New Weapon for Berzerkers

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StrafeMaster

FNG / Fresh Meat
Dec 8, 2011
3
0
0
Okay guys, we all know that medics are godsends when TWI release the medic grenades. But....What if there are grenades for the berzerker perk?

I call it.................The Spike Grenade!!!

It's a grenade available and exclusive for the zerker perk.(I should think of making a better name for it, But...OH WELL!)

What it does and how it benefits the team: The *Spike* Grenade is a grenade whose primary role is to slow down zeds and damaging them over time. When thrown down on the ground, the grenades explodes and releases a bunch of spikes at a 5m blast radius. When zeds come across the spikes, they slow down and continuously receive damage every second for 5 seconds. It affects scrakes and fleshpounds as well and can be a lifesaver for the team especially when it rages. The spikes last for 4 seconds and then disappears.


How it works on Fleshpounds: Friend and I are working on how the spike grenade benefits the team without making it too cheap to use. So here's our idea: When a FP rages and steps on the spikes it will slow down for 3 seconds and then stops for 3 seconds. After it stops for those 3 seconds it will continue its rage. The spikes don't necessarily stop the rage but serves as a slow debuff giving time for your team to react(whether to fire or evade)

Like the medic, the berzerker can carry up to a maximum of 5 grenades, but the grenades should be used wisely. I would use the grenade on the bigger dangers like the FPs or scrakes when they're raging.


So there, that's all I could think about. If you have any additional ideas or thoughts on how to make this constructive idea improve, please reply to this thread or PM me.

*Suggestions and constructive criticism are all-well appreciated!!!
 

Benjamin

Grizzled Veteran
May 17, 2009
3,650
635
113
France
Well, firstly it's written "berserker" (with an S, not a Z).

I think it could be good, although anything that makes it easier to take down the big guys has to be balanced carefully. Being able to slow down advancing crowds in corridors would be pretty cool. :)
 

Althamus

FNG / Fresh Meat
Mar 13, 2012
1,311
21
0
I believe what you're talking about are caltrops.

They're an actual thing. You just have a bag of them at your waist, and scatter half a handful on the floor to do the same thing you want, but realistically.

Also, I generally think of zeds as not really caring about pain. They'll keep shambling towards you, regardnless of how much you shoot them, and FPs in rage seem real mad and pumped up with steroids. I don't think they'd even feel or care about spikes in their feet. They don't care about shotgun shells in their chest.

Interesting mechanic though, although not sure it's best suited for zerkers, a class who WANT to get up and personal. If anything, zerkers would want some kind of flashbang to distract husks and sirens and let them get in close.
 

Lacedaemonius

FNG / Fresh Meat
Feb 16, 2011
1,078
324
0
I believe what you're talking about are caltrops.

Also, I generally think of zeds as not really caring about pain. They'll keep shambling towards you, regardnless of how much you shoot them, and FPs in rage seem real mad and pumped up with steroids. I don't think they'd even feel or care about spikes in their feet. They don't care about shotgun shells in their chest.
I'd say you're right that the specimens are adept at ignoring pain, but nonetheless think caltrops could make a nice addition. As I figure it, large enough caltrops would be the perfect way to slow running/charging specimens (gorefast, stalker, scrake, fleshpound) too large too take stock of them (scrake, fleshpound).

I'm thinking 3 VERY large caltrops (like 1/2-1 meter radius) would be tossed in a line of a few meters, and the first scrake or fp to step on them would snap into the "crisp" animation for several seconds, then as the effect wears off default into rage mode and charge. For simplicity's sake each set of caltrops would disappear after a single use and not persist through multiple waves. If done right it could be a lifesaver by giving the team a chance to finish off or escape from a nearby sc/fp.

On the flipside, they would do no damage and have a high ammo consumption (each set would count as 3 grenades). Given berserker's high survivability, I'm not sure it would be a particularly good grenade for him. Looking back, this might fit better as a buyable 1 kilo weapon, like the pipes. Maybe give it and a discount to the medic so he has better defensive capabilities?
 

masteriamamind

Active member
Oct 12, 2010
497
113
43
Evil Lair
Throwing knives that are perked would be good for the zerker. Caltops that make the zeds crispy dance maybe adding a little too much to the arsenal.
 

C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,275
2,716
0
Spiky penetrating nades should be a support thing tbh.

Would be really interesting, actually. Especially if they had some range in them.
 

StrafeMaster

FNG / Fresh Meat
Dec 8, 2011
3
0
0
Aw man, didn't see this thread opened, I posted another thread like this, just today. Mods, please cancel my 2nd thread.
 

Kaly

FNG / Fresh Meat
Oct 24, 2012
348
0
0
UK
Throwing knives that are perked would be good for the zerker. Caltops that make the zeds crispy dance maybe adding a little too much to the arsenal.

I am gonna agree with this. Throwing knives or tomahawks would work out better for zerker especially tomahawks if he throws one into a fleshpounds skull it could screw up a flesh pounds brain forcing him to lose control of where he walks to or severely cause damage overtime.
 

Helifano

Member
Aug 16, 2012
211
0
16
Throwing knives that are perked would be good for the zerker.

As suggested on another thread (or probably even numerous threads), the idea of throwing knives seems glorious to me. Caltrops realistically wouldn't do much damage in any way, and just gives Berserker another unecessary bonus to holding camps, as if the Claymore/Scythe area of effect wasn't enough. :rolleyes:

This would probably make Berserkers and Demos best friends; the Berserker could throw caltrops, slow the front line down while the back groups catch up and cluster, then Demoman goes boom :cool: