Yeah, like a range restriction or something.....
A berserker can't equip a LAR or m79? Every zerker I have ever played with uses one or more ranged weapons as well as their melee weapons.
Here's one: Bad decisions hurt Berserker more then any other perk.
I disagree with that. Zerker has the speed and damage resistance to
get out of bad decisions better than any other perk other than medic and that is if the medic has armor. I see it all the time. Zerker runs into the middle of a group and 20 seconds later he runs back and screams for the medic. No other perk, other than medic, has the speed to get out of trouble.
I know you're just going to say "Well that's bad players for you, who cares about them?", and I'll say that it demonstrates how Zerker, while having the highest skill ceiling (arguably) also has the lowest skill floor. A poor Zerker is worse then a poor anything-else.
From my original post "I am assuming competent players, tactics, and decisions. I don't expect or require anyone to do anything suicidal or idiotic."
As for worse that a poor-anything-else, I am sure you have played with people who have no problem flaming everything in sight so other players can't see. Or demos who continually shoot 3 feet in front of the group. Or commandos, support, and sharpies who aggro the FP and scrake 100 feet away.
How about you list the weaknesses of each perk up so I have a clue what on earth constitutes as a "weakness" since the ones I -repeatedly- mentioned somehow don't exist/don't count as a "weakness".
IIRC, let's go over the two scenarios you mentioned. The first being 6 crawlers with 2 sirens behind them and the second having 3 husks across the map.
Ok, the crawlers. 6 crawlers drop on a player (because anyone including the zerker can just shoot them if they crawl up) while 2 sirens pop from around the corner. In this scenario, I'd take the zerker over every perk because the zerker can create time by creating space from the specimens. Every other perk, except medic, /has/ to fight the crawlers /right now/ while backing away from the sirens and taking damage from the crawlers. Now, let me add a small wrinkle. Let's put 3 gorefasts and 3 clots 20 feet away. For the zerker, it really isn't a problem. Run to one side, sideswipe the closest gorefast, then spin and attack them all. Now, let's consider what every other perk has to do. Sirens, along with any crawlers that are still alive, are behind the slow moving perk. What does the perk's biggest threat? The clots. That's right. Out of the sirens, crawlers, gorefasts, and clots, the clots are the biggest threat because if /one/ of those clots grab him, the player is a statue, all three gorefasts will attack, and the crawlers and sirens will catch up.
3 husks across the map. I'd still take the zerker because the zerker has the speed to break line of sight the fastest. Even if I had the xbow, no way would I fight them where all 3 have a shot at me. Add in additional specimens, and it is all zerker because the zerker can run while the other perks /have/ to fight the specimens while trying to dodge the fireballs. Add in that the specimens are now dodging the fireballs which makes killing them even more difficult.
I could be wrong, but I see the zerker as having the best chance in both of those scenarios and adding more specimens to either scenarios, only tilts the favor to the zerker.