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There are plenty of ways to play him and every perk choice is viable, maybe not a vampire that one still needs to heal additionaly on hit only against big zeds/bosses. It would make this skill more viable. Otherwise every perk has fair trade ofs
You can go katana/evi , zwei/pulv / katana/pulv be a glasscannon or tanky , trashkiller or bigzed killer. If you are weak player you can pick skills to suit that playstyle and eat a lot of dmg, or go with more risk and rewarding skills. And it actually feels nice.
Also nailgun needs some buff, atm its a joke weapon
Extremely overpowered. And zerk + medic combo is de facto unstoppable, and makes all other perks pointless.
I wish we could have a filter to not have zerkers join a game. Even if they won't fix zerks, I would just like to be able to play a game without them.
Well in comparison to other shotguns it deals the second highest damage (double barrel does the highest damage of 300 while nailgun does 210, combat shotgun does 170 damage and starting shotgun and aa12 deal 140 damage)
The problem with the nailgun is that it does not support berserkes play style, which is most of the time hitting things to death at close range, while the nailgun is more about either nicely aimed headshots or shotgunning.
In my honest oppinion the nailgun would be better support weapon, just like it was in the KF1.
Other than that, i think the Berserker is much better now, more balanced than it was before.
also it most nicely (creative) done - all weapons (exclude crovel) are perfect. its very fun (and different!) to play with nail, katana, eviscerator and zwei) if u want u can be distant-zerker with nail or eviscerator... and weapons... they just very nice look!
nailgun - this veapon very good to clean path from sirens and bloats etc its have god stumble power against therm. its very helpful to manage remaining big wave of zeds when you last man alive.
also i think skirmisher perk (+resistance perk of course) way better than drednaught
im happy with that class in current state
my favourite class all time kf1 and kf2
You can pretty much say that about all perks, which is good. (not saying that some tweaks would not be needed, i mean, the first skill for swat are still kinda bad, both of them)
my favourite Zerker-build:
perks | Skirmisher (5) + Resistance (15) + Berserker Rage (25) = GREAT survivability, you even dont need in medic, and
Butcher (10) + Smash (20) = perfect against sc and fps; you can easy clean small groups of zeds with starting knife!
weapons | nail + zwei + hmtech-101. scrakes can nothing against zwei stab attack - it interrupt all of their attack animations! i alternate stab and hard attacks and kill all of em!
with that build i feel like pretty safe and free, recommend
My opinion, worse perk ever STOP NERFING THE F*CKING AA12, TWI!!
I consider the primary role of the berserker to be a tank of sorts. By grabbing the attention of the most dangerous zeds in the game and using parrying to last far longer than any other perk could against the enemy's onslaught, it is the berserker's role in the group to permit the team to perform their roles unmolested. It is by this nature the berserker is also inclined to deal damage to large zeds as well. The problem here is we can end up with what some may call a "tank mage." Even at close range, it's difficult to balance high damage and high survivability.
Fencing with scrakes, fleshpounds, and the bosses has been fun. I really enjoy taking the fight to the enemy and protecting my team by holding the enemy back and clearing them off if they get too close. Successfully parrying a string of attacks while riposting with my own strikes to the enemy's head is a satisfying thing to do.
We should also remember that some bugs are still in the berserker's perk skills. The damage portion of massacre, for example, simply doesn't work while the damage portion of parry is actually on at all times and skirmisher is regenerating 2 health a second instead of 1. When these little issues get ironed out, it'll be easier to see what was really meant for the perk.
Berserker's my favorite perk because of the melee system. I don't want it to be the easiest, but I don't want it to be gimped either.
More damage and far more versatile (switchable between shotgun burst + long range sniper mode) than support shotguns = "joke weapon". *eyeroll*
Don't get me wrong, I like the perk but I just think it needs some adjustments. It either needs a nerf bat to the face or other perks need to be brought up to the same level of effectiveness.
Yeah such good weapon that no one uses it ever. I'd take support or sharpshooter than wanabee zerker running with nailgun.
No reason to use nailgun at all, slow reload, slow weap swap so you cant combo-melee attacks with nailgun for quick zed kills. Nails barely bounce of the walls, they did better job in the first kf.
Evi does all better, you dont even need to aim and you can 1shot siren/husk from distance and kill few smaller zeds at the same time. You can also block/parry, you can't with nailgun.
That weapon needs few hotfixes and it will be a decent pick, otherwise I would rather pick a medi-rifle or crossbow as secondary wep.