Talk:Berserker
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.
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...
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 sputnhik_rodriguez_6@hotmail.com --undeddjester 14:59, 23 November 2009 (GMT)
[edit] Fleshpound decapitation
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)
[edit] Damage resistance
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)
[edit] levels confirmation
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)