Talk:Berserker

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Added a ton of info on the Berserker. --Skunkee 25, June 2009 9:06 EST


You can add summaries of edits at the "Summary:" right above the "Save page" button. But on the other side, nice descriptions! --Takua 14:06, 25 June 2009 (UTC)


I'm not sure if the Siren and Crawler information should be here--GeneticArmor 22:47, 25 June 2009 (UTC)

Understandable. I tried to keep the Specimen paragraphs pertinent to the Berserker method of dealing with them. If you feel that Perk specific strategies for Specimens are out of context in Perk descriptions, feel free to delete it. Skunkee 08:29, 1 July 2009 (EST)


Confirmation on the following claims would be appreciated:

  • No loss of melee speed while using heavier weapon
  • Decapitation of Scrakes (don't say "I've done it before", a video would be preferable, if not, at least a link to a discussion)

We should probably compile a collective source for in-game mechanics (ironic, considering we're trying to provide and become one) for submission use... a lot of the stuff mentioned are up for speculation and very subjective (elaborate, yet inefficient ways to deal with specimens, or the mere mention of a particular method without elaboration, or things that "almost always" work, etc)

Having said that, however... I've no clue how to do that, so I'll probably just get some information in the other perk pages later.

~Lollerman


Removed the Scrake from the decapitation list. They can be decapitated, but only on the death blow. They are immune to normal, bleed out decapitation. Added Sirens and Crawlers to the decapitation list even though it is unfavorable to melee them unless certain circumstances are met.

~Skunkee 08:26, 1 July 2009 (EST)


I'm sure that the chainsaw slows you down and I think that the fire axe slows you down a little while machete doesnt at all (knife-speed).

I guess the tactics that "almost always" work is the best tactic given by the writer, if there was one that "always" work, obviously it would be written. Or would it be better to write something like "The Chainsaw's alt fire kills a Clot in one hit on normal mode" or something like that, instead of "The Chainsaw's alt fire almost always kills a Clot in all difficulties" --Takua 05:46, 26 June 2009 (UTC)


Oh, right, sorry I didn't clarify lol, I was referring to Axe/Machete only.

And yeah, that's what I was referring to. Nothing circumstantial. If it works, it will work, if it doesn't, we provide how and why, I didn't want people getting half truths and otherwise whole speculations.

But yes, enough talk from my part, let me see what I can do so far...

~Lollerman


Should the Siren/Crawler information really be here?


Updated the Perk Description to coincide with the new updates and made it a little less opionated, however since it is a MAJOR edit I have saved the original on my PC, so if anyone would like a copy to modify this one to be more like the original message me at [email protected] --undeddjester 14:59, 23 November 2009 (GMT)

Fleshpound decapitation[edit]

I've taken down a rampaging FP with two crossbow shots (the first one made him angry, the second took his head off). He still took after me and hit me as I ran away. It was a regular Hard server, no mods or mutators. He did bleed out and was still alive though.

And I understand you might think I'm lying, being as I have only a couple contributions and this is apparently something that doesn't happen. But I'm sure if someone wanted to test this... I was a Medic with a Crossbow, Hardmode, first shot raged, second shot decapped. Also note, he was already red and was charging after me when I fired the second shot. Dinky 20:33, 6 December 2009 (UTC)

Yeah, Fleshpounds are the only things that strangely, do not walk around in circles after their head comes off. And about him being red after his head came off is a bug since they are unable to use their abilities after decapitation, something like the Bloat still able to vomit when he does the vomit animation and you take off his head at that moment. --Takua 05:54, 7 December 2009 (UTC)

Damage resistance[edit]

Does it apply to both health and armor or just health? --JonTheMon 15:40, 27 January 2011 (UTC)

Both. —Weldindisdowa T/C 18:30, 27 January 2011 (UTC)
Good stuff. Thanks. --JonTheMon 19:13, 27 January 2011 (UTC)

levels confirmation[edit]

I can confirm that for lvl 3 current values are correct. Level 4, however, has 3 zed-time extensions (not 4 as in the article). ZLumer 23:17, 14 February 2011 (UTC)

Okay, I'll take your word for it. —Weldindisdowa T/C 02:37, 15 February 2011 (UTC)

Level 6 berserker is not spawning with combat armour in suicidal difficulty. The current info suggests this should only apply to HoE. Jigoku 13:50, 25 March 2011 (UTC)

Fake players[edit]

"High difficulty setting combined with the Faked Players mod can yield hundreds of thousands of damage points in a very short space of time."

Looks as cheating for me. Remove? — Preceding unsigned comment added by 87.19.113.52 (talkcontribs) 03:32, 15 March 2012

Considering Tripwire themselves White-listed the Fake Players Mutator that means that they have no problem with it. All it does is spawn extra specimen in.
So no, Keep it.---Bored 05:08, 4 April 2012 (UTC)

Melee DPS[edit]

Is the berserker's melee speed increase per level included in the DPS listed for the melee weapons or is only the increase in damage considered?

Both are considered. — Balthazar (T|C) 19:13, 20 July 2012 (UTC)

Backstab[edit]

Does anyone know the exact damage bonus for backstabs? Also, I'm sure they do, but do headshots from behind get backstab damage, or do you quite literally have to hit them in the back? — Karebu 11:22, 30 July 2012 (UTC)

As I recall from when I went through the code a while back, the backstab bonus is x2. — Balthazar (T|C) 16:57, 30 July 2012 (UTC)

Damage Bonus[edit]

In regards to the section titled "Levelling Tactics" (which should be spelled Leveling, not Levelling, I believe), there is mention of "a firebug teammate who can hose down and crisp the horde will be pretty useful for getting damage bonus for your melee attacks." What is this damage bonus that it mentions? Do you do extra melee damage to burning targets? — Karebu 14:02, 1 August 2012 (UTC)

Discount?[edit]

So I just hit level 3 as a Beserker and the Katana, Claymore and Chainsaw are not priced as listed on their respective pages... they are priced at £1 lower (e.g. £599 for the Katana), although this is a very, very minor difference I thought I should point it out in case there's some new price structure going on --Matchstickman 03:16, 21 November 2012 (UTC)

Xmas Berserker Rebalance update[edit]

Is this permanent, or will it just last for christmas? because it is terrible.

How is a low-level berserker meant to have anything but a knife before wave 7?

They've totally unbalanced the class.

--90.204.142.79 18:59, 14 December 2012 (UTC)

Note about the inaccurate tactic removed[edit]

I've removed the following line due to inaccuracies.

Try to attack big targets from their behind when they break into the group, this will stun them and will deal more damage. 
Be sure that your team is focus firing it at the same time. On Hell on Earth difficulty you can stun big targets once with your Katana or Fire Axe headchop, 
only once unless you are attacking them from behind.

@95.8.162.15 , your statement is inaccurate because:

  1. Melee attacks to the back does x2 damage & has nothing to do with stun. It is the damage that stun scrakes, NOT the direction of the attack.
  2. Scrakes can be stunned if you inflict 667 or more damage in a single attack. A level 5 beserker can stun a scrake with a fire axe alt attack to the head from the front (550 x 1.25 = 687 damage). Again, its the DAMAGE, not the DIRECTION.
  3. Asking your team to focus fire on a scrake while it is flinched or stunned is wrong. They will "break the flinch-lock" / "release the scrake from stun". If the scrake is not dead, it will then proceed to chew you up.
  4. Fleshpounds CANNOT be flinched or stunned. EVER.
  5. You are mixing up the difference between "flinch" & "stun". "Stun" = scrake will stand still and looked around in a dazed state or hang his head down as if sleeping. "Flinch" = scrake current attack is interrupted, he can still move but cannot attack for a very short time(1~2 seconds?). I'm uncertain about the exact figure but a unperked machete alt attack to the head(130 x 1.25 = 162 damage) would be enough to flinch a scrake.
  6. You can only "Flinch" a scrake ONCE on suicidal & above. You can "Stun" a scrake unlimited amounts of time regardless of difficulty level. Again, this is based on damage. Whether you hit them from the front, from the back, in-between the eyes, or right in the family jewels doesn't matter.

Sorry for being mean, but passing on inaccurate information gives a very bad impression of the wiki and can cause a lot of frustration for people playing on public games.... -Porkchops 03:56, 5 January 2013 (UTC)

Unexplained footnote indicator in perk ladder[edit]

At present, the perk ladder lists, at level 6, Berserkers spawn with combat armour and the fire axe, but it has a "‡" next to the combat armor entry. There is, however, no corresponding footnote anywhere on the page. As I don't know what it would say, I can't add in this footnote (I'm only a level 2 berserker at the moment). Anyone know what goes there? -unsigned by Rashkavar 09:11, 16 August 2013

Its supposed to note that a level 6 Beserker does not start with combat armor when playing @ Suicidal & HOE difficulties. Must have been accidentally removed. Will add it back now. -Porkchops 14:50, 16 August 2013 (BST)

Scythe and claymore weapon description and weapon statistics.[edit]

The weapon descriptions don't match up with the weapon statistics for scythe's and claymore's normal attack at least.

Claymore "The claymore is more expensive than the scythe and does less damage, but it swings faster." Slowest normal attack fire rate: 1,05 seconds

Scythe "The scythe is the slowest available melee weapon." Slowest normal attack fire rate: 1,00 seconds


But if we look at the alt-fire fire rates (slowest):

Claymore: 1,25 s

Scythe: 1,6 s

So with the normal attacks, the descriptions don't hold true, but with alt-fires they do. Maybe some clarification on this? I personally always think of the normal fire rate when talking about attack speeds.