Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
Deleting comment due to advertising. 100% of the comment was advertising in fact.
But I'd advise for new players to NOT get too comfortable with the Berserker class. Some people might get a little too used to the ability of not being able to be grabbed by clots and then they think they can just juke their way through a group of 20 clots easily with any class whatsoever.
I've seen my fair share of that, believe me.
Mind you, I am speaking for the idiots out there that panic the moment a zombie/zed touches them, not for the rest of the sophisticated crew that is calm when they have 3 scrakes and 2 fleshpounds running at them.
Also, AFK welding isn't worth the time since the welder won't work fast enough with constantly regenerating 10% energy as it would with 100%. AFK melee, however, works like a charm.
Thanks for the guide mate!
"Don't mislead people into thinking that other perks can not be so durable, easier to play and etc."
I didn't mean that. It's just that at level 0, there is some benefit to picking a zerk or firebug over the other perks. Not only that, but a higher level berserker has perk bonuses that do more than just benefit a melee style such as movement speed or damage resistance. I leveled up my perks using their respective weapons as a level 5 berserker until their bonuses were worth using. Hell, I hit stalker requirements well before damage requirements for my commando when I used his rifles as a zerk.
"Every perk is easy to play with if you practice enough ;)"
Except for sharp with M16 + lar. Devastating, but one hell of a skill cap ;)
(1/2)
"I think that the clots would be the least problem for a new player xD."
Clot grab immunity is better than nothing. Might as well take it.
"Also you can get used the hitboxes using every other perk not only these two."
Absolutely, but again, clot grab immunity is nice to have. Get enough money, and there are fewer consequences to missing since mac 10 will kill in one bullet anyway.
"And you think that a a demolition with a gl for example can't kill a zeds instantly just like the firebug's mac."
There is no denying the power of a grenade launcher, but it costs quite a bit of money. Additionally, at a level 0 demo, the gl's damage isn't much different for a demo than a berserker. If a new player were to get enough money to switch it up, then sure: have fun.
Sorry for the confusion.
To clarify:
1) The bonuses that are worth anything at level 0 are:
Zerk's clot grab immunity
Firebug's mac 10 fire
The other percentage ones are too small to make any real difference. (And the medic description for its weapon discounts are glitched)
2) New players often find the zeds too tanky because they try to land a billion headshots on zeds with laser tag hitboxes. Hard to learn how to play if it seems like everything you do does nothing. It won't seem that way if they get used to the hitboxes, or pick up a mac 10 where one bullet is all that is needed to kill trash.
This game has a brutal learning curve. The first section is only there for people to get through it.