The berserker is a melee class close combat fighter that stands on the frontline and acts as the meatshield of the team.
Killing floor 2 melee range.
At range with the eviscerator or in melee combat with the pulverizer or zweihander.
Weapons killing floor 2 from killing floor 2 wiki.
6 1 2018 still works as it always has in v1066 as well the mechanic of blocking during an attack animation was changed.
This list contains all weapons that are currently in killing floor 2.
It has damage resistance and a higher healthpool as compared to other perks.
The berserker is the shield that keeps zeds away from your squad by cutting them down like a rapid lawnmower.
Killing floor 2 is a carnage of blood guts and more blood with an arsenal of weapons to choose from to demolish the oncoming waves of monstrous zeds.
This makes sense as you are fighting zeds face to face.
Killing with weapons other than your current perk grants the xp to the perk that weapons belongs to.
Performs up to 5 bounces off the surface.
Seconds zed will be able to interrupt it by taking hit from the weapon which melee hit power gun hit power will be greater than zed s melee hit gun hit resistance.
After hitting the wall has 180s before disappearing.
Although extremely weak on their own their real strength comes in numbers.
Maximum hit range 1 8m.
Killing floor 2 stats share.
Projectile 60 rpm.
If you choose the eviscerator method only a maximum of 2 headshots are needed to cut off the scrake s head.
Berserkers have two ways to deal with scrakes.
Damage type slashing.
It is classified as a lesser enemy and therefore cannon fodder.
The alpha clot is a common specimen in killing floor 2.
The base damage value further modified by the difficulty specific multipliers.
All berserkers specialize in close combat weaponry but their skill 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.
Now you must first cancel the attac.
Damage stab 90.
Damage melee 29 per tick.
Damage projectile 300.
The first shot to the head will enrage it and the second will take its head off.
Travel speed 25 m s.
In theory it is possible to avoid cooldown while keep bleeding effect active by keeping zed s incap meter in range of 65 99 however it is.