• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Melee Weapon Adjustment Suggestion - Power to the Chainsaw

Witzig

Grizzled Veteran
Jan 16, 2006
2,189
52
Germany
After lots of Discussion here:
http://forums.tripwireinteractive.com/showthread.php?t=50495&page=9

This is one of several Ideas, it might not be a good one, but perhaps we can discuss it openly.


Everything i'm writing up is about 6-man HoE.

As i have written this up i am aware that this suggestion might be flawed in some regards. But perhaps someone else can rip this suggestion apart.


tl:dr = Chainsaw ftw, Fuel Management as Addition to Berserker
=> Chainsaw as Anti-FP Weapon with Fuel useage and a General Choice for the Berserker
=> Katana as Ammofree Weapon to deal with Scrakes, but not FPs.
=> Moving the Axe into a Position simmilar to the Bullpup for the Commando
=> Machete will become an Option for those wanting to utilize a Ranged Weapon
=> some changes to Scrake and FP Resistance to not overpower the Berserker with the new Weapon Values.

Okay lets put the funny stuff aside. I recently thought about the huge discrepancy between the Perk Weapons avaible in contrast to all other Perks. The Berserker has nearly no Progression within his Weapon list. At Perk level 6 all Weapons have nearly the same Value (100 to 299 Pounds), additionally the Chainsaw serves no purpose except for giggles and the Patriach. No other highest Tier Weapon is that "useless".

Also the Axe is as perked Weapon a rather cheap Scrake counter, admittedly the same goes for the LAR (200 pounds +80 for ammo). But in this case the Axe is clearly superior due to not needing Ammo.

First of to put the Weapon changes in Perspective the necessary changes to the Scrake/FP Resistance to Melee Weapons, otherwise this whole idea will not work:
-Scrake 40% less damage from all Melee Weapons, except for the Katana.
-Fleshpound gets 20% Melee Resistance towards all Melee Weapons (this replaces the 0.5 Damage modifier currently in place, if this is affecting the Melee Weapons at all).




So Changes to the AXE:
Primary Base Damage (Swing Speed) / Level 6 Damage / Headshot multiplier
90 (0,8) / 180 / x2
Primary Headshot Damage unperked / perked
180 / 360
Alternate Attack Base Damage (Swing Speed) / Level 6 Damage / Headshot multiplier
130 (1,0) / 260 / x2
Alternate Attack Headshot Damage unperked / perked
260 / 520
Base Price: up to 500 pounds (level 6 buys for 149)
Axe stays the Spawned with Weapon for level 5 Berserkers
Movement Speed Bonus for the Berserker while holding the Axe = 10%.

Commentary: Makes the Axe a more worthy pickup to sell, but reduces the overall Damage, this ain't a Weapon for use against the Scrake anymore, but quite cheap and the fast chop rate makes it a viable alternative to the Katana, albeit heavier. Perhaps a Weight reduction to 2 or 3 would be necessary.
This part of the Adjustment is a Axe nerf.



Changes to the KATANA:
Primary Base Damage (Swing Speed) / Level 6 Damage / Headshot multiplier
110 (0,7) / 220 / x2
Primary Headshot Damage unperked / perked
220 / 440
Alternate Attack Base Damage (Swing Speed) / Level 6 Damage / Headshot multiplier
175 (1,0) / 350 / x2
Alternate Attack Headshot Damage unperked / perked
350 / 700
Base Price: up to 1200 pounds (level 6 buys for 359)
Katana becomes the new Spawned with Weapon for level 6 Berserkers.
Movement Speed Bonus for the Berserker while holding the Katana = 10%.

Commentary: The Katana takes the position of the new Scrake Killer.



Changes to the CHAINSAW:
Add Ammo/Fuel to the Chainsaw, total Ammo Count between 1000 and 1500 (to be discussed)
Buy Fuel in 100/150 Unit Steps for 5 pounds each.
Fuel used per primary Attack = 3-5?
Fuel used per Secondary Attack = 30?
Fuel used while Chainsaw is active = 1 per Second
Primary Base Damage (Swing Speed) / Level 6 Damage / Headshot multiplier
30 (0,15) / 60 / x2
Primary Headshot Damage unperked / perked
60 / 120
Alternate Attack Base Damage (Swing Speed) / Level 6 Damage / Headshot multiplier
325 (0,9) / 650 / x2
Alternate Attack Headshot Damage unperked / perked
650 / 1300
Base Price: up to 2500 pounds (level 6 buys for 749)
You no longer spawn with this one.
Movement Speed Bonus for the Berserker while holding the Chainsaw = 20%.

Commentary: The Chainsaw becomes the new Top Dog of Melee, incredible powerful but limited in its uses. Same as other Tier3 Weapons.
The Fuel Consumption while the Weapon is the active Selection limites the time a Berserker is going to receive a 20% Speed Bonus.

Level 6 Berserker Damage to Scrake from the front(needs 4 Secondary "Headshots" to kill, 2 from the back)
Primary / Secondary Bodyshot
36 / 390
Primary / Secondary Headshot
72 / 780

Level 6 Berserker Damage to Fleshpound (needs 3 Secondary "Headshots" to kill, 2 from the back)
Primary / Secondary Bodyshot
48 / 520
Primary / Secondary Headshot
96 / 1040

Using the Chainsaw against the FP, should make sense, but the Berserker has to be able to survive it. Perhaps a slightly higher Damage Reduction would be needed.
 
I think this can be not a bad idea. It'd help distinguish the chainsaw more. It could sit as the ultimate melee weapon for damage, but have the drawback of using ammo. It'd be different from all the other melee weapons in terms of needing fuel, so it'd be worth saving. Though, I'm not sure about giving movement speed bonus. It's not that realistic, and not that balanced. Maybe have the chainsaw still make you move normal speed, and use fuel, but ratchet up the damage. The katana would be a "walking around" weapon, something you'd use as a primary weapon soon as you can get it, and the chainsaw something you'd save for special occasions.

Not sure about the ax changes... I haven't played around with the ax enough to say what I'd really like changed.
 
Upvote 0
So Changes to the AXE:
Primary Base Damage (Swing Speed) / Level 6 Damage / Headshot multiplier
90 (0,8) / 180 / x2
Primary Headshot Damage unperked / perked
180 / 360
Alternate Attack Base Damage (Swing Speed) / Level 6 Damage / Headshot multiplier
130 (1,0) / 260 / x2
Alternate Attack Headshot Damage unperked / perked
260 / 520
Base Price: up to 500 pounds (level 6 buys for 149)
Axe stays the Spawned with Weapon for level 5 Berserkers
Movement Speed Bonus for the Berserker while holding the Axe = 10%.

Commentary: Makes the Axe a more worthy pickup to sell, but reduces the overall Damage, this ain't a Weapon for use against the Scrake anymore, but quite cheap and the fast chop rate makes it a viable alternative to the Katana, albeit heavier. Perhaps a Weight reduction to 2 or 3 would be necessary.
This part of the Adjustment is a Axe nerf.

That would be funny if you can swing a heavier weapon faster. And btw, the swing speed is non-perked or perked?

Changes to the KATANA:
Primary Base Damage (Swing Speed) / Level 6 Damage / Headshot multiplier
110 (0,7) / 220 / x2
Primary Headshot Damage unperked / perked
220 / 440
Alternate Attack Base Damage (Swing Speed) / Level 6 Damage / Headshot multiplier
175 (1,0) / 350 / x2
Alternate Attack Headshot Damage unperked / perked
350 / 700
Base Price: up to 1200 pounds (level 6 buys for 359)
Katana becomes the new Spawned with Weapon for level 6 Berserkers.
Movement Speed Bonus for the Berserker while holding the Katana = 10%.

Commentary: The Katana takes the position of the new Scrake Killer.

If the fire rate is that unnoticable, lv 6 berserkers will never use the axe. Unless they pick it up in early wave before they have their gear.
And I think under this change, katana need 1-2 weight increase.
Also, under the change of fp only have 20% resistance, katana pri-fire do 352 dmg. Which is 'Just" lower than the 360 needed to rage the fleshpound. And only 8 hit will decap a 6-man fleshpound....
Ah yes, perked hs dmg 440 is just enough to one-shot 6-man sirens and husks. (with 438 head health)



Changes to the CHAINSAW:
Add Ammo/Fuel to the Chainsaw, total Ammo Count between 1000 and 1500 (to be discussed)
Buy Fuel in 100/150 Unit Steps for 5 pounds each.
Fuel used per primary Attack = 3-5?
Fuel used per Secondary Attack = 30?
Fuel used while Chainsaw is active = 1 per Second
Primary Base Damage (Swing Speed) / Level 6 Damage / Headshot multiplier
30 (0,15) / 60 / x2
Primary Headshot Damage unperked / perked
60 / 120
Alternate Attack Base Damage (Swing Speed) / Level 6 Damage / Headshot multiplier
325 (0,9) / 650 / x2
Alternate Attack Headshot Damage unperked / perked
650 / 1300
Base Price: up to 2500 pounds (level 6 buys for 749)
You no longer spawn with this one.
Movement Speed Bonus for the Berserker while holding the Chainsaw = 20%.

Commentary: The Chainsaw becomes the new Top Dog of Melee, incredible powerful but limited in its uses. Same as other Tier3 Weapons.
The Fuel Consumption while the Weapon is the active Selection limites the time a Berserker is going to receive a 20% Speed Bonus.

So... when you use up the fuels... you only need around $50 to refill...?
Say you have 1500 fuel and each pri-fire use 3 of them. So, you can use pri-fire continously for 500 seconds. And you can do 120 dmg per 0.15 seconds... (I assume 0.15 seconds is perked) that's 800 dps per second. Husk and sirens (6-man) die in 0.6 seconds..... (katana one-shot them, so... nevermind)
Abt alt-fire I discuss below...


Level 6 Berserker Damage to Scrake from the front(needs 4 Secondary "Headshots" to kill, 2 from the back)
Primary / Secondary Bodyshot
36 / 390
Primary / Secondary Headshot
72 / 780

Level 6 Berserker Damage to Fleshpound (needs 3 Secondary "Headshots" to kill, 2 from the back)
Primary / Secondary Bodyshot
48 / 520
Primary / Secondary Headshot
96 / 1040

Using the Chainsaw against the FP, should make sense, but the Berserker has to be able to survive it. Perhaps a slightly higher Damage Reduction would be needed.
4 alt-fire killing fleshpound sounds too OP already... and... you know what? If you hold M1 and put the blade into a fleshpound's face, his head will be gone after 29 hits, meaning... ... ... WTF? 4.3 seconds?
I assume the 0.9 second alt-fire speed is perked, fp die in 3.6 seconds. He cant even move after the first hit. But at least it is harder than holding M1....
 
Last edited:
Upvote 0
I love Axe as it is now. Katana is too OP already, axe is in great shape and force zerker to pick it to deal with heavier zeds. Chainsaw could be picked anyway.

The axe is only needed for Scrakes, any other zed can be dealt with using the Katana. As far as the chainsaw goes, does anyone use it other than the 1st and 11th wave?
 
Last edited:
  • Like
Reactions: sph34r
Upvote 0