do we really need to deny any possibility to survive when everyone else is dead.
6 Man Suicidal? Late waves?
Yes.
do we really need to deny any possibility to survive when everyone else is dead.
On one hand, the game should remain beatable.
On the other, who enjoys watching someone solo anyway?
What you repeatedly don't mention though is that it takes a lot of skill to do. You take the easy route by just saying "there are no weaknesses".
If the patch is ready, you won't be seeing zerkers left and right just like there used to be m14 spammers left and right just because they have the potential to deal with everything.
I believe you said yourself that you have in fact not seen an awful lot of skilled zerkers until the beta.
So yeah.
Even when sharpshotoers are laughably overpowered, I dont see a team with more than two sharpshooters.
I've seen games with 5 sharpshooters pre-patch.
Wait, isn't this a co-op game? Why all this "overpowered" QQing???
I dunno.
People like a challenge?
You mean, a challenge on the forums like a debate? Or a challenge ingame with an "underpowered" class?
Unless you make the game simply unbeatable, sooner or later people WILL find a way to solo such as rage the fp on purpose when a susk/scrake is between you and the fp.
As long as the game is beatable, top tier player will still find a way to beat it the way they want. However, 99% of players are not top tier. Or we should make suicidal for the top 1% of players?
The chance is already slim enough
For now, when half of a team dies, we have to run around the map most likely. And when a fp shows up, everyone is like "oh ****!" and run away, the fp is keep putting pressure on the survivors while giving them hope to try and fight.
If you make fp rage nomatter what, when half of a team dies and zeds count is higher than 100, people will already start to vote for the next map. Because when a fp shows up, you stand no chance as it will rage in no time and rape everyone left.
Also, on many maps (such as office) you cannot really kite, you end up surrounded nealry 100% of the time. On biolab or bedlam, you can only find a "safest circle" to run around, and pray. If 2 sirens + some gorefasts spawn in front of you, you are screwed anyway. If we only consider those always easy map such as londen or manor, of cos it "seems" easy to solo.
...So?
Changing the FP's rage mechanics wouldn't result in entire team wipes immediately. It would just prevent players from kiting him around the map for thirty minutes abusing the "one shot, wait two seconds" method.
That means when people start to die you can vote for the next map.
The problem is more to do with the FP rage mechanics than the actual Berserker.
What you repeatedly don't mention though is that it takes a lot of skill to do. You take the easy route by just saying "there are no weaknesses".
If the patch is ready, you won't be seeing zerkers left and right just like there used to be m14 spammers left and right just because they have the potential to deal with everything.
I believe you said yourself that you have in fact not seen an awful lot of skilled zerkers until the beta.
The berserker fails when he is cornered..
I've seen games with 5 sharpshooters pre-patch.
5 berserkers would also simply have no synergy. All their strength lies in running away efficiently after all.
Somewhat. But what most people don't understand is that everything on the melee is built for health. Faster speed, faster attack, no clot grab, & resistances. Faster speed allows the zerker to disengage when he needs to. Faster speed allows a combination attack by husks/sirens and crawlers to be dealt with sequentially rather than simultaneously. Faster speed allows for breaking of line of sight from the specimens. Everything for the zerker allows for him to run away and heal.
It takes a lot of skill for a single player to solo 80+ specimens on 6 player suicidal. But what happens when you put 2 zerkers that are well above average on that same team? They easily take out the FPs and scrakes that arrive.
Look, if that is the way TWI wants the game to be balanced then that is fine. Their sandbox, their rules. If they want to create a perk that 90% of the time is the one that stays alive then fine. But don't tell me that zerker isn't OP and now is the balancing period so I'm going to mention it.
That is what amazes me. Most say that the zerker is balanced and that I am wrong, but reality proves me right. After all, it isn't the demo perk that survives 90% of the time. Or can kite scores of specimens. Or solo multiple FPs. The reality is what happens in the game and right now, there is a reason other than just blind luck or coincidence that the zerker is the one that is left alive 90% of the time.
If the zerker has a weakness that doesn't affect the other perks is a worse way, let me know. General attacks and specimens aren't a weakness. Crawlers aren't a weakness because the zerker deals with them better than every other perks. Same thing with husks and sirens. Same thing with most every combination of specimens.
Rather than saying that I am wrong saying the zerker has no weaknesses, tell me a few. Or even one.
Seeing 3 zerkers on a team now is common. Very common.
Actually you made that ridiculous statement that out of the 1000+ hours I've played on KF, I've only seen skilled zerkers in the 60 hours of beta.
All perks usually fail when cornered. All perks, except the zerker, have to pause to reload. All perks, except for the zerker, have to procure ammo. All perks, except for the zerker, can not run through a group of specimens and not expect to be held.
All the time. And 6 sharpies as well.
If they all used only the katana 100% of the time. But no one expects them to do that, do we?
Actually, all of their strength lies in their heath-related perks. Why do you think the medic playing a zerker was so good? The same thing only a little more obvious.
You are saying that as if it is fact.. it is not... Support got massive frontal cone range with the aa12.. an entire empty clip pretty much annihilates EVERYTHING in front of them.. thus making them no longer cornered.. Sharpshooters with dual handcannons on level 6.. can crush everything in front of them.. in ~7 seconds flat of spamming the handcannon.. then speed reload and repeat... that is like less than a second to reload your handcannons.. you also have a crossbow incase you accidentally rage a scrake or an FP with your handcannons...
By being held i think you mean clots... and those are mighty easy to kill.. most people are not insane enough to run through a mob of zombies anyways.. your argument is invalid..
Last I checked Zerkers got to reload pistols too.. and those take freakin ages without the SS perk.. Unless you mean the katana doesn't need to reload.. in that case.. any other class can get a katana.. and still use it effectively..
So either you don't know how to solo when necessary with other class.. or you're just oblivious to the fact that Berserkers have almost zero range power... and AOE power..