![]() ![]() 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. Reaching Level 15 will unlock the Resistance skill, which will give you 20 percent Resistance to all damage and an additional 20 percent Resistance to Poison and Sonic damage.The Berserker is the shield that keeps ZEDs away from your squad by cutting them down like an overclocked lawnmower. Furthermore, you will regenerate two points of health every second. This will allow you to move 20 percent faster and sprint 25 percent faster while using a perk melee weapon. However, once you reach level five, you will unlock the Skirmisher skill. The Berserker perk generally offers great mobility and speed. Unlocking the Butcher skill will allow you to increase the amount of damage caused by the Lawn Mower Blade. You can keep Boss Z’s busy by parrying them and allowing your team members a more relaxed opportunity to attack and possibly them down. This is a tank perk that offers high damage resistance, making it perfect for handling big zeds. ![]() Furthermore, Clots are unable to grab you when using the Berserker perk. These weapons are useful in close-range combat and can cause copious amounts of damage to zeds. You are provided with the Crovel Survival Tool and a Lawn Mower Blade. ![]() Once you reach level ten, you unlock the High Impact Rounds skill, which provides a 25 percent increase in the damage caused by direct hits from explosive weapons. Lastly, you can set welding traps in which you weld a door shut, turning it orange and having it explode, killing any zeds outside or near the door. This can only be used once per wave and, although useful, will cause damage to your character over time. You have reactive armor, which, if enough damage is taken, causes a huge explosion that is fatal to surrounding zeds. In addition, you can hold onto a smaller weapon to take out smaller zeds. You are provided with explosive weapons that can deal a lot of damage, such as an automatic assault rifle and multiple grenade launchers (which can be good for headshots with bigger zeds). This perk provides your teammates with a free grenade in every round, which in turn allows more utilities to be used. Unlike the Field Medic and Support perks, this would allow you more interactive gameplay while still being able to assist your team. This team-orientated perk is much more appropriate for taking down bigger zeds. ![]()
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