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.
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!!!