Difference between revisions of "Berserker"

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(Levelling tactics: Re-edit, my first edit sota screwed up O.o)
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'''Note''': The "replacer" [[mutator]]s mentioned below have a glitch that causes other specimens, such as Fleshpounds, to spawn in the later waves, so a long game is recommended.'''
 
'''Note''': The "replacer" [[mutator]]s mentioned below have a glitch that causes other specimens, such as Fleshpounds, to spawn in the later waves, so a long game is recommended.'''
* Though levelling this [[perk]] can be quite difficult, one of the easiest ways is to activate the "Clot-Buster" mutator and hide in an area where the [[Clot]]s can only reach you from one direction. One of the easiest places to do this is on [[West London]], near the [[Trader]] that is left of the player's spawn.  To the right of the Trader door, there is a "Half Light Hotel" sign above a tight doorway that is easily defendable. You need to buy a [[Chainsaw]] as soon as possible, then you can crouch in the doorway (and even weigh down your primary fire key) then let the Clots walk onto your blade.
+
* Though levelling this [[perk]] can be quite difficult, one of the easiest ways is to activate the "Clot-Buster" mutator and hide in an area where the [[Clot]]s can only reach you from one direction. One of the easiest places to do this is on [[West London]], near the [[Trader]] that is left of the player's spawn.  To the right of the Trader door, there is a "Half Light Hotel" sign above a tight doorway that is easily defendable. You need to buy a [[Chainsaw]] as soon as possible, then you can crouch in the doorway (and even weigh down your primary fire key) then let the Clots walk onto your blades. The [[Patriarch]] makes this tactic awkward, but you can simply quit then start again if necessary (A word of warning: Sometimes the mutators dont function perfectly, and often spawn a few [[Fleshpound]]'s in later waves. You might have to keep watch so you dont end up getting killed by one of these enraged [[specimen]]s).
 
** Though this tactic takes time, it is one of the safest ways to level up the Berserker.
 
** Though this tactic takes time, it is one of the safest ways to level up the Berserker.
 
* This tactic is extremely difficult, but effective. Set the difficulty as high as you can manage, activate the "Bloat-ed" and play on [[Farm]]. Use any [[perk]] on the first wave to survive; unless you have a perk that spawns with a powerful weapon, [[Sharpshooter]] is advised because of the extra headshot damage. On the second wave, change to the Berserker perk and buy a [[Katana]]. In order to kill a tight group of [[Bloat]]s, use hit-and-run tactics: run forward towards the nearest Bloat, hit it in the head, then run back to dodge the bile from the others. To minimise danger to yourself, stay in the open, avoid colliding into objects, and make sure you have a safe escape route when the Bloats start swarming you. On suicidal difficulty, each Bloat has nearly 1K hit points; at a sufficiently fast pace, you can earn approximately 0.25M damage by Wave 7 in 20 minutes.
 
* This tactic is extremely difficult, but effective. Set the difficulty as high as you can manage, activate the "Bloat-ed" and play on [[Farm]]. Use any [[perk]] on the first wave to survive; unless you have a perk that spawns with a powerful weapon, [[Sharpshooter]] is advised because of the extra headshot damage. On the second wave, change to the Berserker perk and buy a [[Katana]]. In order to kill a tight group of [[Bloat]]s, use hit-and-run tactics: run forward towards the nearest Bloat, hit it in the head, then run back to dodge the bile from the others. To minimise danger to yourself, stay in the open, avoid colliding into objects, and make sure you have a safe escape route when the Bloats start swarming you. On suicidal difficulty, each Bloat has nearly 1K hit points; at a sufficiently fast pace, you can earn approximately 0.25M damage by Wave 7 in 20 minutes.

Revision as of 12:19, 4 February 2010

Icon of the Berserker.

The Berserker is the melee specialist of the team, and as such is almost always on the front line beating back the horde. Their focus is entirely on melee and can effectively use the Knife, Machete, Fire axe, Katana and Chainsaw in place of using a gun.

The Berserker has a number of abilities to aid their survival. His melee damage and swing speed are drastically improved, and he moves up to 20% faster than other classes when wielding any melee weapon other than the Chainsaw. He also enjoys resistance to all damage types in the game, especially Bloat acid. He cannot be grabbed by Clots, which makes the Berserker a perfect candidate for deflecting aggro off of other players. He typically aims to carry either the Katana or the Chainsaw, as those weapons can cut down standard foes very quickly and will frequently extend ZED-time. The Berserker is also one of the cheaper classes to maintain as they rarely need to purchase ammunition; once he purchases his main weapon and armour, he can support his team by giving them the excess money.

Despite all his bonuses, the Berserker is a reasonably difficult class to play. He is typically the first contact for most specimens, and as such needs to handle incoming threats before they can strike him, but there are a few specimens that can make this quite difficult.

Crawlers pose a big threat as they are very common, small and fast. They prove a difficult target to hit, especially when they leap, and when on the ground they are hard to hit due to their size. They will chip away at the Berserker's Combat armour over the course of the round, making it easier for larger specimens to overwhelm him. Backpedaling out of the range of their jump and striking when they land is one of the few ways to avoid taking damage. Gorefasts aren't much of a threat as long as the Berserker can see them coming, but with a successful charge they can instantaneously deal a large amount of damage. Sirens and Husks are both ranged specimens and will require the Berserker to close down on them fast to prevent their attacks. This is made much harder when other specimens are blocking the route, especially with the Siren, as it will allow them to deal heavy damage to the player. One of the best ways to approach them is usually from around corners as their screams and fireballs cannot reach through walls, and will allow the Berserker to ambush them before they can attack. Alternatively the Berserker can take a Bullpup or Lever-action rifle to aid in dealing with these threats, but on harder difficulties the lack of damage may be problematic.

Unlike most specimens, the Fleshpound is not susceptible to a critical headshot and cannot be easily decapitated. This, coupled with their high speed and damage output, makes them very dangerous to the Berserker. They are however weak against grenades, so stacking a few at their feet can allow the Berserker to take off a large amount of health before attacking with powerful melee attacks to finish them off.

The Berserker does generally take some practice to function effectively, but in the hands of a skilled player it serves a vital role cutting down the bulk of specimens, and absorbing the brunt of damage off of the rest of the team.

Levelling tactics

Note: The "replacer" mutators mentioned below have a glitch that causes other specimens, such as Fleshpounds, to spawn in the later waves, so a long game is recommended.

  • Though levelling this perk can be quite difficult, one of the easiest ways is to activate the "Clot-Buster" mutator and hide in an area where the Clots can only reach you from one direction. One of the easiest places to do this is on West London, near the Trader that is left of the player's spawn. To the right of the Trader door, there is a "Half Light Hotel" sign above a tight doorway that is easily defendable. You need to buy a Chainsaw as soon as possible, then you can crouch in the doorway (and even weigh down your primary fire key) then let the Clots walk onto your blades. The Patriarch makes this tactic awkward, but you can simply quit then start again if necessary (A word of warning: Sometimes the mutators dont function perfectly, and often spawn a few Fleshpound's in later waves. You might have to keep watch so you dont end up getting killed by one of these enraged specimens).
    • Though this tactic takes time, it is one of the safest ways to level up the Berserker.
  • This tactic is extremely difficult, but effective. Set the difficulty as high as you can manage, activate the "Bloat-ed" and play on Farm. Use any perk on the first wave to survive; unless you have a perk that spawns with a powerful weapon, Sharpshooter is advised because of the extra headshot damage. On the second wave, change to the Berserker perk and buy a Katana. In order to kill a tight group of Bloats, use hit-and-run tactics: run forward towards the nearest Bloat, hit it in the head, then run back to dodge the bile from the others. To minimise danger to yourself, stay in the open, avoid colliding into objects, and make sure you have a safe escape route when the Bloats start swarming you. On suicidal difficulty, each Bloat has nearly 1K hit points; at a sufficiently fast pace, you can earn approximately 0.25M damage by Wave 7 in 20 minutes.
    • This tactic is much faster, but also far more dangerous on the higher difficulties.
  • Another fast way to level Berserker requires a Field medic to assist you. Start a game on Beginner on West London with the Poundamonium! mutator enabled. Survive through the first wave with whatever perks you find easiest (try Demolitions and drop several Grenades underneath the feet of the approaching specimens). Before the second wave, buy a Chainsaw for yourself and have the Field medic purchase an MP7M, then move to a corner where you can protect your Medic by using your body as a human shield (the hotel alcove on West London works well for this). Using the alt-fire (default mouse 3) is recommended, as using the primary fire increases the likelihood of a Fleshpound hitting you while enraged. This is also a good way for your assistant to level his Field medic perk, since he will be constantly healing you with both the Medical syringe and MP7M, switching between them as soon as one is empty.
    • Because this tactic relies on the damage output and resistance of the Berserker, as well as the Field medic's healing, it is risky if your perks are at low levels.
    • The Field Medic should buy body armour for extra defence, but the Berserker may choose to forgo it so that the Field medic can earn more heal points.

Perk ladder

Lv 0 Lv 1 Lv 2 Lv 3 Lv 4 Lv 5 Lv 6
Requirements Deal 25,000 damage with melee weapons Deal 100,000 damage with melee weapons Deal 500,000 damage with melee weapons Deal 1,500,000 damage with melee weapons Deal 3,500,000 damage with melee weapons Deal 5,500,000 damage with melee weapons
Melee damage 10% higher 20% higher 40% higher 60% higher 80% higher 100% higher 100% higher
Chainsaw/Katana discount 10% cheaper 20% cheaper 30% cheaper 40% cheaper 50% cheaper 60% cheaper

Spawn with Chainsaw

70% cheaper

Spawn with Chainsaw and Combat armour

Bloat bile resistance 10% less damage 25% less damage 35% less damage 50% less damage 65% less damage 75% less damage 80% less damage
Damage resistance Can't be grabbed by Clots Can't be grabbed by Clots

5% resist (all damage)

Can't be grabbed by Clots

10% resist (all damage)

Can't be grabbed by Clots

15% resist (all damage)

Can't be grabbed by Clots

15% resist (all damage)

Can't be grabbed by Clots

20% resist (all damage)

Can't be grabbed by Clots

25% resist (all damage)

Melee speed 5% faster attacks

15% faster movement

10% faster attacks

15% faster movement

10% faster attacks

15% faster movement

15% faster attacks

15% faster movement

20% faster attacks

15% faster movement

25% faster attacks

20% faster movement

ZED-time extension Extend by killing an enemy while in slow motion Up to two ZED-time extensions Up to three ZED-time extensions Up to four ZED-time extensions Up to four ZED-time extensions

Template:Perk