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.
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.