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Juggernaught's extra 75 hp is really nice for tanking damage and boosts Berserker Rage's heal, but Skirmisher just does more; you move faster and get(arguably) better survivability through regen.
I feel if they moved skirmisher's regen to vampire(the one that gives health on kill) it would be better; level 5 becomes a survivability choice between tanking hits or avoiding them, and vampire gets a boost to make it a little better. You would still be able to get the broken "mobility+regen" combo, but now it comes at the cost of lower damage.
They overextand, draw aggro and body block your bullets. They cant kill larges, but facetank every one they can find and try to tickle it to death with an upgraded Katana, taking ages for it.
They are just unpleasant to play with.
I dont really "hate" Zerker per se, but its a huge magnet for bad players.
Playing as Zerk (I very rarely do) is fun if you have a good Commando, getting you ~15 secs of Zed time. Chopping heads off in slow mo, or running up and instakilling a FP with a Nailgun is really fun and satisfying.
Zerk dies from one mistake? What game are you playing?
I guess what I’m saying is, more top tier weapons for Zerk against bosses? Have melee weapons do a wee bit more damage versus bosses? I unno.
Messes with agro which can make some zeds harder to hit.
Lack of ranged options means when the team is holding and nothing is getting close he doesn't get much value - if he moves forward to get kills hes pushing too far up the lane for anyone else to help him, but they can't leave the lane incase the zerk needs assistance so it's just not a fun lane partner.
He's often seen as an insurance policy against wiping because if things go bad you can just sprint away from everything and kite and "save" the match, but if the zerk was good or even just picked another perk and helped the team hold then this wouldn't be necessary...
Low skill floor (aka it's easy to pick up) means he also attracts less than good players that don't see the problem with the above points.
It's pretty fun to play when you are able to set up a decent defence with the zerk like with a ton of C4 at his feet or able to have one that can work with a commando because it's funny watching a zerk go and beat a raging FP to death in zed time xD
It also gives players the choice of aimlessly spamming light attacks, effectively killing trash.
From people playing as Berserker, I hate when they tank big ZEDs excessively, making the process of killing big them much slower. Also hate when they are unnecessarily in front of you, eating half of the bullets you shoot.
It depends how you play it. I dont have hate for the perk or its abilities but rather feel that its benefit too much when it really doesnt need it for most of the match. Hes how I see the zerk's role.
Scenario A - team is camping in area with high frequency & vicinity spawns. Then its tanky nature, its ability to block and its ability to stun/slow zeds is invaluable.
Scenario B - team is camping in area with less or spread out frequency & vicinity spawns. Then its tanky nature isnt required as much. If at all. Its just another tool to take out the trash. And if FPs/Scrakes spawn on another side of the map and gets through the perk(s) playing there then players will die and the possibility of the team having to kite increases as more non-zerks die.
Scenario C - kiting. If this is happening then the zerk role can be one of many and its efffectiveness depends on how it interacts with the threats, its positioning, the player's decision making capability and other things which it will need to zoom around to ensure that its there when any big threats appear so that the kiting non-zerk perks have a chance to taken down the thread and stay alive.
In this situ its tankiness only comes into play if it games i) trapped and has to carve a way through the mobs or ii) it needs to face a multiple biggie threat so that the other team members can keep a temporary perimeter in check while enough of the team take out the threat. This requires more a player with the necessary know how and experience as it does its tanky nature. Mainly though it is there to take the hits for a short time, so that other perks can avoid taking fatal hits, escape and return to the rest of team. So they can keep kiting together.
.......
However..... when the above three scenarios deviate, players tend to die its because someone is not doing their job. And while its not the zerks role to take their fair share of hits when there are no biggies about or the mob is relatively small and easy to take down, when the other perks need a shield in front of them so they can do their role, this is where a good zerk is priceless. To give those perks the necessary time to deliver the killing blows and then move out.
Some ppl feel the zerks effectiveness comes down to its self-sustain ability and the medics effectiveness at overhealing. Me I see this as an excuse for bad play and constantly getting a reward for making mistakes. Thats not to say that the zerk is a poor perk it is not. Its also not to say that the zerk doesnt needs enough healing to counter the biggest threats it faces (i.e multiple FPs, QPs, Scrakes, EDAR esp. when they are raged but all of that is less necessary if the zerk is performing its role but the rest of the team are doing their job as well.
And how many times in a game does that occur? Esp. when its not 6p player HoE waves 8+?
There is a real synergy between the zerk/medic/other perks which makes the zerk vital in most games. Esp on HoE but I wonder if alot of the hate you (and others) are taking about is more to do with the zerk not fulfilling its end of the bargain? Afterall if you are expecting non-zerks to take the same or close to, the punishment of the zerk why dont these perks have self-sustain or arnour-repairing skills?
Or for that matter zerks that just dont care about the team and go off do their thing and leave the team without the all-star tank!? But thats another matter.
Thats just my view. Feel free to disagree.
Perk has a lot of teamplay capabilities and is a dosh generator (no ammo costs), sadly just used wrong most of the time.
^this
I main this perk pretty often for gits-and-shiggles, and it is indeed pretty satifying parrying a Scrake/Fleshpound/Quarterpound and then emptying an entire Nailgun clip into their faces.
When they die I'm among the first to send the "positive" to the chat.
All because of all the chaos and stumble and panic they introduce on my lane, making it hard to land headshots.
It's especially hilarious when they engage big zeds on their own, knowing that there are GS or SS behind, and can't finish it because of their poor DPS on time, more big zeds arrive, they can't manage and die, then big zeds turn on the team and wipe everything. All such games are lost because of unbearable selfish zerks.
But, if I join late and all the good lanes are already taken by chaotic perks I'm happy to solo on some other spot of the map, this way my hate doesn't get as pure and strong.
I do not hate any Perk or Build that the player does, I hate the ignorance of any Perk, wanting to face the Zeds alone, dies and blames the team or doctor, that's boring to me.
The Perks have their purpose, Zerk's is to destroy the enemies, save money and hold the enemies, so making the game much smoother, I don't hate it, but if Berserker plays alone and dies, I laugh! Hahaha.
1... how...how does it "eat bullets from other players?"
2... so you're saying its doing its job then.... attracting aggro? zerk is a front line perk you know that right? a decent zerker can handle large zeds. save your bullets or attack something else then. or deal with it its really not much of an issue you have options lol.
3... same as 2 but no ones stopping anyone from leaving the lane only medic and maybe demos watch zerkers back,
4... and thats a bad thing how exactly. having a class that could potentially save the game is...wrong? not to mention its up to the players skill and some luck. and what? how is it zerkers fault if the team wipes? what the hell is switching to another bullet perk going to do if the team wasn't good enough to stay alive by themselves in the first place?
5... right low skill... to memorize all the attack animations and time the guards properly. its a pretty exausting perk to use and be consistant with on higher difficulties. every hot shot i see running around thinking they can be alone and tank everything is usually the first to get wiped out by trash.