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#1 |
![]() Join Date: Jan 2011
Reputation: 610
Posts: 1,946
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Basic Zerker guide.
This guide pertains to HoE, but most of it applies on lower levels as well.
I am a long time Zerker, and have over 90 million damage as one. I hope you find this info usefull. Please keep in mind that the info given is my opinion, and not law. First, a few basics. Good Zerker load outs are katana, Axe, and either the LAR, or the M79, but feel free to experiment and find what fits you best. One down side to the M79 is the small amount of ammo. If you have to solo a round, it will not serve you well. Zerkers must have complete 360° situational awareness at all times. Unlike camping games, the Zeds come at you from every direction, even from above on some maps. Zerkers must know the map inside out, sideways, backwards, and upside down. They must know where they can and cannot go. Zerkers must control the Spawn. This means limiting how much you kill at any given time. For every Zed that is killed, another will spawn in its place, often around the corner causing the team to get boxed in, plus, you don't know what type of Zeds will spawn. Scrakes cannot be stunned with the Katana,(SuI and HoE) unless you hit it with an Alt fire from behind. The katana will flinch lock the Scrake, but only once, plus, once the Scrake reaches 75% health it will attack non-stop. If this happens your best chance to survive is to keep moving backwards while headshotting the Scrake with the Alt fire. Any Melee back attack deals double damage, so if you Axe, Claymore or katana a FP in the back, it will rage. The FP rage timer is approximately 10 seconds. Breaking the Line of Sight will reset it, as will the FP swinging at a player whether it makes contact or not. Once a FP rages, the rage will only reset if it makes contact with a welded door, or makes contact with a player. In some cases you can steer a raging FP into another zed such as a Husk, Bloat, or scrake causing the other zed to attack the FP, which will divert the FPs attack to that zed. Zerkers should heal each other. Considering the amount of damage we sustain, self healing is a waste. If there is a medic, then make things as easy as you can for them. If you need a heal and can stop moving, then do so, or run directly at him. Hitting someone that is bouncing around like a Rabbit on crack is not any easy task. Use the enviroment to your benefit. Siren screams can be blocked by walls, coloums, cars, and even trees. Husk shots can be avoided by placing yourself at a higher elevation, such as on a Car or wall. Zeds and threat levels. The biggest threats to the Zerker are the Husk, the Gorefast, the crawler, and the Siren. Clots: Low threat. Pretty much harmless, and can be ignored most of the time if higher threats are around. Gorefast: Major threat, do a lot of damage, are fast and quiet, should be dealt with ASAP. Crawlers: Medium threat. Not much on damage, but travels in packs, and has a habit of getting in your way and blocking you. Should be dealt with sooner rather than later. Bloat: Low threat. Headshot with Rifle or Handgun if possible, or Katana alt fire to the head. Can be ignored most of the time. Stalker: Medium threat. Same as crawler, but also has a bad habit of blocking shots from Firearms, and causes Grenades from M79/M32 to prematurely detonate. Siren: Medium to Major threat. One is not much of a threat, 2 are bad, 3 or more equals quick death. Headshot from distance if possible, if using melee weapons, then use environment to shield you from screams, (Walls, Trees, cars, etc.). Husk: Major threat. The Zerkers biggest threat. Deal with ASAP, but do not ignore other threats around you. Chances are you will take at least one hit as you approach causing you to become vulnerable to lesser threats. I have seen level 6 Zerkers kill a Husk, only to be killed a few seconds later by the two Gorefasts coming from behind. Head shot at range with LAR/Crossbow/whatever you have if possible, and use the environment to your advantage, (See Husk entry). Scrake Low to Medium threat. Slow, easy to avoid. Leave until all other Zeds are dealt with, (See Scrake entry), unless area is clear of other zeds. FP: Medium to major threat. Can be left till end of round if players continue to break the LoS, (See FP entry). Weapons. Please note: Unless otherwise noted, these are weapons and loadouts I have played with, and the info given is my opinion, and my opinion only. Any weapons I have not mentioned is due to my lack of experience using them as a Zerker. As I said before, weapon loadouts are a matter of personal preference. My two loadouts are either the Katana, Axe, and M79 or Katana, Axe, and LAR. machete. A bit more useful than the Knife. Katana. Pro: Fast, light, able to decap any zed up to and including a Husk. Primary fire is auto. Good all-around weapon. Con: Will only stun a Scrake with an Alt fire from behind on Sui and HoE, Alt fire is not auto. Axe. Pro: High damage, mainly used for Scrakes and FPs, highest headshot damage out of all melee weapons. Primary and Alt fire are both auto. Con: Slow and has short range. Not good for situations involving multiple zeds. Claymore. Pro: Higher DPS and range than the Axe, primary fire is auto. Con: Lower headshot multiplier, (Claymore 1.1, Axe, 1.25), Slow attack speed, hard to get head shots with, Alt fire is not auto. Not good for situations involving multiple zeds. Chainsaw. Pro: High damage, blocking doorways. Con: Loud, slows movement. IMO, the most annoying weapon ever. Secondary weapons. LAR. Pro: Cheap, powerful, light, good range, high ammo count. Single headshot will not rage a FP, reload can be interupted, single HS will stun a Husk, will one shot crawlers, two Head Shots to kill a 6 man HoE Siren, (Thx to Nebhead for additional LAR info). Con: none M79. Pro: Great weapon for groups of crawlers, Clots, and Stalkers, will stun Gorefasts. Con: Low ammo count, less effective against stronger Zeds, Nade can be detonated by husk fire, requires range to use, automatically reloads after use, not good when soloing large numbers of zeds. M32. Pro: Deals loads of damage, can kill larger zeds, kills groups of zeds, reload can be interupted, can deal massive damage to FPs. Con: Expensive, requires range to use, slow reload, low ammo count, limits what Zerker can carry. Crossbow. Pro: Good range, scope, high damage against all zeds, good penetration. Con: Heavy, expensive, low ammo count, slow reload, limits what the Zerker can carry, not useful against groups at close range, such as a swarm of crawlers. Handcannon (Thx and all credit to Nebhead for this one.) Pro: High Single shot damage (Instant kill against Crawlers on any difficulty without a headshot, except HoE), Lower weight than LAR. Con: Low Clip Size, High Cost, Slow Reload (for a Zerker) Fairly Heavy, Large Recoil. Thx, and all credit to tekka1987 for the SCAR and M14 info. SCAR. Pro: Very light (5kg), fast rate of fire, good sights for easy decaps, large magazine, high ammo count, can be spammed in panic situation. Con: Will not stun husks, large recoil offperk, relatively weak damage with bodyshots M14. Pro: Fast rate of fire, large magazine, high ammo count, amazing as a headshoting machine, powerful headshot damage, laser aiming Con: Heavy (8 kg), weak bodyshots, large recoil offperk, learning curve for using the iron sights, will not stun husks, requires relatively close proximity for best effectiveness In game. 1. Stay together. DO NOT run off on your own. 2. Do not move to fast. This causes the Zeds to split and go in different directions. 3. Prioritize your targets. The Husk, Gorefast, Siren, and the Crawler are the Zerkers biggest threats. 4. To kite a FP, hit it once every 3 to 5 seconds, (less than 3 seconds will deal too much damage and cause it to rage),the FP must swing at the player within 10 seconds every 10 seconds after a swing or it will rage. If you get into trouble then break its Line of sight within 10 seconds to reset its rage timer. Breaking the LoS will not cause a raging FP to stop raging, the FP rage will reset if it makes contact with a welded door, or makes contact with a player. DarkFalz Kiting two FPs with the Knife: http://www.youtube.com/watch?v=DsAlL1Tm8_k 5. If you break the LoS on a FP or Scrake, then it will immediately go after the next player in its LoS, so be careful when you do it. 6. You can kite a FP with any melee weapon, even the Knife; you can also Headshot it every 3 to 5 seconds with the LAR. With either the Axe, Katana or Claymore, you can use the primary or Alt fire. If using the Katana primary fire, you can deal two hits at once, all other weapons except the knife are limited to one hit only. 7. If someone is kiting a FP, then stay close to him and keep the path clear, killing only what you have to. Killing too much causes random mass spawning, normally in the kiting Zerkers path. 8. If you need to heal the kiting Zerker, then do so from the side, DO NOT get behind him and block his movement. Medics can heal from behind, but still need to allow space for the Zerker to move freely. 9. If the kiting Zerker is about to die, then intercept the FP, any frontal attack will divert the FPs attention to you. 10. Just because a FP or Scrake is on the map, it does not mean you have to attack it right away, you can wait until you have a safer environment. 11. If a player has a Scrake in a stun lock, then kill the Zeds around him while he deals with the Scrake, if there are no other zeds around, then help kill the Scrake. Thx nebhead for pointing out the following. If you help kill the Scrake, then do NOT shoot it as that will break the stun lock. use melee weapons, and if possible attack from behind to deal maximum damage. The only exceptions to not shooting it would be a level 5/6 SS with a crossbow or LAR, a level 5/6 Support specialist using the Hunting shotty Alt fire trick, or AA12 at close range, maybe a level 5/6 Demo with the LAW, allthough this tends to blind the player with smoke, and of course, since the Commando can see it's health, they know when they can finish it off. 12. Do NOT nade groups of Zeds containing Scrakes. A Scrake will rage at 75% health, and often kill teammates because they become overwhelmed by the Scrake, and other zeds around them. Husk tips and tricks. 1. Two husks are deadly, three or more is sure death. Husks should be dealt with at range if possible using the LAR, Crossbow, etc. If there is only one Husk then charging with a melee weapon will work, with two, its a risk, with three or more you have a better chance of winning the lottery. When charging a husk, do not ignore other threats around you. you will take damage as you approach, causing you to become vulnerable to lesser threats, even a couple of Clots, or Crawlers. If shooting from range, then use the environment to your advantage. Stand on elevated positions to cause the Fireball to fly past you, use walls, trees, cars, etc to shield you from the Fireballs. Siren tips and tricks. 1. Much like the Husk use the environment to your advantage. Two Sirens are more than enough to kill a level 6 Zerker at full health, so do not charge at them but insteat shoot them at range. If you are out of ammo then use the environment against them. Their screams can be blocked by any solid object such as walls, trees, cars, pillars, doors, etc. Scrake tricks and tips. 1. If there is more than one player, then one should get the attention of the Scrake, while the other attacks it from behind. A large amount of Scrakes can be easily killed using this tactic. 2. If you are the only player, then get some distance between you and the line of Scrakes, and then head shot one until it charges, then switch to the axe and time your Alt fire to head shot him when he gets in range. This will give you room between them allowing you to kill it without the others attacking you. Thanks and all credit to tekka1987 for Scrake tip # 3. 3.Stand back, alt fire swing, then move forward and aim for the head. Standing still and doing alt-fire attacks I found I would miss more. Original post # 19: http://forums.steampowered.com/forum...1#post29554131 FP tricks and tips. 1. When FPs appear a player can headshot them with the LAR in much the same way they would Axe kite it. One HS every 3 to 5 seconds, (remember to break the LoS), will severly weaken, and if done enough, kill the FP. This tactic is especially usefull and effective on maps with tunnels or where the LoS can be easily broken, such as Ice cave. 2. When 2 or more FPs are together, and you are not ready or willing to kite both at the same time, then your best bet is to intentionally rage one, this will allow you to put distance between you and the other FPs so you can take one at a time. Make sure you have healed yourself to 100% before you rage it, and do not run to far ahead while the FP charges, as this will cause the other FPs to change direction and come at you from the same direction you are kiting. My own opinions, views, and a few facts. Zerker being called OPed. IMO, a class is Oped when anyone can use it and dominate with it. This however is not the case as I see more Zerkers dying repeatedly in comparison to the ones that can solo every round. Zerkers have to Kite. Kiting is not always a requirement. If you know what you are doing, have a good team, and communicate, then completing wave 1 through 10 in one spot is doable. I have done it in 6 Man HoE games on many maps such as West london, Manor, Bedlam and others. Zerking takes to long. This depends on the ability of the team and the individual players. A good Zerker team can finish most if not all maps in approximately the same time as any camp team, again, I have done this many times. Videos: Zerking with Scary Ghost and other IzL members: http://www.youtube.com/watch?v=AYlpj...eature=related Other guides by other members, (Bigguns 93). DO NOT SHOOT THE SCRAKE OR FP. http://forums.steampowered.com/forum....php?t=1810736 Dear Newbie - please read before playing http://forums.steampowered.com/forum....php?t=1980989 Hell on Earth - Killing Floor Tactics - Solo (xX_Renegade_Xx) http://forums.steampowered.com/forum....php?t=2225832 Last edited by the1stwasted: 07-18-2012 at 01:02 AM. |
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#2 |
![]() Join Date: Jan 2010
Reputation: 51
Posts: 469
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Nice guide, its missing some key points about the weapons though, namely the claymore. I know it's not popular but for those who want to use it have to make some sacrifices, so depending if you like to keep the katana, you can use claymore/katana/HC or 44, or if you like the Lar you'd have to go claymore/Lar. As far as damage goes between claymore and axe, if anybody knows how many swings it takes to down a FP with the two that would be awesome, I know for scrakes it seems to be same (seems harder to hit the head with claymore though).
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#3 |
![]() Join Date: May 2010
Reputation: 505
Posts: 1,819
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Nice guide, but I have to add that once you become more and more familiar with the berzerker class all that spawn controlling is much less important. I'd even say on some maps you can downright ignore it.
Zerking is actually only about one thing; you need open space. The one thing that can and usually does get a solo zerker killed is lack of space. If you get stuck in a corridor with 3 sirens on one side and two scrakes on the other it's game over. Farm and mountain pass for instance are incredibly easy for a zerker. Icecave an bedlam are a kiting nightmare. |
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#4 |
![]() Join Date: Nov 2010
Reputation: 167
Posts: 2,298
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Also, if its required that you kite or control the spawn, especially for 20 minutes just to finish a wave as a berserker, you should probably choose another perk as you aren't very good at it and would be much more useful as something else.
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#5 |
![]() Join Date: Jan 2011
Reputation: 610
Posts: 1,946
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Thanks for the imput guys. I just wanted to list a few things I see a lot of Zerkers doing wrong, and hopefully help a few out.
Weapon load outs are a personal prefferance thing, so I only listed the main 2. I agree, on some maps spawn control can be ignored, and space is important, but KF often likes to spawn deadly surprises such as 3 FPs, Ninja Sirens, and the mixed bag of husks, Sirens, and G-fasts. This is why I stress spawn control, so you lessen the chance of running into things like that around the corner. The other day on Wyre, the game spawned 4 Sirens right on top of us, got 4 of us killed before we knew what hit us. @License: Nobody cares what you think guy, or at least I don't. You are known to many in this forum as someone who makes outrageous claims, and based on them you would have to be the greatest KF player ever. You have often claimed that you carry level 5s and 6s on Sui games as a level 2. You claim that a team of level 2s can easily beat a Sui game, and then you claimed that you can win any game as a zerker 100% of the time. So unless you are talking about solo games, anyone with more than 2 hours in game knows that that is complete BS. On several of your old post, many, many forum members asked for proof, such as a video to back up what you say, yet you have provided nothing. You know my STEAM name, so friend me, and then we will go Zerking, and you can then back up the things you claim! Most times you start talking about KF before the perks and classes were added. Well guess what, this is not that game, that would be like compairing the original Ghost Recon to GR Advanced warefighter, in other words, 2 similar games, yet mechanics and game play wise completely different. All you do is post outrageous claims with nothing what so ever to back them up, and more often than not you add absolutly nothing to the conversation other than those outrageous, baseless, and laughable claims of greatness. Based on some of the things you say, I often wonder if you really own the game, or get all your info from you tube. Last edited by the1stwasted: 01-08-2012 at 11:47 PM. |
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#6 | |
![]() Join Date: Nov 2010
Reputation: 167
Posts: 2,298
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Quote:
Maybe I can do these things because I don't totally follow the main "guides" that are posted on these forums which give either bias or false info on what the perks are good for or a bad representation on how to use teamwork. The UT2004 Mod is similar enough to compare. After all, the mod is what the game is based around. Same exact maps, specimens, guns, etc. How they work may be slightly different but there were aspects that made it more challenging. Normal difficulty was like being level 1 in suicidal. Literally. Real teamwork can easily allow level 2's to win suicidal. Proper money management and tactics are hard to come by in 95% of games, though. I don't make videos nor do I care enough to make one based on a couple of people with a disbelief. I make claims like this because others decide to make claims based on their experience that some things cannot be done when I have done them myself and can say they can. |
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#7 | |
![]() Join Date: Jan 2011
Reputation: 610
Posts: 1,946
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Quote:
6 man HoE Axe alt fire-9 Claymore primary fire-15 Claymore Alt fire-11 I have used both in game and find the Axe to be a better choice. The Axe does more damage, and has a faster fire rate, plus the Axe alt fire is auto just like the Primary fire, it does have a shorter range than the Claymore though, and it does seem harder to hit the head on FPs with the Claymore as well. Last edited by the1stwasted: 01-09-2012 at 03:40 AM. |
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#8 |
![]() Join Date: Jul 2010
Reputation: 202
Posts: 345
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It's worth pointing out, for any newer players, that the katana WILL stun the scrake in Beginner, Normal, and Hard difficulties. Aim for the head and just hold down primary fire, and the scrake will be stun-locked the entire time. This does not work in Suicidal or Hell on Earth, so you'll have to use the axe's alt fire to stun them.
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#9 | |
![]() Join Date: Jan 2011
Reputation: 610
Posts: 1,946
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Quote:
Last edited by the1stwasted: 01-09-2012 at 03:14 AM. |
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#10 | |
![]() Join Date: Jan 2011
Reputation: 610
Posts: 1,946
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Quote:
in one of the vids the guy killed a FP with the bullpup...lol. http://www.moddb.com/mods/killing-floor http://www.youtube.com/watch?v=yDNet...eature=related http://www.youtube.com/watch?v=l4kCdCzjMVo http://www.youtube.com/watch?v=rRF4p_cK_Dg |
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#11 |
![]() Join Date: Aug 2011
Reputation: 9
Posts: 43
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ROFL
A FP with a bullpup? In any difficulties other than Beginner you'd probably end up dead at the time of the first reload... You'd just enrage it and deal absolutely low damage.
I'm sticking with the1stwasted, this is BS.
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#12 |
![]() Join Date: Aug 2011
Reputation: 9
Posts: 43
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BTW, the1stwasted, awesome post! I'm still learning the ways of being a zerker (I'm still lvl 3) and these hints will surely help a lot.
Thanks! |
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#13 | |
![]() Join Date: Nov 2010
Reputation: 167
Posts: 2,298
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Quote:
Grenades were a little better as well but you only got 5 for any perk and you couldn't chuck one every millisecond. Ask anyone whos ever played the mod back then and they will tell you its tougher than any of those HoE games. Also, the claymore isn't supposed to be doing less than the axe unless it has a higher headshot multiplier. Last edited by License: 01-09-2012 at 08:55 AM. |
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#14 | |
![]() Join Date: Aug 2011
Reputation: 9
Posts: 43
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Quote:
The way I see, it's pointless to discuss which version is better (original or MOD), as each of us has our own likes. Although I just think it's wrong for you to post replies on the original KF topics because the game you play is NOT the same. Therefore, all we'll have are doubts, confusion and pointless arguing. |
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#15 | |
![]() Join Date: Jan 2011
Reputation: 610
Posts: 1,946
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Quote:
Claymore Sword Primary Fire 165+45 = 210 dmg 1.1x head shot multiplier KFMod.DamTypeClaymoreSword Alt Fire 250+70 = 320 dmg 1.1x head shot multiplier KFMod.DamTypeClaymoreSword The Axe deals less base damage, but has a 1.25 HS multiplier. I tested it several times on the test map and the Axe took less hits to kill a FP than the Claymore. @ machete_Kills: You are welcome, glad the tips helped. Last edited by the1stwasted: 01-09-2012 at 10:23 AM. |
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