Some tips for zerk

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Mätibaggings

FNG / Fresh Meat
May 7, 2015
162
0
0
Finland
This is from my own experience, I pretty much main zerk nowadays on Sui/HoE

I used to think zerk is useless above hard. Once I got gud, I realized I do not want to play a HoE match without a gud zerk. So, let's begin.

NEVER hammer a scrake which someone is circling. Only hammer it if it breaks out of the circling and it's about to wreck someone.

If you got good commando(s), throw an EMP at a scrake and they will drop it with scar headshots fast(pretty much requires lvl 20+ commando). If you see a EMPd scrake, shoot at it's head like there is no tomorrow. Hammer+scar(+medic pistol) is my fav combo on HoE

If you see that a raged scrake tries to lay waste to your team, try to EMP it if possible/reasonable. If you are somewhat decent at parrying, try to get yourself between the team-mate it's trying to kill.

You can effectively cover one way as zerk, as long as you have a proper medic healing you. Especially on HoE, zerk WILL need a lot of healing. It is a fact. Press M1 to wipe trash, M2 sirens, expect other team-mates to kill/decap Husks/Bloat.

REQUEST HEALING when you spot a Fleshpound. You should always have a second guy(other zerk/medic) hammering the Fleshpound(s) to ensure they go down as fast as possible. You rarely need to parry IF things go as they are supposed to. Keep hammering the FP and it should drop fast. Usually it will get stuck in rage animation/get stumbled, so parrying is rarely necessary.

Even if you are holding a certain position, do not be afraid to back down when you think you're gonna get too much crap on you(for example, too many Sirens/Bloats/Husks at once)

NEVER waste your EMPs on Fleshpounds. Using EMPs on them is only a waste and nothing else.

Some(maybe all) of these tips don't work if your team does not know what they are doing or they can't read situations well. When playing with a team who have brains (so that will exclude almost all of the public games) a good berserker is invaluable in my opinion.

Also you should learn how to juggle multiple scrakes on you, if crap hits the fan.

So there are some few things which I personally think would help some zerks git gud instead of throwing EMPs on scrakes and IMMEDIATELY proceeding to hammer them.
Spoiler!

Edit: Since we do not know how they're gonna change zerk skill-tree, these things might not work so well after that change comes.
 

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outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
All the zerkers I see that doesnt die every wave is using assault refiles and used only because of EMPs and which is sad because they do get kill the easiest up close to the zeds. Oh and you dont need to take damage at all from sirens/bloats and at the same time not blocking the bullets.

Best course of action for scrakes, EMP>shoot his head with everyone else.
Best course of action for fleshpounds, let the medic get the beating and pulv the FP together.

Let's see what they do in the next patch. Right now going in full melee is just taking unnecessary risks and increase the work load of the medic. You want the medic to heal anyone as soon as they need instead of paying 90% of their attention on you.
 

:KFP Rusty Shackleford

FNG / Fresh Meat
May 24, 2014
111
0
0
lmao 5% damage resistance is all you need, mate. Once zeds see that, they turn away and run.

Good tips, btw.

Would also add that just spec the entire right side of the zerk tree. Everything on the left is useless.
 

Denks

FNG / Fresh Meat
Oct 23, 2009
196
7
0
Boston
Is the Beserker really worth it though? I've started messing around with a Pulverizer carrying Medic and I'm able to stop Fleshpounds cold, slowly kill Scrakes, and both heal teammates and self-heal. The latter is rather handy on pubs.

Then again, that 5% damage reduction is way better than 175 armor... way better. Jealous. Yep.
 

Meat Popsicle

FNG / Fresh Meat
Apr 28, 2015
39
0
0
Is the Beserker really worth it though? I've started messing around with a Pulverizer carrying Medic and I'm able to stop Fleshpounds cold, slowly kill Scrakes, and both heal teammates and self-heal. The latter is rather handy on pubs.

Why slowly kill scrakes when you can toss an EMP down and have the scrake be dead in three seconds?
 

:KFP Rusty Shackleford

FNG / Fresh Meat
May 24, 2014
111
0
0
Is the Beserker really worth it though? I've started messing around with a Pulverizer carrying Medic and I'm able to stop Fleshpounds cold, slowly kill Scrakes, and both heal teammates and self-heal. The latter is rather handy on pubs.

Then again, that 5% damage reduction is way better than 175 armor... way better. Jealous. Yep.
On HoE, having a zerk is important to your economy. After wave 3 of 7, zerk pretty much just refills pulverizer ammo, nades, and armor, then dumps all of his dosh to the medic or commando/support so they can get their 1500 dosh guns. And some of that zerk upkeep can be avoided (free armor from medics, ammo / nades from ammo boxes or supplier). Zerk allows your team to ramp up faster than they would without it, and that is very important. Zerk also makes it easier to recover when the zerk or teammates go down because of it's low upkeep cost. Even more so if the players are smart and dumping their money onto the medic (or the bank, as I call it) before the next wave starts.

As you probably know by now, medic is arguably the slowest to ramp up (Support probably is, but at least they're focused on kills and a smart Support player will use his weapon's melee to save ammo on single enemies). If your team doesn't help you out, you might not have the the medic AR by the Scrake wave due to the fact that you're most likely healing your teammates and that doesn't earn you dosh like it did in KF1, and that medic AR is very important to have. From the medics that I know, they all forgo any of the weapons until the end of Wave 3 just so that they save up money for the medic AR while maintaining a low upkeep cost. That's how bad medics have it.

And as you already mentioned, 5% damage resistance OP.
 
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Jiboia

FNG / Fresh Meat
Jun 23, 2015
7
0
0
Yeah. Berserkers need a 5% damage reduction, but it would be nice that his life were higher than the others, the 100 life in Suicidal/HoE is just ridiculous when zeds cluster around with sirens. Berserkers' speed should be also the best of the other team mates. Summarizing, it's a Berserker, every physical condition should be better on him than on the other perks.
 

CPviolation

FNG / Fresh Meat
Jun 24, 2015
3
0
0
Base 5% damage resistance meaning that incoming damage will be multiplied by 0.95 and then rounded. This means that resistance will be noticeable when incoming damage will be >10 points: Round (10*0.95) = 10 but Round (11*0.95) = 10. If player takes Bloat Bile or Siren Scream damage, the base damage value will be multiplied by damage resistance modifier at first, then this float value will be multiplied by overall damage resistance modifier and then will be rounded: Round (15*0.75*0.95) = Round (10.6875) = 11. In case of Bloat Bile at least 1 point of the damage will be done to the player with each attack. Formidable damage modifier will take place after calculation of incoming damage (with all resistances on account). Damage taken while having Formidable will be rounded down: Rounddown (0.75*Round(20*0.95)) = 14.

Hows that OP? Or you just joking?
 

Denks

FNG / Fresh Meat
Oct 23, 2009
196
7
0
Boston
Hows that OP? Or you just joking?
No joke man. No joke. Full sarcasm :D

FYI: Now that I've reached level 11 Beserker (using my lvl25 Medic) I've started playing an actual Beserker and it's actually quite fun. The Pulversizer works much better with the Beserker buffs on the Scrakes/Fleshpounds. This class is wicked awesome paired to a good Commando teammate.
 

kacola

FNG / Fresh Meat
Nov 11, 2014
27
2
3
China
Zerker's hammer can deal 1.5X explosion damage to Fleshpound , This perk is powerful against FP, But I don't think hammer SC is a good Idea caus SC have Explosion resistance .......The most Effective way to kill SC must be shoot bullets into his head.