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-The m4 203 is not a good gun, and even the idea of using it as a support makes me shiver
-The trenchgun has limited ammo capacity as a support
-Husk gun and dual flare revolvers- did this need mentioning, not exactly uncommon.
-Scar with handcannons- remind me how you can take out a fp with this, or a sc without a lot of practice (flinch locks)
-M32 against scrakes? Great plan........
-The claymore is also good as a zerk, not to mention the LAR
And SCAR + Dual Handcannon's for Sharpshooter? I don't mean to sound like a jerk but that's just absolutely terrible. Your primary job as a Sharphooter is Husk and Scrake control and the Crossbow, LAR or M14 are much better suited to that role than the SCAR. And Dual Handcannons well, don't even get me started. They're garbage unless the enemy is literally right in your face. Stick with a single Handcannon so you don't waste so much ammo.
*Must resist urge to link to multiple discussions about why Berserker is the most overpowered perk in the game*
Other players have give some good arguments about why that load outs are bad, so i just gotta add a little,
Problem with nearly all the load out you suggested is that you need some hefty amount of money to build the complete set. Imagine all the 6 man team follow this load out, one single death in the middle wave and i'm quite sure that player will have a hard time building his weapon set again.
Since this game has been out awhile there have been loadouts already set in stone.
Berserker: Axe/Katana, theres still very little need to pick Claymor/Scythe/Buzzbow over these. LAR if you solo or as a back up when things go south.
Medic: Medic USE to go Medicgun + Xbow, but now thats kinda iffy. Medics either go trigun or 2 Medicguns + ZED. You just keep cycling through your medic guns when using the darts.
Support: I know only the one Basic Shotgun+HS+Axe, you become an unstoppable force. ZED+AA12 I found to be kinda useful.
Demolitions: M32+Pipes. Dont bother wasting ammo, just wait for large groups or that FP to wonder in and you wont be poor, especially if you know good spots (aka knowing the path patterns) to place pipes.
Sharpshooter: Xbow+Handcannon/Mk23, been like that since day 1. Havent seen any good use for M14 EBR unless you ONLY have SS at a high level and theres already 1 or 2 SS in the group.
Commando: Ok this is a mouthful since they have the most side-grades of any class. AK/Thompson/Mkb42 + SCAR/ACOG. Primairly use te AK/Thompson/Mkb42 and when a Husk/Siren gets to close use the SCAR/ACOG. Personally use AK/Thompson/Mkb42 in semi-auto and SCAR/ACOG in full-auto.
Those are pretty much the basic load outs witout anyone scrambling for money. Though you can use whatever you want, but some people maynot like that. Seen a Zerker use a Flare Revolver, pretty nice to use against things from long distance for a little DPS if you dont have a LAR
I had almost lost hope in ever seeing such a person again.
I don't have anything against the OP either, I just don't want him/her to come anywhere near whatever lobby I'm in.
Sharpie : Crossbow + M79
Support : AA12 + Bullpup (for stalkers) :x
Medic : Mp5M + Hunting Shotgun
Berserker : Dwarf Axe + Bullpup (again, stalkers) :x
Commando : SCAR + M32 nade launcher (ok this one i got from reading some guide)
Demo : Dual M79 ftw
Medic: Scheidzekk + crossbow or Schneidzekk + Claymore/Axe
Support: HSG-1, AA12, M79
Berserker: Any melee + LAR, katana + crossbow, any melee + flare revolver(s)
Commando: FAL / SCAR + M32
Berserker is amazing, but it definitely IS the toughest perk to use. It's very rewarding once you get good at it, but have you ever watched a newbie friend try to learn to use berserker? They start out TERRIBLE at it, and it takes quite a while to learn.
Is it overpowered? Maybe. I'd argue that a class that performs very well only in the hands of a very skilled user is not overpowered though.
Now I guess I have to:
http://forums.tripwireinteractive.com/showthread.php?t=87827
http://forums.tripwireinteractive.com/showthread.php?t=87480
http://forums.tripwireinteractive.com/showthread.php?t=86648
The reason I (and many others) consider it overpowered is because of how sloppy the player can be and still live, especially after they added the AOE effect to the Katana and all other melee weapons. With all that ridiculous speed and damage resistance there are so many situations a Berserker can survive in that would spell certain doom for any other perk. I mean have you ever wondered why Zerker kiting is such a popular way to do maps on HoE? Because it is hands down the easiest way. None of the players have to be very good to win. All they have to do is run, kill a couple, run kill a couple, go to trader, rinse and repeat. And it doesn't matter if they do get knocked down to only one player left alive because you only need one Bersker to kite out an entire HoE wave.
As for a good cross perk loadout, try Commando with AA12 and pistols sometime. Now that is fun.
3) M4 203+Pipebombs.
So, go ahead and be morons with you replies. have fun!!!!!