New berserkers let you camp nearly anywhere

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Zombie Overlord

FNG / Fresh Meat
Jul 15, 2012
750
0
0
San Diego, California, USA
The Berserker class is not overpowered... by itself at least. The class is nothing without a good team supporting them. We don't need to re-nerf the Berserkers. Obviously map exploits should be addressed, but why on earth should an entire perk be ostracized because you happened to stumble across a well coordinated team? That fire gets in the way of my sword swinging anyway :p


Clearly you are new around here. If zerker ever gets buffed even a little the more snobby people will grasp at straws to bash zerker. This forum has a biased hatred against zerker because of how it was in Killing Floor. Because being 'good' isn't 'ok' it seems in their book.
 

Senario

Member
May 10, 2015
100
0
16
There is a difference between being good at one thing and being good at everything. Berserker can handle any zed, kill many at once, and even face tank Hans. The AA12 runs out of ammo quickly and also requires reloading. Berserker never runs out of ammo and never has to reload. About the armor, maybe berserker shouldn't have armor at all then, and keep the 200 hp. That would fix the medic armor healing problem at least, which makes berserker nearly invincible.

You can only facetank Hans if a medic or two is constantly healing you. And even then it is kinda difficult as you would have to avoid his gas/grenades and parry his melee blows. You will lose a lot of hp and I've gotten to low hp many times with a medic healing me. And I'm sure it is much harder on HoE difficulty than it is on hard/suicidal (the average difficulty I play on). The only thing I will recognize as maybe needing a bit of a nerf is Medic's ability to heal armor. Medic Healing armor is nice, and definitely should be in the game as it makes sense for the class. But the ability to heal that often and that much is slightly problematic though I'm not sure if it is still icing on the cake or an absolute necessity on HoE difficulty. If it is the latter then don't change it.

You do need to pay attention as a zerker. Often times you will need to back off because everything you fight will do damage to you eventually. And the higher the difficulty the higher amount of your hp it will chunk resulting in the loss of armor much faster. The rest of the classes can shoot from across the room. Zerker either has to use sub optimal tier 2 weapon or a one shot wonder evicerator to do the same thing. You WILL run out of armor very fast even on hard difficulty.

And no, having the berserker be the only class unable to buy armor is stupid. That would be essentially saying "You know what, we don't care about players playing on an even playing field. You buy armor if you are ranged but if you are a melee guy you can't wear armor." Even though that is exactly what you would want to do if you were fighting in melee range. You would want to buy armor.

Berserker does need to reload btw, it is called the Pulverizer which is still optimal vs Fleshpounds as a berserker. And it takes 3 seconds to reload not to mention the downtime in between each heavy swing. You will still need your team to take the FP down but using a Zweihander is particularly idiotic in that situation. You use the zweihander vs scrakes/hans due to explosive resist. You use Pulverizer vs crowds/FP to clear them in an AoE. Also, guns you can M1 and it shoots out a hitscan bullet that will hit instantly wherever you are aiming. Melee weapons have the wind up for their attack and let me tell you, the heavy attack which you use against bloats/sirens/husks/scrakes/FP/hans is not instant.

AA12 I don't think is a valid argument "Oh you run out of ammo quickly" well...don't use AA12 for the whole round? You can carry a regular shotty for a reason. And people seemingly forgot that supplier stacking is still a thing, which is why support has less ammo. If you are the only support just take the extra ammo perk skill. Support is also not meant to be a trash killer, that is reserved for classes like Commando or Firebug. Support is a medium/big zed killer with their shotgun. If commando or firebug run out of ammo too fast then well...maybe their first reaction should be looking at the data and if it is true they should give them more ammo since they can't do their job properly. But a support having less ammo to work with than a trash clearing perk? That is what should happen seeing as the AA12 is still one of the most powerful weapons in the game. Not many come close to it.

EDIT: Also, taking the +100 hp on a zerker without a medic healing you is absolutely horrible. You run around, take damage and then realize you are down a lot of hp over time and it'll take forever to heal. If anything I do think vampirism needs to be what was stated in the patch notes. +5 hp per kill, not +3.
 
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Zombie Overlord

FNG / Fresh Meat
Jul 15, 2012
750
0
0
San Diego, California, USA
You can only facetank Hans if a medic or two is constantly healing you. And even then it is kinda difficult as you would have to avoid his gas/grenades and parry his melee blows. You will lose a lot of hp and I've gotten to low hp many times with a medic healing me. And I'm sure it is much harder on HoE difficulty than it is on hard/suicidal (the average difficulty I play on). The only thing I will recognize as maybe needing a bit of a nerf is Medic's ability to heal armor. Medic Healing armor is nice, and definitely should be in the game as it makes sense for the class. But the ability to heal that often and that much is slightly problematic though I'm not sure if it is still icing on the cake or an absolute necessity on HoE difficulty. If it is the latter then don't change it.

You do need to pay attention as a zerker. Often times you will need to back off because everything you fight will do damage to you eventually. And the higher the difficulty the higher amount of your hp it will chunk resulting in the loss of armor much faster. The rest of the classes can shoot from across the room. Zerker either has to use sub optimal tier 2 weapon or a one shot wonder evicerator to do the same thing. You WILL run out of armor very fast even on hard difficulty.

And no, having the berserker be the only class unable to buy armor is stupid. That would be essentially saying "You know what, we don't care about players playing on an even playing field. You buy armor if you are ranged but if you are a melee guy you can't wear armor." Even though that is exactly what you would want to do if you were fighting in melee range. You would want to buy armor.

Berserker does need to reload btw, it is called the Pulverizer which is still optimal vs Fleshpounds as a berserker. And it takes 3 seconds to reload not to mention the downtime in between each heavy swing. You will still need your team to take the FP down but using a Zweihander is particularly idiotic in that situation. You use the zweihander vs scrakes/hans due to explosive resist. You use Pulverizer vs crowds/FP to clear them in an AoE. Also, guns you can M1 and it shoots out a hitscan bullet that will hit instantly wherever you are aiming. Melee weapons have the wind up for their attack and let me tell you, the heavy attack which you use against bloats/sirens/husks/scrakes/FP/hans is not instant.

AA12 I don't think is a valid argument "Oh you run out of ammo quickly" well...don't use AA12 for the whole round? You can carry a regular shotty for a reason. And people seemingly forgot that supplier stacking is still a thing, which is why support has less ammo. If you are the only support just take the extra ammo perk skill. Support is also not meant to be a trash killer, that is reserved for classes like Commando or Firebug. Support is a medium/big zed killer with their shotgun. If commando or firebug run out of ammo too fast then well...maybe their first reaction should be looking at the data and if it is true they should give them more ammo since they can't do their job properly. But a support having less ammo to work with than a trash clearing perk? That is what should happen seeing as the AA12 is still one of the most powerful weapons in the game. Not many come close to it.

EDIT: Also, taking the +100 hp on a zerker without a medic healing you is absolutely horrible. You run around, take damage and then realize you are down a lot of hp over time and it'll take forever to heal. If anything I do think vampirism needs to be what was stated in the patch notes. +5 hp per kill, not +3.


This sounds entirely reasonable. It's just annoying as hell as everytime zerker gets a buff, people seem to froth at the mouth over it. Somedays, I like to question that: is the class OP or it is the player using that is?
 

bison88

FNG / Fresh Meat
Jul 16, 2014
235
0
0
It's like it was in KF1

a wallk in the park if you play zerker.

and I'm sure there will be a lot of argueing about who can hold the LMB better than who :D


It was like this before the patch too, just harder because the Zerkers health was much less. With a good medic and zerker it's always been this way. You don't have to play that way if you don't want, but camping has been and always will remain a very strong play style Suicidal+.
 

Greenbacks

FNG / Fresh Meat
Jun 29, 2015
119
2
0
I tried a solo game with my level 23 berserker just to be sure. Suicidal wasn't hard at all, while on HoE I died on the last wave. I had just killed the 2 FPs and then got swarmed by at least 20 zeds. If I played safe and didn't get cornered I imagine I would have made it to Hans and beat him without trouble. I say this because on suicidal he was a joke really. All I did was spam the pulverizer alt fire and occasionally run a bit and heal. I used the pulverizer since I don't own Chivalry and I can imagine how it would have been even easier. Not to mention if I was actually 25. At one point Hans started throwing grenades just as he had trapped me in a corner. I saw them stack under me and thought this is it, but then the grenades just boosted me out of the corner and I still had 90 hp left (I was using 200 hp skill). I wish I recorded it.
Anyways, with other perks like support I can't even survive the second wave. As soon as you try reloading you get overrun. I don't know if you guys are bad at berserker or just like being so powerful.... It certainly needed a boost before but I feel this boost was too much.
 

Senario

Member
May 10, 2015
100
0
16
I tried a solo game with my level 23 berserker just to be sure. Suicidal wasn't hard at all, while on HoE I died on the last wave. I had just killed the 2 FPs and then got swarmed by at least 20 zeds. If I played safe and didn't get cornered I imagine I would have made it to Hans and beat him without trouble. I say this because on suicidal he was a joke really. All I did was spam the pulverizer alt fire and occasionally run a bit and heal. I used the pulverizer since I don't own Chivalry and I can imagine how it would have been even easier. Not to mention if I was actually 25. At one point Hans started throwing grenades just as he had trapped me in a corner. I saw them stack under me and thought this is it, but then the grenades just boosted me out of the corner and I still had 90 hp left (I was using 200 hp skill). I wish I recorded it.
Anyways, with other perks like support I can't even survive the second wave. As soon as you try reloading you get overrun. I don't know if you guys are bad at berserker or just like being so powerful.... It certainly needed a boost before but I feel this boost was too much.

Oh boy you did a test in SOLO mode without 6 player scaling to determine that Zerk is definitely OP. In case you forgot, zeds have more health at higher difficulties and with more players (particularly scrake and FP). And I'm pretty sure their damage also scales to a certain extent.

We clearly should balance around your solo play metric and not the 6 man party metric that the game is known for.

By the Numbers Zerker is fine, insinuating that we are "bad at berserker" or that our intention is that we like berserker being "OP" is a complete attack on us personally and not on the debate. Whether or not Zerker is OP. And again, I've said by the numbers zerker is fine, in a 6 man party zerker is fine. I played from lvl 0-25 on release with old zerker and I consider myself decently skilled to play the game. And I did recognize that the bigger issue is the medic's armor healing and if it was excessive or absolutely necessary on HoE difficulty as stacking that heal with medics leads to some very silly amount of health regen and armor regen for all classes.

For the record the classes I currently play with in game includes Berserker and demoltions. One of which you claim I like because it is "OP" and the other which is clearly shown to be either average or lackluster. I will be trying out Gunslinger and Martial artist when they are out.

EDIT: Here is your math
Ranged player has armor and can reasonably protect it: 250 total hp (Support/Commando) Medic has more.
Berserker with no HP perk and full armor (unlikely due to close up nature of the perk. You will take damage and the more players there are+higher difficulty = you will get chunked on armor much more often).
250 effective hp at lvl 25. (100+100)*1.25 = 250
Berserker with hp perk and full armor at the beginning of the wave before big zeds show up:
375 effective hp lvl 25 (200+100) * 1.25 = 375
Berserker with hp perk by the time big zeds show up (usually very low to no armor on any difficulty above hard and disregarding medic armor heal):
250 effective hp approx at lvl 25 (200) *1.25 = 250

As a note, this is below medic's 175 armor and 120 health by the time big zeds come around and berserker has no way to sustain that 300+ health pool effectively unlike medic. And Medic gets bloat bile resistance easy.

To match medic's health pool at a total of 295 hp total a berserker would need to have 35 armor left and max hp. Not to mention they can't just run away then self heal/throw a grenade at their feet and be healed to full while healing their armor and killing trash zeds.
 
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jlgill333

FNG / Fresh Meat
May 29, 2015
33
0
0
I recently played a game on Hell On Earth on the Evacuation map. We had three Berserkers and all we did was hide behind the stair rail, backs to the wall. We handled everything pretty comfortably, and Berserkers did a lot of the work (one guy killed more than 1000). Berserkers with Medic feel too powerful. I agree that they were under powered before, but the game is becoming very easy.
 

bison88

FNG / Fresh Meat
Jul 16, 2014
235
0
0
I recently played a game on Hell On Earth on the Evacuation map. We had three Berserkers and all we did was hide behind the stair rail, backs to the wall. We handled everything pretty comfortably, and Berserkers did a lot of the work (one guy killed more than 1000). Berserkers with Medic feel too powerful. I agree that they were under powered before, but the game is becoming very easy.


I don't know. Based on the statistics 99% of people would disagree with that, which lines up even less with KF1's HoE figures. A lot of people are getting carried since the update I noticed that much.
 

jlgill333

FNG / Fresh Meat
May 29, 2015
33
0
0
I don't know. Based on the statistics 99% of people would disagree with that, which lines up even less with KF1's HoE figures. A lot of people are getting carried since the update I noticed that much.

It's completely true. The Berserkers made the Scrakes and the Fleshpounds look like absolute jokes. They never really threatened much and rarely broke through the lines. Of course we had a good Medic. We applied the same strategy in the Catacombs and we almost made it to the end. (In the last wave they broke through the lines).
 

Senario

Member
May 10, 2015
100
0
16
It's completely true. The Berserkers made the Scrakes and the Fleshpounds look like absolute jokes. They never really threatened much and rarely broke through the lines. Of course we had a good Medic. We applied the same strategy in the Catacombs and we almost made it to the end. (In the last wave they broke through the lines).

Again, you are attributing faulty AI and good teamwork to "Berserker is OP" as soon as they fix scrakes and FPs being confused when the damage is coming from behind body blocking players you won't see this happening.

Playing berserker on Suicidal you take a lot of damage very fast and you usually don't have armor.

Also you are trying to co-opt somebody else saying that HoE is a difficult difficulty for most players+camping being a viable strategy as them saying they think berserker is OP. Which is not what I'm getting at all.
 

Greenbacks

FNG / Fresh Meat
Jun 29, 2015
119
2
0
Oh boy you did a test in SOLO mode without 6 player scaling to determine that Zerk is definitely OP. In case you forgot, zeds have more health at higher difficulties and with more players (particularly scrake and FP). And I'm pretty sure their damage also scales to a certain extent.

We clearly should balance around your solo play metric and not the 6 man party metric that the game is known for.

By the Numbers Zerker is fine, insinuating that we are "bad at berserker" or that our intention is that we like berserker being "OP" is a complete attack on us personally and not on the debate. Whether or not Zerker is OP. And again, I've said by the numbers zerker is fine, in a 6 man party zerker is fine. I played from lvl 0-25 on release with old zerker and I consider myself decently skilled to play the game. And I did recognize that the bigger issue is the medic's armor healing and if it was excessive or absolutely necessary on HoE difficulty as stacking that heal with medics leads to some very silly amount of health regen and armor regen for all classes.

For the record the classes I currently play with in game includes Berserker and demoltions. One of which you claim I like because it is "OP" and the other which is clearly shown to be either average or lackluster. I will be trying out Gunslinger and Martial artist when they are out.

EDIT: Here is your math
Ranged player has armor and can reasonably protect it: 250 total hp (Support/Commando) Medic has more.
Berserker with no HP perk and full armor (unlikely due to close up nature of the perk. You will take damage and the more players there are+higher difficulty = you will get chunked on armor much more often).
250 effective hp at lvl 25. (100+100)*1.25 = 250
Berserker with hp perk and full armor at the beginning of the wave before big zeds show up:
375 effective hp lvl 25 (200+100) * 1.25 = 375
Berserker with hp perk by the time big zeds show up (usually very low to no armor on any difficulty above hard and disregarding medic armor heal):
250 effective hp approx at lvl 25 (200) *1.25 = 250

As a note, this is below medic's 175 armor and 120 health by the time big zeds come around and berserker has no way to sustain that 300+ health pool effectively unlike medic. And Medic gets bloat bile resistance easy.

To match medic's health pool at a total of 295 hp total a berserker would need to have 35 armor left and max hp. Not to mention they can't just run away then self heal/throw a grenade at their feet and be healed to full while healing their armor and killing trash zeds.

I did a solo game because multiplayer with zerk is already proven OP, I thought solo without a medic healing would prove it more, since some say it isn't op without medic or team. This is quite silly in itself anyway since medics aren't about to go anywhere.
I'm not trying to attack anyone personally, it's just that some are saying it isn't easy on suicidal/HoE when I find it a breeze (compared to other perks). Especially if there is a second zerk, you can both just spam hard hits and knockdown on scrakes and they are good as dead. FPs you just spam pulverizer and they are easy. I'm not sure why you compare zerk's survivability to medic, who has nowhere near zerk's damaging capabilities.
On a side note, it seems a bit strange how fast berserker can swing an iron hammer and 2 hand sword. I know KF2 is not about being realistic but I doubt anyone could swing that fast. He just plows through zeds like nothing. The 2 hand sword stab is really broken also. Most games I played now berserkers are always top scorers.
Berserker is fun I admit but come on guys.
 

Senario

Member
May 10, 2015
100
0
16
I did a solo game because multiplayer with zerk is already proven OP, I thought solo without a medic healing would prove it more, since some say it isn't op without medic or team. This is quite silly in itself anyway since medics aren't about to go anywhere.
I'm not trying to attack anyone personally, it's just that some are saying it isn't easy on suicidal/HoE when I find it a breeze (compared to other perks). Especially if there is a second zerk, you can both just spam hard hits and knockdown on scrakes and they are good as dead. FPs you just spam pulverizer and they are easy. I'm not sure why you compare zerk's survivability to medic, who has nowhere near zerk's damaging capabilities.
On a side note, it seems a bit strange how fast berserker can swing an iron hammer and 2 hand sword. I know KF2 is not about being realistic but I doubt anyone could swing that fast. He just plows through zeds like nothing. The 2 hand sword stab is really broken also. Most games I played now berserkers are always top scorers.
Berserker is fun I admit but come on guys.

And it is also strange how fast commando can speed reload while being rushed down by zeds. Most of the tactical reload stuff is not something that you do in real life without years of practice, and even then that is on a shooting range and not in a life or death situation.

I'm saying testing solo is invalid because the game is scaled to having only one player so you don't need a medic. If you had a team of 5 bots and you with no medic healing you then it might be valid. But we are ignoring relative player skill.

Also, being the "top scorer" really just means you killed the most trash zeds. Not that you are actually being the most valuable. It just means you got the last hit on the zed and considering zerker can go out of their way in the camping area to get kills then it makes complete sense. I was able to do this with most any other class on the difficulties I play on. Most who have high level zerkers are either very dedicated players that played to 25 on launch like me. Or people who cheated who usually just straight up die.

No "come on guys", we are talking about whether or not it is balanced and from experience I can say berserker is just ok without a medic. The Medic's armor healing is a godsend. Without it well...you have to back off to self medicate fairly often. It is like people forgot that other classes are still really good. A good commando can kill a 6 man scaled scrake in less than a clip of the scar. A Support can stack supplier and use the AA12 really well which still has crazy dps. Both of these can be done while running away from threats. Berserker has to run towards threats, aka the one place you generally don't want to be. This is even scarier in KF2 where zeds will sprint at you on Suicidal+.
 

Greenbacks

FNG / Fresh Meat
Jun 29, 2015
119
2
0
And it is also strange how fast commando can speed reload while being rushed down by zeds. Most of the tactical reload stuff is not something that you do in real life without years of practice, and even then that is on a shooting range and not in a life or death situation.

I'm saying testing solo is invalid because the game is scaled to having only one player so you don't need a medic. If you had a team of 5 bots and you with no medic healing you then it might be valid. But we are ignoring relative player skill.

Also, being the "top scorer" really just means you killed the most trash zeds. Not that you are actually being the most valuable. It just means you got the last hit on the zed and considering zerker can go out of their way in the camping area to get kills then it makes complete sense. I was able to do this with most any other class on the difficulties I play on. Most who have high level zerkers are either very dedicated players that played to 25 on launch like me. Or people who cheated who usually just straight up die.

No "come on guys", we are talking about whether or not it is balanced and from experience I can say berserker is just ok without a medic. The Medic's armor healing is a godsend. Without it well...you have to back off to self medicate fairly often. It is like people forgot that other classes are still really good. A good commando can kill a 6 man scaled scrake in less than a clip of the scar. A Support can stack supplier and use the AA12 really well which still has crazy dps. Both of these can be done while running away from threats. Berserker has to run towards threats, aka the one place you generally don't want to be. This is even scarier in KF2 where zeds will sprint at you on Suicidal+.

I see nothing strange there. He was sent by horzine so he could have been trained. It's also humanly possible. I guess we can just say it's horzine nanobots making berserker swing so fast?
I'm not saying berserker is so OP that it can solo 6-man match by itself easily. That is just ridiculous. But even then it's only a "might" huh?
So zerk is a better trash killer than commando and firebug? While also able to take care of big zeds? Sure, commando might be able to kill a scrake with all headshots from a scar clip, but how viable is that? I never said support supplier stacking wasn't OP but I've never seen it done. I'm pretty sure that last hits don't count as a kill but an assist, while kills are zeds you killed yourself without help. But even if that was true how does berserker manage to get so many last hits while being melee range?
At the moment for berserker faster zeds mostly means less chasing to kill them.
 

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
I just want to add that if a Zerk is doing his job right, he should totally be able to stop the big zeds from being a big problem. One of the fantastic things KF2 has over KF1 is that you actually feel like you are fighting a challenging opponent (whether through parries or outright attacking) in a brutal melee.

It will get ruined by a single clot turning him away, 200hp just allows him to survive things like that where other classes (who shouldn't be in that range) have made a big mistake and are likely to die. Berserker is fantastic!
 

Senario

Member
May 10, 2015
100
0
16
I see nothing strange there. He was sent by horzine so he could have been trained. It's also humanly possible. I guess we can just say it's horzine nanobots making berserker swing so fast?
I'm not saying berserker is so OP that it can solo 6-man match by itself easily. That is just ridiculous. But even then it's only a "might" huh?
So zerk is a better trash killer than commando and firebug? While also able to take care of big zeds? Sure, commando might be able to kill a scrake with all headshots from a scar clip, but how viable is that? I never said support supplier stacking wasn't OP but I've never seen it done. I'm pretty sure that last hits don't count as a kill but an assist, while kills are zeds you killed yourself without help. But even if that was true how does berserker manage to get so many last hits while being melee range?
At the moment for berserker faster zeds mostly means less chasing to kill them.

Not a better trash killer, berserker puts him or herself out there in the most danger where most commandos and firebugs won't go out for those kills because they are in their nice camp spot. Again, I could do the same on any other class consistently except maybe demoltions where you have a lot less ammo to work with. Commando is still the best trash killer and I don't see you complaining about Firebug who can also handle big zeds and small zeds very well right now.

Berserker gets a lot of last hits because again, they are the ones going up to zeds and likely around corners where a commando or firebug will sit in their camp spot and wait for zeds to come to them. Last hits = Kill, not an assist. the person who did damage but didn't kill the zed gets an assist. I'm not sure how this isn't clear.

Just because you say Berserker can handle big zeds by themselves doesn't make it true. I've run into many big zeds post patch and tried the exact same thing people keep saying is OP and all I've gotten is that you will have to back off and the small zeds will catch up to you. Also you will run out of pulv rounds on suicidal+ before an FP goes down. Stabbing with zweihander is alright and the knockback helps enough considering you can't even parry every blow.

Not only that you completely ignored the fact that Commando is also good at handling big zeds and small zeds. A good commando can take out a scrake in less than 1 magazine of the SCAR. Firebug when used correctly has a similar effect on big zeds.

I'm not calling for nerfs for either of these two classes as I think they are fine. But really all it takes is one small crawler moving at superspeed or that one gorefast/clot you missed to block your movement resulting in a ton of damage. Berserker absolutely does not make big zeds a cakewalk, medic heals are the best thing in the game right now.
 

ddashung

FNG / Fresh Meat
Dec 2, 2012
95
0
0
Two things.

First, a zerker won't have +25% HPs due to levels but +33%, his levels reduce incoming damage making it 75% of what it is supposed to be.
Or said otherwise : 1 / 0.75 = 1.33
So a zerker with full 100 armor and full 200 HPs will have in fact 400 virtual HPs.
Of course, a medic healing will be increased by the same percentage as the zerker reduces incoming damage, there is less HPs lost and less HPs to heal back.
Add to that the level 5 resistance against either sirens or bloats and a zerk and a medic synergize very well, as befit a tank and a healer.
But usually a tank cannot be a dps too.

Second, I see that some are considering the commando's irrevelancy.
*snickers sourly*
It's been years since the mando has been anything but leveling fodder for the achievements, its trash killing can easily be replaced by any other perk.
On KF2 its niche as middle/big game (siren, husk, bloat, scrake) uncapper will soon be taken by the returned sharpshooter and the perk will once again slips back into uselessness, as intended if anything can be guessed looking at tripwire game design.
 

Lord Exor

Member
Aug 6, 2013
44
5
8
To anyone using personal experience during a well-organized match (with a Medic) or a solo game, it should be noted that anecdotal evidence means very little in an argument.
 

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
I thought myself the Commando is like a default "soldier" class, able to take on most jobs in the absence of others. It makes sense too, being a weapons specialty which is quite popular and versatile, possibly the most versatile of all the weaponry. Also has a decently powerful grenade for extra oomph and help against FP!

Basically if you had 6 commandos you could have them all take the same loadout and have different jobs, and they'd all perform just fine I'd say.
 

Senario

Member
May 10, 2015
100
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16
Two things.

First, a zerker won't have +25% HPs due to levels but +33%, his levels reduce incoming damage making it 75% of what it is supposed to be.
Or said otherwise : 1 / 0.75 = 1.33
So a zerker with full 100 armor and full 200 HPs will have in fact 400 virtual HPs.
Of course, a medic healing will be increased by the same percentage as the zerker reduces incoming damage, there is less HPs lost and less HPs to heal back.
Add to that the level 5 resistance against either sirens or bloats and a zerk and a medic synergize very well, as befit a tank and a healer.
But usually a tank cannot be a dps too.

Second, I see that some are considering the commando's irrevelancy.
*snickers sourly*
It's been years since the mando has been anything but leveling fodder for the achievements, its trash killing can easily be replaced by any other perk.
On KF2 its niche as middle/big game (siren, husk, bloat, scrake) uncapper will soon be taken by the returned sharpshooter and the perk will once again slips back into uselessness, as intended if anything can be guessed looking at tripwire game design.

I'm not sure that is how damage reduction works o-o. Wouldn't effective hp be your hp is now = 25% more. If you take 100 damage you would now take 125 dmg effectively with damage resistance. zeds doing 75% damage does not mean your HP is now 33% more effective. It means your hp is now 25% more effective (approx). If you take 125 damage normally you would now take 100. If you take 250 damage normally you would take 200. Ect ect. I can't see why it would not be a Linear scaling as that is way too complicated for what it needs to do. Why would tripwire put it in the game saying "you are 25% more resistant to damage" which apparently means you now take 33% more damage before you die. That is just convoluted. I would like to see a legitimate source for the alternative calculation. Preferably a confirmation from TW that it works in that way instead of a linear amount.

I think commando is in an almost perfect spot with only slight tweaks to ammo needed. Not at all a popular class because it isn't very flavorful like firebug or demo or even support but definitely not terrible. Again, Commando can kill a scrake before needing to reload on a SCAR. If release berserker and Demo are anything to go by, tripwire seems to be very cautious when dealing with perks that were exceptionally strong in the last game. I would argue Sharpshooter is in that top 3 for how strong the perk was last game.