![]() ![]() Both of these abilities have a limited range, but it increases with each level the Commando gains. Commandos can also see the remaining health of ZEDs, giving them vital insight on which ones are close to death or are close to becoming enraged. Commandos have the unique ability to make Stalker ZEDs visible to your teammates so they can be dealt with. The Commando is the eyes of your squad, providing vital information to your teammates while cutting down hordes of ZEDs. ![]() Numerous ZEDs have to be engaged methodically, and adequate knowledge of their attack patterns and mechanics is required to stay alive when isolated from the rest of the squad. A thing to remember: engaging blindly can get you into the trouble with EDARs, Husks and Bloats, which cause problems without passive resistances (damage, sonic and bloat bile), so keep an eye out and don't get blindsided. Berserkers can be powerful if used correctly, but learning to do so can be a challenge. Parrying is a vital part of playing an effective Berserker, without it larger ZEDs will be very difficult to deal with. A surrounded Berserker will get ripped apart in short order. The Berserker’s grenades and Static Strikers release an EMP pulse that can disorient ZEDs, allowing the Berserker time to strike or escape as needed.īerserkers can get easily surrounded and overwhelmed if they don’t pay attention to their environment since they have to be close to the ZEDs to maximize their effectiveness. Berserkers are most effective against weaker ZEDs that they can hack down before the ZEDs can act. They can take a beating, dish our respectable damage, and most of their weapons never run out of ammo. Through sheer toughness or practiced agility, Berserkers can go toe to toe with even the most powerful ZEDs. A good Berserker will prevent the team from being overwhelmed by drawing the attention of incoming ZEDs and giving others the breathing room to fire. They are best suited to keeping ZEDs away from allies who need time or space to be most effective, particularly Sharpshooters and Demolitionists. They also posses night-vision and cannot be grabbed by Clots.īerserkers are most effective at point blank range, bashing ZEDs in the brainpan. Berserkers can use their melee weapons to block incoming attacks, allowing them to keep ZEDs at bay when things get hairy. All Berserkers specialize in close combat weaponry, but their perk 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. The games all weird because of that.The Berserker is the shield that keeps ZEDs away from your squad by cutting them down like an overclocked lawnmower. The big, controversial oof is if you don't look at a zed for 5 seconds it ♥♥♥♥♥♥♥ teleports behind you in KF2. Animation cancels didn't work like stuns/knockdowns so you could permanently stun enemies too. Wasn't just a matter of congested hallways, circular motion + static zed move speed meant a zerker could dodge attacks forever. The only way for me to not get bored when playing zerk in KF2 is using dreadnaught skill. ![]() KF2 zerk is just broken and noob friendly, immortal with skirmisher and extremely effective against literally anything in the game but abomination and matriarch. A decently mobile perk that actually served as tank of the team, while still taking huge risks if not playing carefully. Originally posted by Bad Harmony:All perks are generally made better in KF2 thanks to selectable skills and removal of discount prices that brought mostly disadvantages in progression, but I'd say zerk was better in KF1. People who can aim without using the iron sights using KB+M will outperform the entire team easily, especially if they had played GS for years before Sharp came out. Its not so much a risk/reward thing as it is skill ceiling/reward thing. i think the issue with Sharpshooter is that it seems to want to sell a playstyle intended for KF1 even though KF2 is too frantic for that kind of thing. In KF2, I feel like he's a bad enough perk for me to consider tactics that I'd only use if the team has a demo (i.e: Incision on Medic) cuz from my experience with KF2, most firefights often devolve to "hold S, magdump, hope a few stray bullets are headshots", which is extremely counterintuitive of how the Sharpshooter does his thing and it's apparent to me that the saving grace of the Sharpshooter is the FN FAL. excluded since the crossbow will always deal bodyshot damage to Fleshpounds specifically on H.O.E.) Sure, KF1 is a completely different beast from KF2, though I think Sharpshooter is intended to be the best perk in the game with the highest skill requirement, with the dual pistols acting as a rapid-fire weapon for trash while the Crossbow was your big zed killer (H.O.E. Originally posted by Aya Shameimaru:KF1 Sharp > KF2 Sharp ![]()
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