This thread needs more skullthrone and (chain)axes. I remember when the game was new and I spent ages just using the axe whenever I could, since I never really liked the chainsaw.
#Since level up:
It just isn't fun to use the T2 weapons anymore. Chainsaw isn't very effective compared to how it was before the update, and the katana just doesn't feel strong anymore. Couple that with the removal of the instant-decapitation for the Fleshpound, and you've pretty much removed any chance of me sawing it's head off before it can do some real damage.
#Strengths
Survivability. As a non-berserker, alone, on Suicidal, the knife can decapitate a bloat in a single standard stroke. Consider that, and add the attack speed bonus. And the movement speed bonus. And the damage bonus.
Damage output with limited supplies is what I consider the main strength of the berserker. You really only need to pull in 300 pounds a wave tops ( and not even that now with the ability to repair armor! ), plus some for your pistol's ammo and the occasional grenade.
#Weaknesses
No real staying power on higher difficulties and later waves. Anything past normal gets a little iffy for me once Fleshpounds showed up, which is even more brought to attention now with the husk and the nerfing of the T2 weapons.
#Knife
Until I get a better melee weapon, or virtually all the time on lower difficulties or I'm alone.
#Machete
More lately than usual - it does some more damage than the knife, but still chains unlike the axe.
#Axe
As often as possible. Favorite melee weapon.
#Chainsaw
Rarely when I was alone, but the wave fleshpounds show up when I'm in multiplayer. No longer use it at all.
#Katana
It's fun, mostly. It's like the lovechild between an axe and the chainsaw. Don't use it that much unless I need the damage output.
#Hardest
Crawlers, Fleshpound, Patches. All annoy the crud out of me.
#Easiest
Everything else.
#Role
It really depends on the map. In tight maps with lots of entrances to any given area, I feel the berserker makes an excellent guardian, able to cover any given entrance nearly alone, for the most part. On more open maps, they ravage the countryside in search for their next victim, leaving a trail of destruction in their wake while the other perks pull cleanup or back them up when they need assistance ( eg, Fleshpound shows up ).
#Change
I feel there's a few things that aren't directly related here, so I'll just list them .
* Roll back the changes to the T2 melee weapons, perhaps even buff them more than they were originally to reduce the gun envy that berserks are somewhat feeling currently. Alternately, add T3 melee weapons.
* Actual Berserker powers rather than a more accurate "Fighter" or "Swordsman" name.
Wikipedia said:
Berserkers (or Berserks) were Norse warriors who are reported in the Old Norse literature to have fought in a nearly uncontrollable, trance-like fury, a characteristic which later gave rise to the English word berserk. The name berserker arose from their reputed habit of wearing a kind of shirt or coat (Old Norse: serkr) made from the pelt of a bear (Old Norse: ber-) during battle.[1]
* In reference to the above ( ok I lied sue me ), bear fur armor that takes up four slots or so in the inventory and strongly buffs the wearer ( 25% DR bonus, maybe? 50% more melee damage? More run speed, etc ) in the place of a T3 weapon for the berserker. Way overpowered, but could be fun.
* Khornate Chainaxe. W40K does armor saves on a D6 - the best is 2+, meaning any roll of 2 or more is a save. This baby makes the best save possible against it 4+. 'Nuff said, T4 weapon that would make even Patriarch feasible to solo if you can get close enough and wail on him a bit. Gamebreaking, but would be fun =).
* Play in with the name, and have the difficulty and wave amplify the berserker's power. Eg, on Beginner, they'd get no bonuses from the difficulty, and each progressive wave could add a small modifier ( 6%? ) to their skills. On suicidal, they could get a sizable base bonus ( 18%? ), plus the same small bonus per wave ( adding up to a grand total of 66 + 18, or 84%, buff on suicidal, wave 11 ). This number would also be affected by the perk's level, eg at level 1, the bonus would be 11 + 3, a max of 14%
Just my half dollar.