Important perk tips and tricks for players

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Lewt

FNG / Fresh Meat
Sep 5, 2010
404
112
0
Batting them out of the air with a fire axe is amazingly fun, but Honda -did- say you could do that too. I find myself triggering their jump by taking a small step forwards, or sidestepping extremely often.
 

timur

FNG / Fresh Meat
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.

Yeah, crouching is something I only do if there are only crawlers....and lots of them.

Otherwise, batting them out of the air is the preffered method. Especially if you use the chainsaw; just stick it out and the crawlers will literally jump into your saw (usually with no damage done to you).

Of course, if your playing wtfmod, I always love to jump over the broodlings when they leap at me, but wtfmod is a whole 'nother thing altogether.
 

CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,399
1,059
0
VIC
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.
 

timur

FNG / Fresh Meat
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.
 

CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,399
1,059
0
VIC
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.

Very nice strategy mate.
 

scary ghost

FNG / Fresh Meat
Sep 13, 2010
899
338
0
California
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.
 

timur

FNG / Fresh Meat
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.
 

scary ghost

FNG / Fresh Meat
Sep 13, 2010
899
338
0
California
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.

Yes, the stun length will give you enough time to pull out your secondary or katana to deal with the crawlers. On lower difficulties, 1 alt-fire axe headshot will make the scrake rage after he recovers, which separates him from the rest of the specimens.

I've also felt that the more trash you kill, the more trash specimens are spawned. But afaik, also from having played with sandbox mode, the spawns are more or less set each wave, with minor variances between what groups of specimens are spawned when.
 
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ADeadJournalist

FNG / Fresh Meat
Sep 22, 2010
24
24
3
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
 

C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,220
2,716
0
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.

Yes, I am a bullpup lover myself because it is the only weapon I use with the SCAR when I play commando due to all the practical advantages it has compared to the AK (accuracy, capacity, cost, fire rate, solid damage).

The problem with the Perkless Pup is is that the damage output is so low that unless I'm wrong, it's almost identical to the MP7. A level 6 medic has 40 rounds in an Mp7 mag with 9 mags spare, as does an unperked pup and the Mp7 fires much faster than the pup. Also, with the medic discout, it's cheaper than the bullpup AND you can heal teammates with it. It also weighs 3 blocks instead of 6 (at least I think it's 6).

The only disadvantages of the Mp7 is the fact that it has a higer recoil and a lower accuracy, but it's not as if you're actually sniping with it, right?

There is little point in taking a Bullpup as a medic because the Mp7 is far, far more useful to you.

If you played hard/sucidal as a medic, you will prefer an AK over a pup. Trust me. :IS2:
 

Zeron

FNG / Fresh Meat
Jun 30, 2010
489
113
0
Somewhere Over The Rainbow...
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.
 
Last edited:

C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,220
2,716
0
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.

The pup is a GREAT weapon for a zerker, and a commando if you know how its meant to be used.

But as a medic, you may as well go with Mp7. Or AK.
 

scary ghost

FNG / Fresh Meat
Sep 13, 2010
899
338
0
California
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.
 

timur

FNG / Fresh Meat
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?
 

scary ghost

FNG / Fresh Meat
Sep 13, 2010
899
338
0
California
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?

That's right, only 6 HS needed for a zerker (or any non SS) to drop an fp on solo suicidal. I love the LAR. It's $200 and you get 40 shots, $80 to purchase the other 40 bullets. Not to mention it does more damage than an EBR per shot I believe (ofc ebr has a higher mag capacity and ROF).

Sure it's possible, you'll just need a couple of shots. I've never done this myself so everything below is just what I've collected from the SDK. All info gathered from:

  • DamTypeDualies.uc [both dual and single 9mm use this damage type]
  • SingleFire.uc
  • KFMonster.uc
  • KFVetSharpshooter.uc
  • ZombieScrakeBase.uc
  • ZombieFleshPoundBase.uc
Pistol's base damage is 35 with a 1.1x hs multiplier. Level 6 sharpshooter gets 60% bonus in the base damage plus 50% extra head shot damage. Multiplying all that out gives you:
  • [(35 * 1.6) * 1.1] * 1.5 = 92.4 ~ 92 damage per head shot (i assume they truncate?)
Since we're going solo beginner, we can just halve the HeadHealth of the specimens:

  • Scrake head hp- 650/2 = 325
  • Fp head hp- 700/2 = 350
Accounting for the Fp's 50% resistance to the 9mm: you'd need:

  • Scrake - 325/92.4 ~ 3.5 => 4 headshots
  • Fp - 350/(92.4/2) ~ 7.6 => 8 headshots
 

timur

FNG / Fresh Meat
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?
 

Zeron

FNG / Fresh Meat
Jun 30, 2010
489
113
0
Somewhere Over The Rainbow...
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?
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.

The HC still kills crawlers in one shot too(besides suicidal, that takes two.)
 

scary ghost

FNG / Fresh Meat
Sep 13, 2010
899
338
0
California
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?

You can carry katana, axe, and lar. It will max you out at 15/15 though, so that's it. The speed reduction isn't that bad.

ModifyVelocity() in KFHumanPawns.uc
Code:
        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;
DefaultProperties in KFHumanPawns.uc
Code:
     HealthSpeedModifier=0.3
     WeightSpeedModifier=0.13
     GroundSpeed=200.0
Maxing out at 15/15 vs. say 8/15 isn't that noticeable as your WeightMod is 0.87 vs. 0.93 respectively, which is a difference of 12 in overall ground speed. I usually will run with katana/axe/lar and I haven't really noticed any hindrances with hauling a full loadout.

As for which loadout, besides katana+xbow (why are you even play zerker if you're using this loadout :p), there's nothing I can say other than pick what you're comfortable with. Zeron makes a good case for handcannon with faster reloading not to mention HCs have penetration, can 1 shot most specimens with a head shot, and you get a second HC with no extra weight. You can carry both hand cannon and LAR anyways so grab both and see which one you like.

If you want to be adventurous, you could haul a flamethrower if you want, lol. Light and kite until they burn.