Berserker (Killing Floor 2): Difference between revisions

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=== Perk Overview ===
=== Perk Overview ===
The [[Berserker(Killing_Floor_2) | Berserker]] is the 'vanguard' of the team, standing at the front of the group, engaging zeds in melee combat as their teammates pick them apart from a distance. They spawn with a [[Crovel Survival Tool]], a [[Lawn-Mower Blade]], and [[EMP Grenade|EMP Grenades]]. The Berserker levels up by killing zeds with Berserker weapons.
The [[Berserker(Killing_Floor_2) | Berserker]] is the 'vanguard' of the team, standing at the front of the group, engaging zeds in melee combat as their teammates pick them apart from a distance. They spawn with a [[Crovel Survival Tool]], a [[Lawn Mower Blade]], and [[EMP Grenade|EMP Grenades]]. The Berserker levels up by killing zeds with Berserker weapons.


=== Weapon List ===
=== Weapon List ===
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Revision as of 09:39, 22 July 2016

Perk Overview

The Berserker is the 'vanguard' of the team, standing at the front of the group, engaging zeds in melee combat as their teammates pick them apart from a distance. They spawn with a Crovel Survival Tool, a Lawn Mower Blade, and EMP Grenades. The Berserker levels up by killing zeds with Berserker weapons.

Weapon List

Weapon Name Icon
9mm Pistol
Lawn Mower Blade
EMP Grenade
Crovel Survival Tool
VLAD-1000 Nailgun
Zweihander
Pulverizer
Eviscerator

Bonus Experience

Berserkers receive bonus XP for killing any zed that is within 2 meters of a teammate with a Berserker weapon.

Difficulty Bonus XP
Normal +6
Hard +8
Suicidal +10
Hell on Earth +14

Perk Stats

This table represents the passive stat bonuses the Berserker receives at level 0 (base stats) and the bonuses they receive each time they level up.

Base Stats Stats Per Level
0% Melee Damage
5% Attack Speed
10% Movement Speed
5% Damage Resistance
25% Bloat Bile Resistance
25% Siren Resistance
Night Vision Capability
Clots cannot grab you
+1% Melee Damage
+0.8% Attack Speed
+0.6% Movement speed

Perk Talents

This table represents the active abilities the Berserker has access to. You have the option of choosing one per tier.

Level Icon Description
Level 5 Poison Resistance: I spit on your poison: Reduce the damage you take from poison attacks by 40%.
Sonic Resistance: I can't hear you! Reduce the damage you take from sonic attacks by 40%.
Level 10 Vampire: Little suckers: Horzine nano-tech sucks 4 points of life from every Zed you kill with any Perk weapon attack and applies it to you.
Fortitude: Giveyourself a better chance: Increase Maximum and Starting Health by 75%.
Level 15 Furious Defender: The call you Berserk for a reason: Berserker melee attacks are 10% faster and all attacks do 20% more damage.
Block:Such skills! Blocking an attack will make your next Berserker melee attack do 50% more damage.
Level 20 Parry:Combine skill and power: Parrying an attack will increase melee attack speed by 15% and light attack damage by 30% for 4 seconds.
Smash: Brute force it: Hard hits do 25% more damage AND hard hits to the head have a high chance to knock big Zeds down.
Level 25 Zed Time - Spartan: You've seen 300: Move in real-time, increase attack speed with Berserker melee weapons by 50% and any Parry will cause knockdown.
Zed Time - Menace: Get really dangerous: Move in real time, Berserker melee weapons' Stun power increased by 100% to head hits and Stumble power increased by 100%.

Strategy

The Berserker has two broad roles that it can fill in the context of a survival team. The first role involves operating as the spearhead of the team, engaging zeds in melee combat whilst their team provides supporting fire and healing. The second role is one of being a supportive perk whilst ranged perks pick off targets as they path towards the players. Although the Crovel, Zweihander and Pulverizer are specifically melee weapons, the Vlad-1000 and the Eviscerator have ranged elements to them. Both broad roles have their advantages and disadvantages, subject to the composition and playstyle preferences of the team.

Regarding the first role, the advantage of this style of play is that it provides protection to the majority of the team by consistently exposing the Berserker to enemies. In theory, this protection ensures that ranged perks can operate with less risk, have more time to aim and prioritise targets. A typical loadout for a spearhead Berserker might be a Zweihander and Pulverizer, with the remaining 3 units of weight being taken up with C4, a .500 Magnum, or a lower-tier medic weapon. A drawback of this style is that the Berserker being in front of other players can detrimentally alter the pathing of enemies towards these ranged perks, making them harder to headshot. When a Berserker is moving a lot - particularly laterally - and enemies are attempting to path towards them, the difficulty in aiming for ranged perks - Commando, Gunslinger and to some extent Support and Field Medic - is ramped up substantially. This is in addition to the Berserker being a physical distraction between a ranged perk and their intended target. Moreover, Field Medics are often bogged down in repeatedly healing Berserkers that engage in this role. These healing darts are better spent on improving the armour value of other perks: a substantial benefit to the team's in-game economy and contributing to their continued survival.

The second broad role is a less-often implemented, somewhat counter-intuitive style for a melee-specialised perk. It involves either standing behind or alongside ranged perks rather than in front of them. This necessitates using ranged weapons alongside melee weapons. A typical supportive Berserker loadout would involve the Pulverizer, the Vlad-1000, with the remaining 3 units of weight being taken up with either a Gunslinger weapon, a HMTECH-101 or 201, or C4, economy permitting and depending on team needs. This supportive role allows the Berserker to take a more distanced, aware viewpoint of the team's position, get a better indication of where the highest priority threats are coming from, and where they're most needed at any point in time.

Regarding the use of ranged weapons as a Berserker, the Vlad-1000 Nailgun is a very capable weapon that has a surprising variety of applications. This weapon has an ability to cause an affliction referred to as "gun hit". This gun hit affliction is like a flinch-lock status that all zeds below scrake level can be almost indefinitely kept in. Whilst this gun hit affliction is handy against clot variants, crawlers, stalkers and gorefasts, its most effective use is against husks and sirens: both the husk's ranged attack and the siren's sonic attack can be interrupted via gun hit. In addition to interrupting special attacks, the Vlad's shotgun mode can help clear large groups of weaker enemies when they get too close for comfort. Alternatively, the Pulverizer's explosive attack can also be used to good effect for these groups of weaker enemies.

An important aspect of the Berserker's arsenal is the EMP grenade, particularly in reference to scrakes. This perk-specific grenade functions to cancel the scrake's ability to sprint or engage in special attacks for approximately 5 seconds. When using this grenade, it is extremely important that the team use the EMP's duration as an opportunity to headshot the scrake, and decapitate it before the EMP duration expires. The best means of doing so are high-tier Gunslinger weapons like the Desert Eagles, the .500 Magnums, the Support AA-12 and the Commando SCAR-H or AK-12. All of these ballistic weapons have the capacity to output high levels of damage in a short period of time. Bear in mind that any damage done to a scrake's body will not contribute towards a decapitation; only head damage will contribute. Additionally, attacking a scrake with a Zweihander or Pulverizer after EMPing is effectively a waste of this highly valuable grenade: decapitation of scrakes is vastly more efficient and effective with ballistic weapons than with melee weapons.

The Berserker has a prominent role to play, whether being a spearhead or a supportive player, when it comes to fleshpounds. Their main aim is to keep the fleshpound occupied, blocking or parrying attacks in conjunction with using the Pulverizer to counter-attack, outputting highly effective explosive damage to this enemy. If the Berserker carries C4, they can precede their Pulverizer attacks with C4 - remembering to be a safe enough distance away at the point of detonation - to ensure less explosive melee attacks are required to finish off the fleshpound. In conjunction with perk grenades like the nail bomb, the HE grenade and the frag grenade, a team with good co-ordination can make short work of fleshpounds, with the Berserker playing a leading part.