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.
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 ^^
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
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
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?
IMO, you just change the fp killing method back to several months ago. Not actually making it harder.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.
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.
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.
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 teamSo i even see 3b as something possibly positive in teamplay.
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.
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.
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
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.
So, do we change the game because of the top 2%, or leave it as is for the other 98%?
"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.
I personally don't see a pressing need to change the Berserker, but i think it doesn't hurt to discuss the Topic.
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.
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.
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.
I just had a look at this page.
Should i try to contribute, or just back out slowly?
I'm still waiting for a source about LoS kiting being an intended gameplay mechanic.
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.
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.
hence ''whether the class is OP'd or not''.
Well, seems that you were the only one that did not get what I was saying...
Then in the future do not say things like ''Scary Ghost disproved this'' when it was just his opinion.
then change it after the % gets higher.
You did post that the reason there was no melee class in your guide is because you ''hate the melee class''.
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.
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.
Not realy sure what you are trying to say there.
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.
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.
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 ?.
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.
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.
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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]
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]
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.
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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