Right now, all zerker teams kill fp by having the FP's target lure the FP away from the team while the rest of the team keeps the other specimens from getting too close. That's teamwork as well. Axe gang bangs are extremely rare, as a matter of fact they rarely happen in a zerker kite unless there is a need to dispose of fp immediately. It's funny how zerker teams usually won't gang bang when it's a lot faster than slowly hacking away.
Then what is your opinion on the Zerker really? Do you think it is too strong/versatile? Or are you saying we should let it go cuz it's "teamwork"?
Are you against changing the FP mechanics, or are you not? I wanna know your PoV more clearly on this matter.
Imo, i think the sole Berserker can do too much at the moment. While you say that letting the team take care of the small stuff while a single Zerker kite-kills a FP "is also teamwork", i say that it's still simply too powerful, especially costwise. There should be more a bit more risk being a Zerker than it is now, considering how survivable the perk is (speed + damage resistance).
I don't think an "all Support" team is overpowered, even though they can bring down everything together with some teamwork. It's still kinda risky to do so though. They have quite alot of limitations with range, survivability, but more importantly: ammo.
Being an "all Zerker" team should MAYBE be able to do the same as an all-Support team too (or maybe not, as i don't see 6-man Commandos/Firebugs doing so?), but i think the requirement to kill a FP in a Zerker-team should be the "gangbang" way, which is risky, just like it can be for the Support-team, or any other team for that matter. I just think that a SINGLE Zerker shouldn't so cheaply take care of an FP. I'm not saying it's the easiest thing in the world to do (although, it's actually really not
that hard to do, honestly), but it is just too cheap to do so. You basicly spend NOTHING doing so, and if you do, it's your armor. But ALL perks risk their armor(s) fighting Fleshies, on TOP of the ammo they spend.
And since i don't wanna do something silly like durability on melee weapons etc, i would rather have the "price" of the Zerker, if you use that a multitude of Zerkers as a team, should be a very high risk of DEATH, just like it is for Commandos and Firebugs. That way, it pushes the Zerker a bit more as a Scrake+Trash killer, rather than a walking kill-everything-by-myself-machine, which promotes more variety in what perks to be used in a team so you can have one or more FP-efficient perks mixed in there at least.
Right now though, the Zerker just handles everything too well. I can't believe im actually sorta quoting nutterbutter, but:
The Zerker kinda has no weakness...
As outofrealman pointed out, the fleshpound will never get down to the 33% hp level if the zerker gets his head shots. Head hp is roughly half of the body hp and add in the decapitation bonus, a fleshpound decapited with axe alt fire is dead. The fleshpound will never be at the 33% hp level. It starts at 100%, then goes to ~50%, then dead.
This was aimed at Undedd right? Cuz i know this already
