

Whats everyone opinion of berserker, bring it on!
#1
Posted November 14 2012 - 02:40 AM
I tryed search if there was topic, but couldnt find. so sorry if Im mistaken.
#2
Posted November 14 2012 - 07:09 AM
If you used optimizations and internals right, you could get that thing up to 670 health, which is honestly pretty tanky for a A-class.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#3
Posted November 14 2012 - 09:11 AM
Edited by TheChaffeemancer, November 14 2012 - 09:11 AM.
#4
Posted November 14 2012 - 09:22 AM
The good thing is that there will be time.. Oh yeah!

.
"The difference between theory and practice is smaller in theory than it is in practice"
#5
Posted November 14 2012 - 11:18 AM
Assault aside, Berserker is probably the most balanced Mech in the game relative to existing mechs in the lineup. Let's ignore the rage-inducing Vulcan for now.
That being said, berserker is currently outclassed by two mechs in particular: infiltrator and (to a lesser extent) sharpshooter, which are both better than the berserker in a majority of situations. To justify this statement, we need to look closer at the berserker's weapons load out relative to the weapons of the infiltrator and the sharpshooter, so bear with me.
Firstly, as far as primary weapons go, the berserker has fewer choices than the two aforementioned classes: we need to discount the Submachine cannon right off the bat, because it's rubbish compared to the assault rifle. The inclusion of an inferior downgrade primary weapon means the utility of a berserker player falls immediately; in its current form, there is no scenario where SMG is a better choice. And less choice is bad. Both the infiltrator and sharpshooter have better scenario-specific primary weapon choices, and at level twenty the infiltrator even unlocks the eoc repeater for additional hilarity. In terms of situational customisation, the berserker only has the assault rifle + tow. (Unless you count the Vulcan, and believe me, you do not want to count the Vulcan.)
This flows directly into the assault rifle, which a decent weapon with fairly good balance but can't compete with either the HEAT cannon of the infiltrator or the SLUG or SA Hawkins weapons of the infiltrator and sharpshooter in terms of utility. The HEAT gives the infiltrator a much-needed ability to engage at range, whereas the slug rifle is complementary to the ss over watch role and the sa Hawkins gives the sharpshooter some ability to engage at medium to close range.
I've mentioned before that the TOW secondary is a decent Swiss army knife of a weapon, with good range, decent damage, and some utility due to the detonation mechanic, but it puts the berserker at a disadvantage when compared to the grenade launcher and sabot rifle for the following reasons: grenade launcher is better at close quarters and sabot rifle is better at any range.
This difference compounds when you add up the weapon combinations: A HEAT infiltrator is better than a berserker at close range because heat+grenade completely outclasses assault rifle+tow in damage. What should have been the berserker's only advantage, long range, is nullified by the fact HEAT is a faster traveling, faster reloading projectile weapon. Several heat rounds can be fired off before a single easily-dodged rocket is fired. Additionally, sharpshooters have been using the sabot rifle like a shotgun as of late, which circumvents what should be the ss's weakness, close combat. (I have no problems with sharpshooters outclassing berserkers at long range because that makes sense, but close combat situations currently favour ss players who don't have to worry about self-inflicted damage from their secondaries and can actually fight point-blank more effectively than a berserker can. Berserkers have to contend with the possibility of blowing themselves up.)
I highly recommend replacing the Berserker's submachine gun with flak cannon, which would mitigate these disadvantages, and provide additional choice and utility to what should be a specialised close quartets combatant. Inclusion of a flak cannon would balance the matchups vs heat infiltrators at close range, and punish sharpshooters that allow berserker players to get too close.
Edited by Conquistador, November 14 2012 - 11:55 AM.
#6
Posted November 14 2012 - 12:17 PM
Conquistador, on November 14 2012 - 11:18 AM, said:
Assault aside, Berserker is probably the most balanced Mech in the game relative to existing mechs in the lineup. Let's ignore the rage-inducing Vulcan for now.
That being said, berserker is currently outclassed by two mechs in particular: infiltrator and (to a lesser extent) sharpshooter, which are both better than the berserker in a majority of situations. To justify this statement, we need to look closer at the berserker's weapons load out relative to the weapons of the infiltrator and the sharpshooter, so bear with me.
Firstly, as far as primary weapons go, the berserker has fewer choices than the two aforementioned classes: we need to discount the Submachine cannon right off the bat, because it's rubbish compared to the assault rifle. The inclusion of an inferior downgrade primary weapon means the utility of a berserker player falls immediately; in its current form, there is no scenario where SMG is a better choice. And less choice is bad. Both the infiltrator and sharpshooter have better scenario-specific primary weapon choices, and at level twenty the infiltrator even unlocks the eoc repeater for additional hilarity. In terms of situational customisation, the berserker only has the assault rifle + tow. (Unless you count the Vulcan, and believe me, you do not want to count the Vulcan.)
This flows directly into the assault rifle, which a decent weapon with fairly good balance but can't compete with either the HEAT cannon of the infiltrator or the SLUG or SA Hawkins weapons of the infiltrator and sharpshooter in terms of utility. The HEAT gives the infiltrator a much-needed ability to engage at range, whereas the slug rifle is complementary to the ss over watch role and the sa Hawkins gives the sharpshooter some ability to engage at medium to close range.
I've mentioned before that the TOW secondary is a decent Swiss army knife of a weapon, with good range, decent damage, and some utility due to the detonation mechanic, but it puts the berserker at a disadvantage when compared to the grenade launcher and sabot rifle for the following reasons: grenade launcher is better at close quarters and sabot rifle is better at any range.
This difference compounds when you add up the weapon combinations: A HEAT infiltrator is better than a berserker at close range because heat+grenade completely outclasses assault rifle+tow in damage. What should have been the berserker's only advantage, long range, is nullified by the fact HEAT is a faster traveling, faster reloading projectile weapon. Several heat rounds can be fired off before a single easily-dodged rocket is fired. Additionally, sharpshooters have been using the sabot rifle like a shotgun as of late, which circumvents what should be the ss's weakness, close combat. (I have no problems with sharpshooters outclassing berserkers at long range because that makes sense, but close combat situations currently favour ss players who don't have to worry about self-inflicted damage from their secondaries and can actually fight point-blank more effectively than a berserker can. Berserkers have to contend with the possibility of blowing themselves up.)
I highly recommend replacing the Berserker's submachine gun with flak cannon, which would mitigate these disadvantages, and provide additional choice and utility to what should be a specialised close quartets combatant. Inclusion of a flak cannon would balance the matchups vs heat infiltrators at close range, and punish sharpshooters that allow berserker players to get too close.
While i agree with the majority of the points you made, i do think the zerker has a few advantages going for it.
1. The tow does more raw damage than the GL and is much much better in the mid range game.
2. At least to me, its special ability is miles ahead of the infiltrators.
That being said, i would have no problems giving it the flak secondary. OR, since the idea of a super fast mech with a shotgun is terrifying to some, maybe buff the smg, give zerkers an extra 25 armor, or cause their special to negate a small amount of heat in addition to the damage buff (say maybe 25% heat negated for 10 secs).
Edited by Zeshi, November 14 2012 - 12:17 PM.

#7
Posted November 14 2012 - 12:31 PM
It is the mech i enjoyed most during my experience.
It fits my playstyle more then any medium or heavy mech.
And i like the smc over the heat cannon.
#8
Posted November 14 2012 - 12:40 PM
Zeshi, on November 14 2012 - 12:17 PM, said:
1. The tow does more raw damage than the GL and is much much better in the mid range game.
2. At least to me, its special ability is miles ahead of the infiltratours.
Did they buff the TOW or nerf the Grenade_ Grenades used to do more damage per hit than Tow rockets.
That being said, at medium range any advantage the tow may give the berserker is mitigated by the fact the infiltrator has the heat cannon, which is also good at medium range.
As for the special ability, I do agree it is more useful in a straight up fight, but the infiltrator ability has more of a utilitarian purpose for ambushes and escapes, so I found it pretty useful for non combat situations. Additionally, the berserker ability only does an additional 12% damage boost, which isn't exactly overwhelmingly potent.
Edited by Conquistador, November 14 2012 - 12:45 PM.
#9
Posted November 14 2012 - 12:48 PM
Conquistador, on November 14 2012 - 12:40 PM, said:
Zeshi, on November 14 2012 - 12:17 PM, said:
1. The tow does more raw damage than the GL and is much much better in the mid range game.
2. At least to me, its special ability is miles ahead of the infiltratours.
Did they buff the TOW or nerf the Grenade_ Grenades used to do more damage per hit than Tow rockets.
That being said, at medium range any advantage the tow may give the berserker is mitigated by the fact the infiltrator has the heat cannon, which is also good at medium range.
As for the special ability, I do agree it is more useful in a straight up fight, but the infiltrator ability has more of a utilitarian purpose for ambushes and escapes, so I found it pretty useful for non combat situations. Additionally, the ability only does an additional 12% damage boost per fuzzy bunny, which isn't exactly overwhelmingly potent.
Not really sure, but i think darkpulse got the numbers from the game filed and it was 235 for the tow and 215 for the GL
Yea...i cant really argue with you about the heat cannon lol (that why i used the AR for the majority of both CB's so far).
The problem with infiltraitors ability is that its greatly affected by your graphics settings. At low settings with shadows off they are litterally invisable for me, but on ultra settings i hear they light up like Christmas trees.

#10
Posted November 14 2012 - 12:48 PM
Zeshi, on November 14 2012 - 12:48 PM, said:
Conquistador, on November 14 2012 - 12:40 PM, said:
Zeshi, on November 14 2012 - 12:17 PM, said:
1. The tow does more raw damage than the GL and is much much better in the mid range game.
2. At least to me, its special ability is miles ahead of the infiltratours.
Did they buff the TOW or nerf the Grenade_ Grenades used to do more damage per hit than Tow rockets.
That being said, at medium range any advantage the tow may give the berserker is mitigated by the fact the infiltrator has the heat cannon, which is also good at medium range.
As for the special ability, I do agree it is more useful in a straight up fight, but the infiltrator ability has more of a utilitarian purpose for ambushes and escapes, so I found it pretty useful for non combat situations. Additionally, the ability only does an additional 12% damage boost per fuzzy bunny, which isn't exactly overwhelmingly potent.
Not really sure, but i think darkpulse got the numbers from the game files and it was 235 for the tow and 215 for the GL
Yea...i cant really argue with you about the heat cannon lol (that why i used the AR for the majority of both CB's so far).
The problem with infiltraitors ability is that its greatly affected by your graphics settings. At low settings with shadows off they are litterally invisable for me, but on ultra settings i hear they light up like Christmas trees.

#11
Posted November 14 2012 - 01:01 PM
Although I agree that it should NOT have a Vulcan at level 20.

#12
Posted November 14 2012 - 01:23 PM
Otherwise, the Berserker is fantastic. I hope an approximation of it makes it to open beta.
BERSERKER
#13
Posted November 14 2012 - 03:14 PM
Conquistador, on November 14 2012 - 11:18 AM, said:
Assault aside, Berserker is probably the most balanced Mech in the game relative to existing mechs in the lineup. Let's ignore the rage-inducing Vulcan for now.
That being said, berserker is currently outclassed by two mechs in particular: infiltrator and (to a lesser extent) sharpshooter, which are both better than the berserker in a majority of situations. To justify this statement, we need to look closer at the berserker's weapons load out relative to the weapons of the infiltrator and the sharpshooter, so bear with me.
Firstly, as far as primary weapons go, the berserker has fewer choices than the two aforementioned classes: we need to discount the Submachine cannon right off the bat, because it's rubbish compared to the assault rifle. The inclusion of an inferior downgrade primary weapon means the utility of a berserker player falls immediately; in its current form, there is no scenario where SMG is a better choice. And less choice is bad. Both the infiltrator and sharpshooter have better scenario-specific primary weapon choices, and at level twenty the infiltrator even unlocks the eoc repeater for additional hilarity. In terms of situational customisation, the berserker only has the assault rifle + tow. (Unless you count the Vulcan, and believe me, you do not want to count the Vulcan.)
This flows directly into the assault rifle, which a decent weapon with fairly good balance but can't compete with either the HEAT cannon of the infiltrator or the SLUG or SA Hawkins weapons of the infiltrator and sharpshooter in terms of utility. The HEAT gives the infiltrator a much-needed ability to engage at range, whereas the slug rifle is complementary to the ss over watch role and the sa Hawkins gives the sharpshooter some ability to engage at medium to close range.
I've mentioned before that the TOW secondary is a decent Swiss army knife of a weapon, with good range, decent damage, and some utility due to the detonation mechanic, but it puts the berserker at a disadvantage when compared to the grenade launcher and sabot rifle for the following reasons: grenade launcher is better at close quarters and sabot rifle is better at any range.
This difference compounds when you add up the weapon combinations: A HEAT infiltrator is better than a berserker at close range because heat+grenade completely outclasses assault rifle+tow in damage. What should have been the berserker's only advantage, long range, is nullified by the fact HEAT is a faster traveling, faster reloading projectile weapon. Several heat rounds can be fired off before a single easily-dodged rocket is fired. Additionally, sharpshooters have been using the sabot rifle like a shotgun as of late, which circumvents what should be the ss's weakness, close combat. (I have no problems with sharpshooters outclassing berserkers at long range because that makes sense, but close combat situations currently favour ss players who don't have to worry about self-inflicted damage from their secondaries and can actually fight point-blank more effectively than a berserker can. Berserkers have to contend with the possibility of blowing themselves up.)
I highly recommend replacing the Berserker's submachine gun with flak cannon, which would mitigate these disadvantages, and provide additional choice and utility to what should be a specialised close quartets combatant. Inclusion of a flak cannon would balance the matchups vs heat infiltrators at close range, and punish sharpshooters that allow berserker players to get too close.
Been talking about this since we entered the first beta.
You, sir, know your berserker.
Edited by SweetTooth, November 14 2012 - 03:22 PM.
#14
Posted November 14 2012 - 03:31 PM
They don't do a lot of burst/damage.
They are relatively easy to kill too.
Edited by Female, November 14 2012 - 06:51 PM.

#15
Posted November 14 2012 - 04:25 PM
The vulcan also requires being exposed much longer than the assault rifle. with the assault rifle I could poke my head out, fire for half a second to a second and duck behind cover which syncs well with rocket fire. The vulcan is much less effective this way, even if you pre spin before leaving cover the accuracy isn't as great as using the assault in bursts, and its awkward to use with rocket fire.
The vulcan only seems to out perform the assault rifle when just staying in the open unloading, or when using the damage boost ability. But ain't gonna lie, love that brrrrrrrrrrrrrr.

#16
Posted November 14 2012 - 04:56 PM
AsianJoyKiller, on November 14 2012 - 07:09 AM, said:
If you used optimizations and internals right, you could get that thing up to 670 health, which is honestly pretty tanky for a A-class.
I agree.. I personally witnessed your ownage.

#17
Posted November 16 2012 - 05:22 AM
#18
Posted November 17 2012 - 10:12 PM
#19
Posted November 18 2012 - 04:36 AM
Timber_Wolf, on November 17 2012 - 10:12 PM, said:
#20
Posted November 19 2012 - 02:08 PM
Thoughts.. I gave up on using the AR early on because the dmg vs heat gain over time didn't fit my play style. I enjoy the smg the most and vulcan only when I have more infiltrators to deal with than I want to or a ton of C class mechs. I REALLY don't want the flak cannon as it puts me far to close to do the damage I want to do. The trade off isn't worth it when fighting a group. The vulcan didn't give me some huge advantage like it did for assaults (do to their ability to negate the negative to the gun via heat reduction). It was only really good at very close range combat. Most people have yet to learn the distances they need to fight other mechs yet so they kept getting to close and getting destroyed by it. Thus not the guns fault but theirs. I don't get super close to a SS because he can then out dmg me by shotgunning their big shot. Infiltrator you get right on because all his dmg splashes and he has less health than me. Combine that with the vulcan and they die rather fast. But anything medium range and farther the vulcan's heat output just kills the guns use. The smg far outshines the vulcan for most situations. And defiantly will once people learn fighting ranges (think of it as a boxer finding his right reach for a fight).
The closer you have to get to kill someone the worse a beserker will do as people get better and learn the mechanics more. They are an A-Class that relies on the pilot to negate the dmg he would take and not have a passive dmg reduction via more armor. Look at scouts in tfc.. eventually only the sick of the sick could play them because ppl could read the speed and due to their low health just blow them sky high. Most O's ran medics instead because they had better mitigation, damage and utilities for only a loss in movement.
I will be looking into the AR more come tmrw and seeing what it does now that i've been playing longer and have a better grasp on management of space, heat, and distance. But I still feel over all the beserker is well tuned. I think some reduction to the damage the infiltrator does w/ a combo of a better utility for them and a reduction in armor on the SS would even out the gaps and even up most mechs on the playing field. Obviously C classes need a little love as well, but we all know this.
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