You don't need to crouch to deal with crawlers. Really, you shouldn't crouch anyways as you either will lose your speed or be standing still for a brief moment. Looking downwards to attack is a better option as this allows you to keep your movement at a constant speed. An alternrative way is to hit the crawlers midair with your melee weapon. The timing is tricky to learn but it's fun to play baseball, and looks cool during ZED time.
All melee weapons are fine against crawlers as they can 1 shot them on any difficulty. The pause after the crawler leap is enough for you to run up and kill them. Or if you've mastered the swing time on each melee weapon, you could attempt a mid air kill.
I find that as berserker against crawlers, the best thing to do is to kite them sideways in a circular manner, this allows you to hit them and exploits their inability to jump at you.
The problem is when you have to deal with crawlers with other zeds.
Alone, or even in packs, they are predictable and can be sidestepped.
But they always have a tendency to most dangerous when you are preoccupied.
As a berserker, I find that true in 2 situations in particular.
1 is when they are at the front of an incoming horde, and they will often block/distract you from higher profile specimens, like sirens.
The other is when you are stunning a scrake, and a pack of crawlers start attacking you. You dare not stop, or the scrake will eat you, but you know those crawlers will probably kill you if your team doesnt clear em off (which they usually dont). The best case scenario for these is surviving, with just your armor gone.
They also have a tendency to block my way when Im trying to get out of a corner. It looks like a gap, but if you look down, you realize that its a crawlers that just delayed you from reaching freedom, and making you take that extra damage.
I always stick near the commandos if anyone as a zerker, for the pure lack of crawlers.
The problem is when you have to deal with crawlers with other zeds.
Alone, or even in packs, they are predictable and can be sidestepped.
But they always have a tendency to most dangerous when you are preoccupied.
As a berserker, I find that true in 2 situations in particular.
1 is when they are at the front of an incoming horde, and they will often block/distract you from higher profile specimens, like sirens.
The other is when you are stunning a scrake, and a pack of crawlers start attacking you. You dare not stop, or the scrake will eat you, but you know those crawlers will probably kill you if your team doesnt clear em off (which they usually dont). The best case scenario for these is surviving, with just your armor gone.
They also have a tendency to block my way when Im trying to get out of a corner. It looks like a gap, but if you look down, you realize that its a crawlers that just delayed you from reaching freedom, and making you take that extra damage.
I always stick near the commandos if anyone as a zerker, for the pure lack of crawlers.
That's why I always carry an axe with me while playing zerker. One alt-fire swing to the head will stun the scrake for a good 3 seconds or so allowing you some time to clear the trash specimens. You only need 3 alt-fire axe headshots to kill a scrake on 6-man suicidal. And it is the best weapon for meleeing fleshpounds.
would the axe stun time be enough time to kill a pack of crawlers?
While clots are easy to axe, crawlers jump out of the way. And delaying the fight with repeated stuns leads to more trash, from my experience. Which could leave you surrounded with a pretty large pile of trash when the scrake is done, and plenty more damage.
I might be wrong about this, but thats what happened when I tried.
Another choice weapon would be the AK-47. It's intended to be a commando weapon, but it's a real lifesaver when in the hands of a medic. For example, you can clear a bunch of medium-level ZEDs like gorefasts and sirens as they harass a teammate and then you can move in for the heal. It also has a solid damage output which can be handy when chased by a scrake or fleshpound. Keep in mind that the AK costs
Surely the Bullpup is better. Even Perkless the recoil is nil and that's what really counts when you need to peel Zeds off a patient.
Personally, i like using the handcannon while playing berserker. It one shots crawlers on hard difficulty and below(2 shots on suicidal, man do i hate berserker i got it to 6 and dropped it faster than you can imagine) and is only 4 blocks.
I'd take the perkless pup over the AK since it is massively cheaper and kills crawlers just fine. The AK is great if you have money to burn, but the pup is just more economically efficient. It's like buying a katana as any other perk just to take care of scrakes. Great if you have money to burn, otherwise it's best to go for more economic options.(i.e let the zerker or SS take care of it.)
Although when it comes to playing commando, i much prefer the AK. It's stronger and once you get used to its recoil the bullpup just seems so weak in comparison.
Bullpup is a solid weapon but on suicidal and perhaps 5 or 6 man hard games, the damage output is just not enough. Even a level 6 Commando cannot 1 shot a clot on solo suicidal with the bullpup. While having 50 rounds per mag is nice, you only really can get around 25 kills per mag due to needing 2 head shots to kill, whereas the AK is a 1 shot (head shot) 1 kill weapon against clots, gorefasts, crawlers, bloats, and stalkers. Pre level up patch, I would always use the bullpup but ever since they added the HeadHealth to specimens, I have been cleaning out specimens quicker with the AK.
For this reason, I would recommend the LAR as a berserker's secondary. It deals with all of the berserker's weakness fairly well. 2 head shots to drop a husk or siren and 1 shot crawlers anywhere on 1-6 man suicidal. Even fleshpounds can be reliably dealt with using the LAR, if you don't have the space or time to melee it. You only need 6 head shots to kill a FP on solo suicidal and up 14 head shots on a 6 man suicidal game. Provided you space the shots out and keep breaking line of sight, you can drop the fp without ever raging it and still be able to deal with the trash specimens.
Just for reference, LAR head shots deal 280 damage, 210 to fleshpounds due to the damage scaling. A fleshpound's head health ranges from 1225 to 2756 on suicidal.
so a zerker with a LAR can kill an FP with 6-14 headshots? (actually 5.8 to 13.2, but getting a .2 or .8 headshot seems rather impossible)
The LAR is an epic weapon. Its always how I kill as a medic on suicidal. Its cheap, easy to decap with, and powerful. And, unlike the MP7, it can 1-shot clots, crawlers, and bloats as a non-SS. That makes it quite handy to people of all perks.
Just a question: can a lvl6 SS on solo begginer use a 9mm to headshot a scrake, or even an FP?
Killing scrakes and FPs with the 9mm. Epic win.
I prefer Katana/HC over the LAR. Sure the LAR is powerful, but once you expended all ammo in your mag it takes years to reload the thing unless you're a commando/SS.By the way, whats the best berzerker loadout?
Right now I am getting conflicting signals from different members.
Im hearing both "katana and axe" and "katana and LAR". Both seem pretty formidable, but both have pretty big openings. Could you carry all 3? And if you could, would it make you too slow to be effective?
By the way, whats the best berzerker loadout?
Right now I am getting conflicting signals from different members.
Im hearing both "katana and axe" and "katana and LAR". Both seem pretty formidable, but both have pretty big openings. Could you carry all 3? And if you could, would it make you too slow to be effective?
EncumbrancePercentage = (FMin(CurrentWeight, MaxCarryWeight)/MaxCarryWeight);
// Calculate the weight modifier to speed
WeightMod = (1.0 - (EncumbrancePercentage * WeightSpeedModifier));
// Calculate the health modifier to speed
HealthMod = ((Health/HealthMax) * HealthSpeedModifier) + (1.0 - HealthSpeedModifier);
// Apply all the modifiers
GroundSpeed = default.GroundSpeed * HealthMod;
GroundSpeed *= WeightMod;
GroundSpeed += InventorySpeedModifier;
HealthSpeedModifier=0.3
WeightSpeedModifier=0.13
GroundSpeed=200.0