / Fresh Meat
Jun 17, 2010
272
312
0
Europe
How does that suggest that unlimited kiting is intended?


Because they were dealing with the fp rage mechanics, they knew that the Zerker could kite the fp, and they did not change it.


Originally Posted by scary ghost
If I'm not mistaken, didn't that insta-decap thread contain a post by a Yoshiro (?) or Xienen (?) stating they wanted zerker to have a chance against the fp? That thread's been deleted so we'll never know for sure.


Originally Posted by scary ghost
Fleshpound
[ZombieFleshpound.uc, ZombieFleshpoundBase.uc, FleshpoundZombieController.uc]
The most interesting specimen to look at I think. They have the rage conditions and all sorts of damage multipliers to look at.

Damage Multipliers
Pretty much everyone knows fleshpounds are weak against explosives, or neutral with regards to the LAW (no, fleshpounds don't have law resistance), and strong against everything else. So I'll just break down exactly much how stronger or weaker they are against the weapons at your disposal.

  • 2.0x -> frags and pipebombs
  • 1.25x -> M32 and M79 nades
  • 1.0x -> LAW
  • 0.75x -> M14, LAR, and Impact (dud explosive) head shots
  • 0.5x -> All other attacks except...
  • 0.35x -> Crossbow head shot on Suicidal and H.o.E
  • 0x -> Bloat Bile
In the code, there is an extra multiplier which appears related to the fleshpound doing a blocking animation. I have yet to see the fleshpound make any blocking motions so I believe this code is never used. But if he ever does block an attack, it will do 0.4x damage, and that value is set by the variable, BlockDamageReduction.

Rage Conditions
There are two ways a fleshpound will become mad: either you deal out a big chunk of damage in a short period of time, or he gets frustrated.

In the fleshpound base file, there is a nifty variable named RageDamageThreshold. This variable determines how much damage the fleshpound can take before enraging. The damage accumulator is named TwoSecondDamageTotal. These variables are used in the same TakeDamage() function.


  • RageDamageThreshold is set to 360
  • TwoSecondDamageTotal is only reset if 2 seconds have passed since the fleshpound last received damage.
To understand how frustration works, you will have to head over to the fleshpound's controller file. In there, the variables of interest are RageFrustrationThreshhold and RageFrustrationTimer. They are used in the Tick() and BeginState() function of the ZombieCharge state.

  • RageFrustrationThreshhold is initialized to be 10 seconds when the ZombieCharge state is entered
    • When the fleshpound spots a target, it has a random value between 0 and 5 added to it thus giving you a range of 10-15 seconds before he rages
  • RageFrustrationTimer is reset when you break line of sight, the fleshpound attacks, or it tries to avoid a tossed grenade
    • The fleshpound leaves the ZombieCharge state when one of these 3 events happens
    • TY Benjamin for the grenade tip
 
Last edited:

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
From the statement of [TW]Ramm-Jaeger, they want any perk can stand a chance.

ALSO, breaking LoS to reset the rage timer is added AFTER the auto-rage is added.

So it is CLEAR that able to reset the rage timer is intended. Even they make some chnge to that, there WILL BE a way to reset the rage timer.

If breaking LoS will not reset the rage timer, perks like firebug dont stand a chance. Because it is impossible to fight with knife only. And you can ONLY run faster than a fleshpound when holding a knife AND with full health. Which will make, for example, a fire bug, forced to fight an fp at soon as he sees him. And everyone know he is gonna die. So breaking LoS will AT LEAST make the timer count backwards, if TWI really think the setting now have problems and want to change it.

If miss-swing will not reset the rage timer, berserker can jsut use LAR, which again, is just common loadout for berserkers. OR, just take his hits to reset the rage timer. While the fp will die before you die.

If damage is reuduced slightly, all you need is 1 more hit on bigs, and you need to switch to axe for sirens or husks if you want a one-hit kill. AND MOST IMPORTANTLY, one man husks and sirens still die in one katana alt-fire unless you nerf the damage a lot.

If speed and resistance is reduced slightly, it wont make much difference. Berserkers actually NEED to be able to take one single hit from raging fleshpound for 90%+ of them to play with the team. Or else they are FORCED to give up their position EVERY TIME they spot an fp. Because you are in front of the team, and you WILL BE targeted. Not to mention you are also husks' and crawlers' first target most of the time, MEANING you dont have full health most likely. And berserker can kite since day one when everyone is 0lv, untill they are 6lv with 20% speed and untill now they have 30% speed. And I believe most people agree that they NEED "some" speed.


To conclude, you actually need MUTIPLE changes to stop berserker from being "THE most easy perk to play when you are alone". And mutiple changes will only killing off "some" perk's chance of survival no matter which 2 or 3 of them you choose to change.

OR

You only make ONE change, and do it BIG. Such as drop his speed from 30% to 0%. Or making NOTHING can reset the rage timer. (and this is not gonna happen)
 
Last edited:

scary ghost

FNG / Fresh Meat
Sep 13, 2010
899
338
0
California
ALSO, breaking LoS to reset the rage timer is added AFTER the auto-rage is added.

So it is CLEAR that able to reset the rage timer is intended. Even they make some chnge to that, there WILL BE a way to reset the rage timer.

Rage timer reset is a side effect of adding auto rage. It isn't some feature that was added later. Benjamin has summed that quite nicely.

I don't really think they 'added' anything so much as wrote what was necessary and left the reset side-effect as-is, possibly not initially realising that it would happen.

Smiff has also dug up the release notes on TWI's stance of fp kiting. They sought to prevent kiting with auto raging. At the time, it looked pretty good. But now that the player base has dealt with it for nearly 2 years, it turns out having the timer reset didn't solve the problem.

So, other ideas such as having timer pause or count backwards are some ideas worth looking at because having a "small chance" is certainly not what's happening now with the timer resetting.
 

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
So, other ideas such as having timer pause or count backwards are some ideas worth looking at because having a "small chance" is certainly not what's happening now with the timer resetting.


Rage timer pause = impossible for some perks. I believe you know that better than me... And did you see I oppose the idea to make the timer count backward in any post? I even be the first one to suggest it.

I am only opposing the posts dont fix a freaking thing while hurting team play, or, that idea(s) jsut being ridiculous.


But yeah, jsut like in those sharpshooter posts:

Having the opinion of something is over-nerf
=
I am a bad player and I should play beginer.

We really get funny logics here...
 
Last edited:

the 1st wasted

FNG / Fresh Meat
Jun 17, 2010
272
312
0
Europe
Is changing the timer going to realy effect the Zerker? If the FP swing miss thing still works, then it might make it a bit easier, as the FP is normaly behind everything else, so when he does rage he will kill most of the zeds infront of him, of course, that will cause a massive spawn to happen.
 
Last edited:
  • Like
Reactions: sph34r

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
Is changing the timer going to realy effect the Zerker? If the FP swing miss thing still works, then it might make it a bit easier. the FP is normaly behind everything else, so when he does rage he will kill most of the zeds infront of him, of course, that will cause a massive spawn to happen.


In fact berserkers can now deal with fps with a lot of methods, such as:

1. make him miss swing while doing damage to him (can be done with any weapon)

2. take his low damage hits (one hit of the one-two punch or 1 hit from drilling attack) to keep him clam while you axe him for 9 times

3. keep breaking LoS untill you want to do damage on him

So you actually need mutiple changes to stop berserker, like I said before.


And well... fleshpound actually is a FAST zed. He will be in the front line most of the time. If there are 10+ zed in front of him, it is not likely that you can rage him unless you do it intentionally.
 

the 1st wasted

FNG / Fresh Meat
Jun 17, 2010
272
312
0
Europe
In fact berserkers can now deal with fps with a lot of methods, such as:

1. make him miss swing while doing damage to him (can be done with any weapon)

2. take his low damage hits (one hit of the one-two punch or 1 hit from drilling attack) to keep him clam while you axe him for 9 times

3. keep breaking LoS untill you want to do damage on him

So you actually need mutiple changes to stop berserker, like I said before.

Main reason I suggest changing something other than the FP.

And well... fleshpound actually is a FAST zed. He will be in the front line most of the time. If there are 10+ zed in front of him, it is not likely that you can rage him unless you do it intentionally.

On later waves I normaly see him, or them at the back of the line, or at least close to the back.

If he does rage due to changes then it will allow the zerker to get plenty of distance from the zeds, allowing him to deal with the FP alone. This happens on maps like Farm all the time.

All in all your are correct, it will take a lot of diff changes to obtain the desired effect that people want, and as you and I have both said, it will only be a matter of time before someone finds a way to deal with it.
 
Last edited:

jb_

FNG / Fresh Meat
Oct 17, 2009
59
13
0
A 5% to 10% is not going to make much of a diff when it comes to putting distance between you and the Zed, but in some situations I feel it would be better, such as the situation I listed before.
Maybe you haven't been playing much HOE. The difference between 5% speed is a lot. In the previous patches the medic always had a 5% advantage with speed over berzerker in which 'kiting' with medic was born in kf.


Only if it is not a headshot, which after all is what the SS is supposed to do.;) (Tested that too, 20 for 20 on Crawler and Stalkers)
I think thats pretty obvious. Did you get my point?
Don't you think it would be much harder if berzerker would require 2 slices to the body of crawlers and stalkers with the katana? My point is, its much harder now getting past a mob as a Sharpshooter compared to a berzerker.

True, (along the same lines as a SS not hitting the head), but it does happen. A single crawler on the heel of a FP can push the damage over the limit, as can a husk fire ball. have seen it happen.
Wrong. You can kill a FP without raging it as a berzerker. Thats my point. Its about the execution. If you want to bring abouts all this itty bitty talk about taking 1,000,000 scenarios into consideration, we can exchange words all day long. Now lets just be more down to earth about this. There are some of us thats played this game since the beginning, so why not just assume we all have and get the point.



This was covered in another thread.
Zerker requiers more skill and know how than any other perk; His weapons do not have sights, so he has to be able to judge range to target, and target position to get a headshot, control the spawn, know the map inside and out; where the spawn points are, where he can stop, for how long, and a few other things.
Yeh, I object to this. Why would you need to aim down the sight when you upclose? Stupid point there. The perk that requires a lot of skill to play with now on HOE is anything but berzerker, Sharpshooter's accuracy to the head is the difference between living and dieing. Theres much more skill requirement as your limited to speed. Dont listen to what ppl say and try playing on HOE some more and come up with your own conclusion.

Controlling the spawn etc comes down to power and speed. The style of gameplay would be - Kiting
Before the patch, Kiting wasn't even needed. Sharpshooter could just go around hunting up to the limit of the players skill regardless of spawn points, patterns, etc etc. Its just a new type of gameplay that been introduced by the new patch.

In this patch Berzerker can kite and succeed, Medic cant. If berzerker speed boost was taken away, it will be more difficult just like any other perks except harder because of no long range attacks.
If you Strip off the power bonuses from the berzerker and guess what you get? A kiting Medic. Hence why so many combat medics running around with a katana and xbow in previous patches.

Speed and power makes all the difference. And yes, a little nerf to speed, power and resistance would bring berzerker more down to earth. Makes a good difference without nerfing the **** out of zerker like they did with sharpshooter.

Oh and you can solo up to patty with Sharpshooter on Farm and Departed in HOE mode. But, you can solo up to patty with berzerker on most of the maps besides labs. Still think berzerker is hard to play?
 
Last edited:

jb_

FNG / Fresh Meat
Oct 17, 2009
59
13
0
If damage is reuduced slightly, all you need is 1 more hit on bigs, and you need to switch to axe for sirens or husks if you want a one-hit kill. AND MOST IMPORTANTLY, one man husks and sirens still die in one katana alt-fire unless you nerf the damage a lot.


Then they should make it 2 body shot swings to kill crawlers, stalkers, clots and 4 for gorefasts. Headshot will take them out but leave them running headless like the 9mm. 2 alt fire to sirens and husks.
This helps prevent berzerker from mowing mobs down instantly.
Removing the damage bonus completely would make it no difference from a medic.


If speed and resistance is reduced slightly, it wont make much difference. Berserkers actually NEED to be able to take one single hit from raging fleshpound for 90%+ of them to play with the team. Or else they are FORCED to give up their position EVERY TIME they spot an fp. Because you are in front of the team, and you WILL BE targeted. Not to mention you are also husks' and crawlers' first target most of the time, MEANING you dont have full health most likely. And berserker can kite since day one when everyone is 0lv, untill they are 6lv with 20% speed and untill now they have 30% speed. And I believe most people agree that they NEED "some" speed.
FP vs Berzerker 1 on 1 = Berzerker always wins. We're not trying to delete the system, just make it harder because its just so piss easy atm.

When you reduce speed and resistance, means taking more damage will also further decreases your speed on low health. If you play a lot of HOE, you'll notice that the only time that 'a last man standing berzerker' is near death is when they messed up the route, or got flanked, and yet they still manage to slip away and heal themselves. Reducing the Speed, resistance and power a little creates a lesser chance of survival in those circumstances in which we see in most servers where its always a berzerker thats last man standing. - A IM SICK AND TIRED OF PLAYING LONGER 20MIN WAVES WHEN IT USED TO BE 10MINS TOPS IN A 6 PLAYER SERVER.

To conclude, you actually need MUTIPLE changes to stop berserker from being "THE most easy perk to play when you are alone". And mutiple changes will only killing off "some" perk's chance of survival no matter which 2 or 3 of them you choose to change.

OR

You only make ONE change, and do it BIG. Such as drop his speed from 30% to 0%. Or making NOTHING can reset the rage timer. (and this is not gonna happen)
To conclude, if berzerker was nerfed to the same degree as what they did with sharpshooter. It will mean TWI decided to bin the Berzerker vs FP system and change the gameplay again.

The only complain is, 'its just too easy to win with berzerker' Make it more challenging and harder because its much harder to succeed with the other perks than it is with berzerker.
 
Last edited:

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
Maybe you haven't been playing much HOE. The difference between 5% speed is a lot. In the previous patches the medic always had a 5% advantage with speed over berzerker in which 'kiting' was born in kf.




Umm... I only play non-HoE if I want lower difficulty achievements (or back when I start playing the game). However, I relly dont think 5% make any difference. Unless that between 0% and 5% bonus. With 0% speed, you just barely faster than fp. So without armour, you get hit ONCE by an fp, you already dead. With 5%, it is aleady enough to prevent fp even get close enough to you.

Ah... and kiting, at least for me, is a tactic after may be 2 month of my game play. Because back then nearly every team die before any fp even show up. More or less I recon I "have to" find a way to effectively kite zeds around.


I think thats pretty obvious. Did you get my point?
Don't you think it would be much harder if berzerker would require 2 slices to the body of crawlers and stalkers with the katana? My point is, its much harder now getting past a mob as a Sharpshooter compared to a berzerker.
Again... if you are alone, you DO HAVE advantage if you are a berserker. Just than. It's not like if you are berserker, that's a free win and if you are not a berserker, you are doomed.


Wrong. You can kill a FP without raging it as a berzerker. Thats my point. Its about the execution. If you want to bring abouts all this itty bitty talk about taking 1,000,000 scenarios into consideration, we can exchange words all day long. Now lets just be more down to earth about this. There are some of us thats played this game since the beginning, so why not just assume we all have and get the point.

What's the real difference between killing fps wihtout raging him and "kill him before he can even start to run?" Yes, berserker deal with fps relatively safer than some perks. But what do you want? Berserker will auto-die when facing fps? Like I pointed out, you cant change the fact of "berserkers being the easiest perk to solo" unless you make something broken.



The perk that requires a lot of skill to play with now on HOE is anything but berzerker,

I must add, solo only. Berserker actually need quite a lot of skills when they are playing as a member of a team.

Controlling the spawn etc comes down to power and speed. The style of gameplay would be - Kiting
Before the patch, Kiting wasn't even needed. Sharpshooter could just go around hunting up to the limit of the players skill regardless of spawn points, patterns, etc etc. Its just a new type of gameplay that been introduced by the new patch.

Before tha patch, you can jsut stand there and wait for the wave to end if a sharpshooter is near you before wave 7. And then if there are 3 or more sharpshooters' there, sometimes no one else need to shoot.
Does that have ANYTHING to do with berserker now? NO. Now berserker only considered Op WHEN THEY ARE ALONE. AND number of zed is toooo high for other perk to handle.

In this patch Berzerker can kite and succeed, Medic cant. If berzerker speed boost was taken away, it will be more difficult just like any other perks except harder because of no long range attacks.
If you Strip off the power bonuses from the berzerker and guess what you get? A kiting Medic. Hence why so many combat medics running around with a katana and xbow in previous patches.

Why not medic? Really? You can miss-swing kite OR LoS kite just like berserker. You dont need to kill scrakes. And you heal god damn fast. Medic is the 2nd easy perk to solo a remaining wave.

Speed and power makes all the difference. And yes, a little nerf to speed, power and resistance would bring berzerker more down to earth. Makes a good difference without nerfing the **** out of zerker like they did with sharpshooter.

Berserkers kite good enough when they only have 25% resistance and 20% speed. If you bring that back, they still kite really good. And you only hurt berserkers stick with the team. Cos again, when they see fps, they have NO CHOICE but to give up the holding ground and run away.

Oh and you can solo up to patty with Sharpshooter on Farm and Departed in HOE mode. But, you can solo up to patty with berzerker on most of the maps besides labs. You still think berzerker is hard to play?

WHAT? I only fail at solo as some perks (namely demo, firebug and commando) on office. Because I cant find a good enough route to run around the map. And why you would think berserker cannot solo on biolab? And should we not consider solo? SOLO IS SOLO. SOLO is 10 times easier than mutiplayer.
 

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
Then they should make it 2 body shot swings to kill crawlers, stalkers, clots and 4 for gorefasts. Headshot will take them out but leave them running headless like the 9mm. 2 alt fire to sirens and husks.
This helps prevent berzerker from mowing mobs down instantly.
Removing the damage bonus completely would make it no difference from a medic.

And you are trolling.


FP vs Berzerker 1 on 1 = Berzerker always wins. We're not trying to delete the system, just make it harder because its just so piss easy atm.

If my team really able to provide a 1 on 1 suituation for me, I never fail to kill fp with ease as demo, shaptshooter or medic, after the patch, untill now. (and then people will start add in a lot more constrains, then why say berserker can solo fp in the first place?)

When you reduce speed and resistance, means taking more damage will also further decreases your speed on low health. If you play a lot of HOE, you'll notice that the only time that 'a last man standing berzerker' is near death is when they messed up the route, or got flanked, and yet they still manage to slip away and heal themselves. Reducing the Speed, resistance and power a little creates a lesser chance of survival in those circumstances in which we see in most servers where its always a berzerker thats last man standing. - A IM SICK AND TIRED OF PLAYING LONGER 20MIN WAVES WHEN IT USED TO BE 10MINS TOPS IN A 6 PLAYER SERVER.

HAHA. Perfect logic again. So I am a player "who dont play HoE enough". If you are interested, you can see in my profile that I already have ALL HoE achievements. And I DO PLAY A HELL LOT OF HoE.

To conclude, if berzerker was nerfed to the same degree as what they did with sharpshooter. It will mean TWI decided to bin the Berzerker vs FP system and change the gameplay again.

The only complain is, 'its just too easy to win with berzerker' Make it more challenging and harder because its much harder to succeed with the other perks than it is with berzerker.

Again, if you caom up with ANY way to fix what you want to fix while not hurting team=playing berserkers, NO ONE will disagree with the change.
 
  • Like
Reactions: SMIFF and tabris17

jb_

FNG / Fresh Meat
Oct 17, 2009
59
13
0
[/COLOR]
[/COLOR]


Umm... I only play non-HoE if I want lower difficulty achievements (or back when I start playing the game). However, I relly dont think 5% make any difference. Unless that between 0% and 5% bonus. With 0% speed, you just barely faster than fp. So without armour, you get hit ONCE by an fp, you already dead. With 5%, it is aleady enough to prevent fp even get close enough to you.

Ah... and kiting, at least for me, is a tactic after may be 2 month of my game play. Because back then nearly every team die before any fp even show up. More or less I recon I "have to" find a way to effectively kite zeds around.



Again... if you are alone, you DO HAVE advantage if you are a berserker. Just than. It's not like if you are berserker, that's a free win and if you are not a berserker, you are doomed.




What's the real difference between killing fps wihtout raging him and "kill him before he can even start to run?" Yes, berserker deal with fps relatively safer than some perks. But what do you want? Berserker will auto-die when facing fps? Like I pointed out, you cant change the fact of "berserkers being the easiest perk to solo" unless you make something broken.





I must add, solo only. Berserker actually need quite a lot of skills when they are playing as a member of a team.



Before tha patch, you can jsut stand there and wait for the wave to end if a sharpshooter is near you before wave 7. And then if there are 3 or more sharpshooters' there, sometimes no one else need to shoot.
Does that have ANYTHING to do with berserker now? NO. Now berserker only considered Op WHEN THEY ARE ALONE. AND number of zed is toooo high for other perk to handle.



Why not medic? Really? You can miss-swing kite OR LoS kite just like berserker. You dont need to kill scrakes. And you heal god damn fast. Medic is the 2nd easy perk to solo a remaining wave.



Berserkers kite good enough when they only have 25% resistance and 20% speed. If you bring that back, they still kite really good. And you only hurt berserkers stick with the team. Cos again, when they see fps, they have NO CHOICE but to give up the holding ground and run away.



WHAT? I only fail at solo as some perks (namely demo, firebug and commando) on office. Because I cant find a good enough route to run around the map. And why you would think berserker cannot solo on biolab? And should we not consider solo? SOLO IS SOLO. SOLO is 10 times easier than mutiplayer.

sigh no point arguing....

the stuff we both say are based on how we both play. You can't even feel the 5% increase of speed in this patch compared to last patch. End of story.
 

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
sigh no point arguing....

the stuff we both say are based on how we both play. You can't even feel the 5% increase of speed in this patch compared to last patch. End of story.


Of cos I feel I run faster. However I can still able to do what I'm doing now back when I dont have this 5% more bonus. Simply as that. I dare to say if I am a 3lv or 4lv berserker or something (where you have simlar speed and resistance before patch), I can still solo HoE. I may spend more time on creating distance, or I need 1-2 more swing on big zeds. But 5% or so really dont make too much difference.
 
  • Like
Reactions: SMIFF

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
I just had a look at this page.

Should i try to contribute, or just back out slowly?

mrfosterreactionimage.png

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!
 

the 1st wasted

FNG / Fresh Meat
Jun 17, 2010
272
312
0
Europe
Maybe you haven't been playing much HOE. The difference between 5% speed is a lot. In the previous patches the medic always had a 5% advantage with speed over berzerker in which 'kiting' with medic was born in kf.

HoE is all I play, before that all I played was Sui. zerkers also kited then as well, however more people did it with the medic due to the better kevlar, faster speed, healing ability, and you could x-bow the FP's.


I think thats pretty obvious. Did you get my point?
Don't you think it would be much harder if berzerker would require 2 slices to the body of crawlers and stalkers with the katana? My point is, its much harder now getting past a mob as a Sharpshooter compared to a berzerker.

Sure it would, thats why I suggested modifying the crawler giving it more damage, damage resistance, faster movment, and a large increase in jumping range.

Wrong. You can kill a FP without raging it as a berzerker. Thats my point. Its about the execution. If you want to bring abouts all this itty bitty talk about taking 1,000,000 scenarios into consideration, we can exchange words all day long. Now lets just be more down to earth about this. There are some of us thats played this game since the beginning, so why not just assume we all have and get the point.

I have seen crawlers push the damage limit quit a few times, one or 2 of them is all it takes, everytime you get close to the FP, the Crawler will jumpy and apply damage to the FP, sometimes you can move around and kill the Crawlers, sometimes not, in fact it just happened in my last game. I know players can kill an FP without raging it, I do it about 10 times a day. Well, I have over 1000 hours played, and do not know everything about this game, I have seen people with 500+ hours as L6 have no clue what they were doing, so thats why. Get my point?



Yeh, I object to this. Why would you need to aim down the sight when you upclose? Stupid point there. The perk that requires a lot of skill to play with now on HOE is anything but berzerker, Sharpshooter's accuracy to the head is the difference between living and dieing. Theres much more skill requirement as your limited to speed. Dont listen to what ppl say and try playing on HOE some more and come up with your own conclusion.

Well, I have all L6, have put hundreds of hours
in with each class, and IMO, and the opinion of others, Zerker by far reuires more skill. Speed? it's a camping class, not a run around the map class, if you are running around as a SS, then you are doing it wrong. Anyone with 30 minutes of play time can aim, it's not like you have to hold your breath, or steady yourself on something. LAR is simple to aim with, M14 has a lasar, x-bow has a scope, I can go into the test map (6 Man HoE) as a SS and kill the fp with the LAR, M14, and x-bow before he even gets to the end of the hall. what is it that requires so much skill?




Controlling the spawn etc comes down to power and speed. The style of gameplay would be - Kiting
Before the patch, Kiting wasn't even needed. Sharpshooter could just go around hunting up to the limit of the players skill regardless of spawn points, patterns, etc etc. Its just a new type of gameplay that been introduced by the new patch.

Zerkers are always moving, for every zed that gets killed, new zeds will spawn, maybe behind you, maybe somewhere on the other side of the map, or maybe 3 meters behind you, where as the other perks do not care, they just wait for something to enter the choke point so they can left click, Zerker has to think about how many, where, and what.

In this patch Berzerker can kite and succeed, Medic cant.

Lol, it still happens.

If berzerker speed boost was taken away, it will be more difficult just like any other perks except harder because of no long range attacks.

But still possible.

If you Strip off the power bonuses from the berzerker and guess what you get? A kiting Medic. Hence why so many combat medics running around with a katana and xbow in previous patches.

Most players stopped using the Medic as a zerker because the x-bow is no longer effective against the fp, and the zerker is now a beter choice, they could still use the axe or Katana if they wanted to, but they don't since it would take forever to kill the FP, and even with speed and damage resistance reduced, zerker would still be a beter choice.

Speed and power makes all the difference. And yes, a little nerf to speed, power and resistance would bring berzerker more down to earth. Makes a good difference without nerfing the **** out of zerker like they did with sharpshooter.


5% to 10% is ''little''.

Oh and you can solo up to patty with Sharpshooter on Farm and Departed in HOE mode. But, you can solo up to patty with berzerker on most of the maps besides labs. Still think berzerker is hard to play?

I can solo any map with any perk, and so can most other players. Solo is a joke.
 
Last edited:
  • Like
Reactions: sph34r

the 1st wasted

FNG / Fresh Meat
Jun 17, 2010
272
312
0
Europe
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!


What the heck. Sounds like good advice, think I'll take it. cya:)
 
  • Like
Reactions: sph34r

Aze

Grizzled Veteran
Mar 19, 2010
1,424
526
113
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 :p), 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 :D

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 :p

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 :confused:
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 :rolleyes:

3) Biased, zerker-hating, raging exaggerators. Nuff said :D 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
 
Last edited: