Berserker (Killing Floor 2): Difference between revisions

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[[File:KF2ZERK.png|right|128px]]
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[[File:KF2_Perk_Berserker_Black.png|right|x128px]]
The '''Berserker''' is the shield that keeps Zeds away from your squad by cutting them down like a rabid lawnmower. All Berserkers specialize in close combat weaponry, but their skill choices let them focus on either being a damage resistant dreadnaught who refuses to go down, or a  fleet-footed skirmisher dishing out violence by the truckload. Berserkers can use their melee weapons to block incoming attacks, allowing them keep the Zeds at bay when things get hairy. Plus, clots can't grab them.


=== Perk Overview ===
They spawn with a [[Crovel Survival Tool]], [[9mm Pistol (Killing Floor 2)|9mm Pistol]], [[Lawn Mower Blade]] and [[EMP Grenade|EMP Grenades]].
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 Grenade|EMP Grenades]]. The Berserker levels up by killing zeds with Berserker weapons.


=== Weapon List ===
=== Weapon List ===
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=== Bonus Experience ===
=== Bonus Experience ===
Berserkers receive bonus XP for killing any zed that is within 2 meters of a teammate with a Berserker weapon.
Berserkers receive bonus XP for killing any zed that is within 2 meters of a teammate with a Berserker weapon.
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=== Perk Bonuses ===
=== Perk Stats ===
This table represents the passive stat bonuses the Berserker receives.
This table represents the passive stat bonuses the Berserker receives.
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{{KF2PerkPassives
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=== Perk Skills ===
=== Perk Talents ===
This table represents the active abilities the Berserker has access to. You have the option of choosing one per tier.
This table represents the active abilities the Berserker has access to. You have the option of choosing one per tier.
{{KF2PerkSkills
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| Level_25_Skill_Right_Description=Zeds won't like you when you're angry: Move and attack in real time.
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=== Strategy ===
=== 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.
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.

Revision as of 11:22, 8 October 2016

This page is under construction.
The contents are not final and information may be incorrect or temporary.
You are welcome to assist in the construction.

The Berserker is the shield that keeps Zeds away from your squad by cutting them down like a rabid lawnmower. All Berserkers specialize in close combat weaponry, but their skill choices let them focus on either being a damage resistant dreadnaught who refuses to go down, or a fleet-footed skirmisher dishing out violence by the truckload. Berserkers can use their melee weapons to block incoming attacks, allowing them keep the Zeds at bay when things get hairy. Plus, clots can't grab them.

They spawn with a Crovel Survival Tool, 9mm Pistol, Lawn Mower Blade and EMP Grenades.

Weapon List

200
4
Crovel Survival Tool
600
3
Katana
600
6
VLAD-1000 Nailgun
1000
6
Zweihander
1200
6
Pulverizer
1600
10
Eviscerator
---
---
Lawn Mower Blade
40
---
EMP Grenade
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Bonus Experience

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

Normal
Hard
Suicidal
Hell on Earth
{{{th_0_5}}}
{{{th_0_6}}}
{{{th_0_7}}}
{{{th_0_8}}}
{{{th_0_9}}}
Bonus Experience
6
8
10
14
{{{th_2_0}}}
{{{th_3_0}}}
{{{th_4_0}}}
{{{th_5_0}}}
{{{th_6_0}}}
{{{th_7_0}}}
{{{th_8_0}}}
{{{th_9_0}}}
{{{th_10_0}}}
{{{th_11_0}}}
{{{th_12_0}}}
{{{th_13_0}}}
{{{th_14_0}}}
{{{th_15_0}}}
{{{th_16_0}}}
{{{th_17_0}}}
{{{th_18_0}}}
{{{th_19_0}}}
{{{th_20_0}}}
{{{th_21_0}}}
{{{th_22_0}}}
{{{th_23_0}}}
{{{th_24_0}}}
{{{th_25_0}}}

Perk Bonuses

This table represents the passive stat bonuses the Berserker receives.

Berserker Damage
max. 25%
( Perk weapon damage increases 1% per level )
Damage Resistance
max. 15%
( Damage resistance increases 3% every 5 levels )
+ Night Vision Capability
( Flashlight - AND Night Vision Goggles )
+ Clots cannot grab you
( Clots can't hold on to a Berserker )

Perk Skills

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

Survival
Dreadnaught
5
Skirmisher
Increase total Health by 50%. Move 20% faster. Sprint 25% faster. Regenerate 2 points of Health every second.
Combat
Vampire
10
Butcher
Heal yourself 4 points of Health for every Zed you kill with a Berserker weapon. You also attack 15% faster with Berserker weapons. Attack 20% faster and do 25% more damage with Berserker weapons.
Close Combat
Resistance
15
Parry
Gain 20% resistance to all damage. You gain an additional 20% resistance to Poison and Sonic Damage. Parrying an attack with a Berserker melee weapon will increase melee attack speed by 5% and melee damage by 35% for 10 seconds.
Power
Smash
20
Massacre
Hard attacks with Berserker melee weapons do 50% more damage, plus an additional 25% damage on head shots, and have 200% more Stumble power. Light attacks with Berserker melee weapons do 20% more damage and are 5% faster.
Advanced Training
ZED TIME - Spartan
25
ZED TIME - Berserker Rage
You've seen 300: Attack in near real time and gain 25% of your total Health. Zeds won't like you when you're angry: Move and attack in real time.

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.