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For Zerker I only used it with the Katana since it's bad vs. SCs/FPs, if I get to prepare I fish for a parry, switch to VLAD and unload in Shotgun mode. Most Zerkers are too busy holding M1 and switching is too cumbersome.
for example as you mention you can headshot raging zeds pretty consistently once you are used to their movement and the nail speed, but that takes a while.
as for big zeds, it has better dmg multiplier than slashing and bludgeon, so it can have decent burst.
one of the reasons it might not be popular is because at the start almost none of the skills affected it, and they have been make them do so bit by bit, but by now almost everyone has settled for their favorite loadouts.
being melee is far from being a weakness, and you can't even truly call it a ranged game when most zeds don't have range and zeds spawn on top of you and most maps are closed quarters. if you have trouble earning dosh as zeker that's just bad teammates. if anything i'd say Melee might be overall stronger for said reasons+parry, which makes a lot of zeds more manageable.
Pulverizer is in a similar situation. Due to the explosion animation the big zed takedown time is slow when compared to other similar cost weapon.
For casual players the pulverizer does provide a safe takedown for big zeds.
VLAD is good if used properly and bad if used incorrectly.
VLAD is good for husk, QPS, SC and FPs takedowns.
Outside of those zeds, melee does a better job.
Most guides are written with max/min strategies.
My opinion on these guides is to take their advice with a grain of salt.
Basically, it fills for me a role I've wanted for support:
Semi auto shotgun that's...
1: Lighter than the AA12 (and backing it up when the AA is empty)
2: Reloads with magazines rather than one at a time shell reload like the combat shotgun's reloading.
Melee is a weakness against sirens (especially the choirs) and husks if you don't have something to get parry up with or a spare EMP grenade, especially so on abomination (and doubly so if your teammates are knobs that kill everything they see). "Ranged game" refers to the advantage the other perks can keep zeds at a distance to deal their damage, even when the maps involved are relatively cramped.
Doesn't mean that zerk's general tankiness when it can keep parry up isn't good, usually they handle themselves fine in a chaos-perk team. Zerk's melee capabilities stomp hard when it isn't being hard-countered, more or less. Same reasoning behind a railsharp, bad at handling constant trash but instantly destroys big zeds.
But since it was brought to my attention during the "Grim Treatments" Beta, that the Nailgun got fixed and now synergizes with the "Skirmisher" skill and allows the Berserker to keep his increased movement/sprint speed.
It kills FPs, its ridiculous in Zed time, its cheap. What more can you ask for?
Thanks for the hint! Haven't tested the buffed VLAD-1000 yet when playing Support, but gonna do that soon. How about some kind of large magazine build (AA-12 + VLAD + HZ12)?
Still, is a weapon nearly impossible to use on public and would be nice another set of tweaks for her.
Replace the single-fire for block/parry
Heavily decrease the spread, 80-85% (or even more). That would make more safe for low lv zerks to play and supports finally have a weapon that dont need the tight choke skill.