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

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
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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.

From my experience, player without armour can take ~3 hit from scrakes. With speedbonus, you dont take a full hit. So medic can survive 3-4 hits from scrakes. If you have a katana/axe, problem solved (1-man scrake actually dont have much health). If you dont, just run away and they will auto-die. (unless u get 5+ scrakes, then you will need some luck)

I personally have an katana anyway. Because that suits my play style more. After medic gun+LAR, I still have quite some weight anyway.

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 ^^

The important thing about this tactic is you need to know the map inside out. I mean not only the layout. You need to know where, when, and what can be spawn. So actully if you get the first "lap" done, you wont get surrounded unless you really mess up.

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 hte to say this but, it is not actually hard...

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

At least for me, money is not that important, like I said, it's about when you join the game... not how easy you get your gear. Even I get my AA12 afer wave 1, so what? I only really need it @ wave 7+. So why is it matter if berserker get his full gear faster... if berserker join late, he cant get full gear easily, too.

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?

So, berserkers is back to old day when they use LAR to kite. (back then xbow kill fp by 3 shots I believe, but most berserkers cant do that, so they use LAR) If melee fp is easy, it will be even easier by using ranged weapon. And again, LAR cost $2 per shot if you even care... and it is notl ikely you run out of LAR ammo, too.

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.
IMO, you just change the fp killing method back to several months ago. Not actually making it harder.
Not saying I oppose the change, cos I have no reason to. But it hardly fix the fact that people hate: berserker wining a remaining wave AND able to single handy fp.

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.

True. IMO this dont punish team play berserker much, cos you need a medic to keep you healthy anyway. This make berserker need to reposition more rather than holding M1 and stay there the entire wave.

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.

0.1% speed could help. But what I am doing now, will not be affected much by speed bonus. It do help, but I still able do that without it. So after some partise, those berserker who can solo now, can solo with a slower speed.

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.

Consider yourself in that suituation, you most likely dont have much armour, and you spot an fp. Even your alt-fire katana instan-rage the fp. What do you do now? Pri-fire it with katana while dodging his attack?

-Katana pri-fire do ****ty dmg to fps.
-You need 21 hits to decap an fp with this.
-Fp will rage after around 4-5 hits. (you need 2+ second per swing)

Fp will rage no matter what and you either risk yourself by rage him yourself to do better damage (and clearly not enough to kill him), or play it safe to distract the fp. If you choose not to rage the fp, you end up wait untill someone in the team help you kill it. You really have no choice but to wait until he rages and axe him and then hope for the best.
 
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nutterbutter

FNG / Fresh Meat
Feb 8, 2010
2,017
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Wall of text ahead. 3 days of responses.

My point is that as soon as one perk is nerfed, people look at the new most powerfull perk and start complaining that it is OP'd, wether it is op'd or not, the sides will be divided, but the debate will rage on, and on, and on.

Yes, I understood your point. My point was that there can be a strongest perk that isn't OP. I don't believe that if TWI reduced the zerker to a clot with a katana that people would be saying that the next strongest perk was OP. Your point doesn't make any sense. "Strongest" is relative among the perks. "OP" is compared to the specimens. Two completely different metrics.

I did not say stay and fight, and the situation is after team wipes in later waves leaving a lone Zerker. ...very, very commion to have 3 or more Husks at once in the later waves.

You spoke of the zerker as if he shouldn't use his speed to shape the battle. The zerker can use his speed to fight the specimens in positions where the husks can't target him. Yes, 3 husks are very common. That is why I referenced what's-his-name and when he said that "blah, blah, blah, 3 husks means you are a bad player"

Due to the topic being discussed, it did not take a brain surgeon to see that I was not talking about solo mode. you yourself have used the same word in the same way repeatedly throughout this thread. This is a good example of what I mean when I say you twist and ''manipulate''. I know about words, I speak 3 Languages

Really? There is a "solo" mode and you stated that you "soloed" the wave. There is a reason why I use the word "kited" to mean after the team has wiped. As for the "twist and manipulated", hey, think what you want.

Just because Scrary Ghost says something does not make it law, if he posts code or vids, then ok, but when it is just an opinion of his, then that is all it is.

Sure. What Scary says isn't canon. When he agrees with me, it add weight to my arguments. He brings a technical view to my anecdotal and analytical posts. The best part is that when he agrees with me, no one can then say "Only you think that."

So, do we change the game because of the top 2%, or leave it as is for the other 98%?

Remember that 2% argument I brought up that you dismissed? That 2% will not stay at 2%.



"Solution" number 2 is a non-optional choice. Doesn't make any sense in the slightest to make such a weird and boring change for only one perk. It's just a proposal by nutterbutter who hates Zerkers with all his guts, so don't take his crazy (and biased) suggestions too seriously.

Really? REALLY? So now I "hates Zerkers with all his guts"? Exaggerate much? Can some of you tone down the hyperbole a little? Anyway, do you realize what we are arguing? We are arguing about something that will probably never be changed and this is the very definition of "This whole argument is academic."

Anyway, everyone says that the zerker is all melee and he has to get up close to do damage. So make him what everyone says he already is.



I personally don't see a pressing need to change the Berserker :D, but i think it doesn't hurt to discuss the Topic.

That is the perfect attitude. :)



The reason I think it would be better to modify lesser Zeds is because there are more of them. Crawlers are in almost every wave, travel in packs, and come out of nowhere.

I think is treating the specimens behavior rather than the actual perk bonuses is the wrong approach. Also changing the specimens affect all perks.


Hmmm, interesting, since it seems that the most popular class is now Support, according to this poll, http://forums.tripwireinteractive.co...ad.php?t=50784 and I see more Support online than any other class.

Myself, I consider something is OP'd when anyone can dominate with it.

That poll is for favorite kill, not most popular perk.

Saying that "something is OP'd when anyone can dominate with it" is a very high bar. Of course there has to be /some/ knowledge and skill of the perk. No one is saying that someone who has spent 3 hours playing commando can enter an HoE game as zerker and kite 200+ specimens at wave 10.


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.

Oh come on. Sure, zerker requires learning timing and proper procedures to attack. However, zerker is a very forgiving perk. Permanent armor, resistances, no clot grab, and the speed to get out of most situations keeps the zerker alive. The zerker can use the sights if he needs them of any ranged weapon he equips. As for the rest of your requirements, every other perk has to know the same things.


I just had a look at this page.

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

Contribute. Everyone's opinion matters.
 

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
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I'm still waiting for a source about LoS kiting being an intended gameplay mechanic.


Originally Posted by [TW]Ramm-Jaeger
We want them to be able to be decapitated. It gives the melee class a chance against them. It also helps other classes that don't have extremely powerful weapons. We just don't want them one shot decapped with a knife in one hit.

Is this helping? No?

Also note that timer reset is added TOGETHER with the auto-rage is added. So EVEN TWI really dont want fp be kited this way, there WILL BE some way to reset the timer. Because It gives the melee class a chance against them. It also helps other classes that don't have extremely powerful weapons. We just don't want them one shot decapped with a knife in one hit.
 

scary ghost

FNG / Fresh Meat
Sep 13, 2010
900
338
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California
Ramm's quote says they want zerker to have a chance. It doesn't say how they want to achieve that goal. Initially, it was the instant decap but that got out of hand when other weapons like the knife and 9mm could do it so they removed that. They have already stated they didn't want infinite kiting, which is why auto rage was added. SMIFF has linked the thread where the change log states:
Added improved behavior for FleshPound to prevent "kiting". The Fleshpound will now get frustrated and charge players regardless of if it is shot if players keep moving away from it.

The old behavior was set so that the fp only raged if you dealt big damage to it, thus the old kiting method was take pot shots at it. TWI didn't like this so they added auto rage. And once again, the timer reset was not "added" with the auto rage code. It is a side effect of the AI controller changing states when the fleshpound is not moving towards a target. Back then, it seemed it would be okay to let the timer reset slide.
 
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the 1st wasted

FNG / Fresh Meat
Jun 17, 2010
272
312
0
Europe
Wall of text ahead. 3 days of responses.



Yes, I understood your point. My point was that there can be a strongest perk that isn't OP. I don't believe that if TWI reduced the zerker to a clot with a katana that people would be saying that the next strongest perk was OP. Your point doesn't make any sense. "Strongest" is relative among the perks. "OP" is compared to the specimens. Two completely different metrics.

hence ''whether the class is OP'd or not''.



You spoke of the zerker as if he shouldn't use his speed to shape the battle. The zerker can use his speed to fight the specimens in positions where the husks can't target him. Yes, 3 husks are very common. That is why I referenced what's-his-name and when he said that "blah, blah, blah, 3 husks means you are a bad player"



Really? There is a "solo" mode and you stated that you "soloed" the wave. There is a reason why I use the word "kited" to mean after the team has wiped. As for the "twist and manipulated", hey, think what you want.

Well, seems that you were the only one that did not get what I was saying, and considering the post I was repling to, there should have been no question as to what I was saying. And as I said, you have used the same word in the same tense repeatedly.



Sure. What Scary says isn't canon. When he agrees with me, it add weight to my arguments. He brings a technical view to my anecdotal and analytical posts. The best part is that when he agrees with me, no one can then say "Only you think that."

Then in the future do not say things like ''Scary Ghost disproved this'' when it was just his opinion.



Remember that 2% argument I brought up that you dismissed? That 2% will not stay at 2%.

then change it after the % gets higher.




Really? REALLY? So now I "hates Zerkers with all his guts"? Exaggerate much? Can some of you tone down the hyperbole a little? Anyway, do you realize what we are arguing? We are arguing about something that will probably never be changed and this is the very definition of "This whole argument is academic."

You did post that the reason there was no melee class in your guide is because you ''hate the melee class''.





I think is treating the specimens behavior rather than the actual perk bonuses is the wrong approach. Also changing the specimens affect all perks.

my Crawler would not have much of an effect on the other classes. Since they always camp at the end of a hall, or some kind of choke point. It would also add something to the game that for a lot of people is becomung easy regardless of perk.


That poll is for favorite kill, not most popular perk.

Stands to reason that the majority would vote on the class they are playing, I did, and I see more Support class online than anything else.


Saying that "something is OP'd when anyone can dominate with it" is a very high bar. Of course there has to be /some/ knowledge and skill of the perk. No one is saying that someone who has spent 3 hours playing commando can enter an HoE game as zerker and kite 200+ specimens at wave 10.

Not realy sure what you are trying to say there.




Oh come on. Sure, zerker requires learning timing and proper procedures to attack. However, zerker is a very forgiving perk. Permanent armor, resistances, no clot grab, and the speed to get out of most situations keeps the zerker alive. The zerker can use the sights if he needs them of any ranged weapon he equips. As for the rest of your requirements, every other perk has to know the same things.

So why does a group of non-Zerker class players, camping at the end of a hallway, blasting everything in front of them need to think about where the next spawn is? Most Zerkers try to controll the spawn by limiting how many they kill at a time, so they do not run into a massive group of asst Zeds around the next corner. This is not just me saying this, there are Zerkers I play with (Learned from) that are just as good as, and some IMO, that are even better than Scary ghost that practise this tactic.




Contribute. Everyone's opinion matters.

tell you what. You join me and some of my friends for a game, or invite me to a game. At wave 8,9, or ten, when there is about 180 zeds left, we will suicide and then you can solo (as a zerker) the wave for us and show us how easy it is.

Make sure you have a working mic, need to be sure it's you playing and not someone else.

With all that said, I am now completly done with this thread. Nothing will come from all this back and forth, and it's just the same thing over, and over.

Peace be with you.
 
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outofrealman

FNG / Fresh Meat
Oct 29, 2009
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Ramm's quote says they want zerker to have a chance. It doesn't say how they want to achieve that goal. Initially, it was the instant decap but that got out of hand when other weapons like the knife and 9mm could do it so they removed that. They have already stated they didn't want infinite kiting, which is why auto rage was added. SMIFF has linked the thread where the change log states:
Added improved behavior for FleshPound to prevent "kiting". The Fleshpound will now get frustrated and charge players regardless of if it is shot if players keep moving away from it.

The old behavior was set so that the fp only raged if you dealt big damage to it, thus the old kiting method was take pot shots at it. TWI didn't like this so they added auto rage. And once again, the timer reset was not "added" with the auto rage code. It is a side effect of the AI controller changing states when the fleshpound is not moving towards a target. Back then, it seemed it would be okay to let the timer reset slide.


So aafter all what do you popose? You want fp will rage X second after spawn no matetr what?

OR, just make everything rage if you are alone. Gorefasts, scrakes, fleshpounds. Or just remove self heal after all teamate is dead. If people want the last man die so badly.
 
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ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,135
329
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bwhgaming.com
you guys should just drop it already.
the berserker isnt going to be changed again, remember the kf beta?

besides, over half the people who took the time to vote in the poll think that it's fine as it is, and that's just the people who visit these forums, not the hundreds and hundreds who play it without coming here.
 

nutterbutter

FNG / Fresh Meat
Feb 8, 2010
2,017
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hence ''whether the class is OP'd or not''.

Hence "I don't believe that if TWI reduced the zerker to a clot with a katana that people would be saying that the next strongest perk was OP." What you are saying that people will always say that some perk is OP. That doesn't make any sense because the other perks, with the possible except of the medic due to his speed, no one is saying the other perks are OP. I understand that you are saying that there will be an OP discussion always, but that doesn't make sense.

Well, seems that you were the only one that did not get what I was saying...

Yes, I was the only one to interpret your use of the word "soloed", with no mention of the team wiping, as a solo game. The only one. Sure. I wish I knew what everyone else who read this thread thought as well.

Then in the future do not say things like ''Scary Ghost disproved this'' when it was just his opinion.

Unless he disproves it rather than just give his opinion. You know, like when I proved that ammo and weapons spawn on HoE (with screenshots) and you just went totally insane http://forums.tripwireinteractive.com/showpost.php?p=710947&postcount=275 with personal attacks? Scary Ghost mentioned that the code spawns ammo and weapons more often than 2 ammo boxes a game.

then change it after the % gets higher.

So what is the limit? 3%? That is higher than 2%. 4%? 5%? 8%? 10%?

You did post that the reason there was no melee class in your guide is because you ''hate the melee class''.

Are you a twelve year old girl? For someone who brags they can speak 3 languages, apparently the subtleties of a language escape you. You see, there are different levels of hate. People also use "hate" when they dislike something as in "Oh, I hate when that happens." It doesn't necessarily mean that they actually hate something with all their guts. Yeesh.

Anyway, I do have zerker tips http://forums.tripwireinteractive.com/showthread.php?p=656128 I even have a tip on the fastest way to level the zerker. I even have a lvl 6 zerker as well. Funny how some of the people here take the most extreme meaning of a word when they want to prove a point.

And before you go "Ohhh, ohhh, that is a different post!" The zerker, and other perk tips, were in the main page until I hit the post character limit. I split them up after that.

my Crawler would not have much of an effect on the other classes. Since they always camp at the end of a hall, or some kind of choke point. It would also add something to the game that for a lot of people is becomung easy regardless of perk.

Keep thinking that. You know that time you "soloed" with 194 kills (quite a specific number BTW)? Did you camp at the end of a hallway the entire time? I'm betting you didn't. I'm betting that you had to kite.

As for not much of an effect on the other classes, http://en.wikipedia.org/wiki/Unintended_consequences There will always be an effect on the other perks.

Stands to reason that the majority would vote on the class they are playing, I did, and I see more Support class online than anything else.

Your interpretation doesn't follow the results. I voted shotgun as well, but I start a game as sharpie but I've been playing demo or commando after wave 1.

Not realy sure what you are trying to say there.

You said that your idea of OP was "something is OP'd when anyone can dominate with it". If that was the actual test for OP, then nothing would ever be OP. After all, if "anyone" could do it, then that means no skill or experience is needed.

So why does a group of non-Zerker class players, camping at the end of a hallway, blasting everything in front of them need to think about where the next spawn is? Most Zerkers try to controll the spawn by limiting how many they kill at a time, so they do not run into a massive group of asst Zeds around the next corner.

You are discussing completely two situations. The first situation "players, camping at the end of a hallway," is a team camping. The second situation "controll the spawn by limiting how many they kill at a time, so they do not run into a massive group of asst Zeds around the next corner" is a single player kiting. Notice that I left the perks off because the perk being used in either situation doesn't matter.

Any perk in a group at a single spot doesn't care where the spawn is. Well, other than stupidly welding doors. Any perk perk that is kiting doesn't want to run into a massive group of asst Zeds around the next corner.

tell you what. You join me and some of my friends for a game, or invite me to a game. At wave 8,9, or ten, when there is about 180 zeds left, we will suicide and then you can solo (as a zerker) the wave for us and show us how easy it is.

What would that prove? Really? Say I wasn't able to finish the wave. Does that mean all of my arguments are wrong? Say I was able to finish the wave. Does that mean all of my arguments are correct and the zerker is OP? Say I failed the first time, but was able to succeed the next 3 waves. Does that 75% success rate means the zerker is OP?

You are taking things way too personally. If you want to invite me to a game, feel free. My game name is nutterbutter as well. I'll play with anyone. However, the forum is one place and the game is another. I don't discuss forum topics in the game.

Make sure you have a working mic, need to be sure it's you playing and not someone else.

Again, are you a twelve year old girl? Do you think I would have some "super zerker" log in as me just to prove it could be done. Do you think I even care enough to do something like that?

Let me explain the difference between you and me in this forum. I don't care if you agree with me. I am perfectly content to express my opinion and consider differing opinions. You, and others, have to have people agree with you. And of they don't agree with you, well, we know how you will react http://forums.tripwireinteractive.com/showpost.php?p=710947&postcount=275
 

Witzig

FNG / Fresh Meat
Jan 16, 2006
2,189
52
0
Germany
I got another solution, one the Way the Berserker is currently "handling" though this time its mainly revolving around the Weapons. Would any of the participants of the discussion mind if i post a Weapon adjustment in the Berserker Thread ?.

Otherwise i'll open a new Thread. Cause actually from the contents it belongs more to Ideas & Suggestion, but also pertains to this Topic.

Just have to write it up, have been thinking about it for 2 Days now :D.
 

nutterbutter

FNG / Fresh Meat
Feb 8, 2010
2,017
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I got another solution, one the Way the Berserker is currently "handling" though this time its mainly revolving around the Weapons. Would any of the participants of the discussion mind if i post a Weapon adjustment in the Berserker Thread ?.

Of course not. Post them here. [strike that]

On second thought, there are probably quite a few people already burned out on this thread, so a new thread about changing the zerker's weapons would probably be better received and more people would see it.

I'm open for new ideas, but as long as the zerker has the ability to backup from a charging FP, I don't see how changing the weapons affects anything.
 
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Steeps

FNG / Fresh Meat
Dec 14, 2010
251
87
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USA
I think this thread is pretty much finished. There hasn't been a new idea in the last 200 posts or so and it's starting to turn into name calling. Either someone goes through all of this and picks out the key points and we continue on (better than reading through 350+ posts) or we leave it up to TWI to decide. Cases are made, now it's up to the developers to do what they think is right.
 

scary ghost

FNG / Fresh Meat
Sep 13, 2010
900
338
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California
So aafter all what do you popose? You want fp will rage X second after spawn no matetr what?

It's about what TWI intended to happen, they wanted to remove kiting, hence auto rage. And we all know that in the long run, the way they dealt with breaking LOS is not working out since everyone can still infinitely kite the FP.

------

So, here's a mutator I coded. Breaking LOS or avoiding a frag only pauses the timer. Lets see how it plays out.

http://forums.tripwireinteractive.com/showthread.php?t=50932
 

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
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It's about what TWI intended to happen, they wanted to remove kiting, hence auto rage. And we all know that in the long run, the way they dealt with breaking LOS is not working out since everyone can still infinitely kite the FP.

------

So, here's a mutator I coded. Breaking LOS or avoiding a frag only pauses the timer. Lets see how it plays out.

[URL]http://forums.tripwireinteractive.com/showthread.php?t=50932[/URL]

And this is only favouring berserker and medic who dont need extreme skill and luck to dodge the fleshpound's attack. Perk like fire bug or commando can just give up. They cant kill fp before they get instan kill, and they cannot dodge the attacks. Which means no way they can deal with fleshpounds unless they are playing solo which they will have enough money for pipe bombs.

And btw, would you have any chance to ask about what TWI really want? Cos if TWI want the last man die, they can simply make everything rage if you are alone. Then we dont need to waste time to discuss here. Because I interpret that statement as "they want everything to be possible", "they want every perk stand a chance". However some people interpret that as "they dont want fp to be kited, fp should rage no matter what". Then I dont understand why they add the timer reset function. They could have only add 10 second LoS = rage.
 
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SMIFF

FNG / Fresh Meat
Sep 19, 2009
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Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
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It's about what TWI intended to happen, they wanted to remove kiting, hence auto rage. And we all know that in the long run, the way they dealt with breaking LOS is not working out since everyone can still infinitely kite the FP.

------

So, here's a mutator I coded. Breaking LOS or avoiding a frag only pauses the timer. Lets see how it plays out.

http://forums.tripwireinteractive.com/showthread.php?t=50932

That is awesome mate (even if you ignore the fact this thread is about the Berserker for a minute) it already looks like it improves the game considerably on the whole. It makes the FP that "OH S---!" specimen that it is meant to be.

A small revision I might do to be a little more fair is increasing the overall rage time, since 12 seconds will go by very quickly if there is no LoS reset. Perhaps 18 seconds or even 24 seconds before automatic rage might be more preferable.

At least that would give a reasonable amount of set up time against the FP... although on the flipside having 12 seconds to run away and heal if you get smacked by the Zerker is not much time before you have to go again. Interesting case :)

A big salute to you scary ghost, I'd be interested in your take on the melee swing miss reset too :)
 
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Phada

FNG / Fresh Meat
Aug 24, 2010
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phada.2ya.com
Sorry I didn't have read everything, and this has been probably already said but I think the perk is fine.
Even with the backstab bonus fixed (was a frontstab *2 damage for a long time).

Just badly need to improve some zeds ai, fp rage system and the patriarch static non-move meleeing/impaling.
FP must keep raging few non-miss hits when frustrated. It's ridiculous when you avoid a swing because of high speed bonus from perk and make him calm down. Doesn't seems very hard to modify it in that way.