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==Tactics== *Try to melee attack larger specimens from behind when possible, as melee attacks deal double damage from the back. *Carry a sidearm like MK23, .44 Magnum, Handcannon, Lever-action Rifle, Crossbow or even an M79 to deal with the flocks of Crawlers and awkward targets like Sirens, Husks and Bloats. Among these, the Lever-action Rifle really shines because the high damage allows it to kill Crawlers with 1 shot and stun Husks with headshots on any difficulty. The M79 excels on taking care of large crowds of weak specimen(specifically Crawlers) and slow problematic ranged ones from far. The MK23 and .44 Magnum are very lightweight weapons that are useful for killing crawlers in 1 ~ 2 shots depending on difficulty level, while the heavier Handcannon can dispatch crawlers in 1 shot on any difficulty level lower than Hell On Earth. *[[Fire axe]]'s alternate fire can stun Scrakes with a headshot as a level 5-6 Berserker, in addition, you can also stun it by attacking from the back with a [[Katana]] alternate fire attack if you're on level 3. Alternatively, Berserker can do it with Axe by aiming at the back of the head with a Fire Axe alternate fire to its back of the neck at below level 2, at the ranks higher than 2, Berserker can do it by simply aiming at his back. On Hard difficulty and below, a Berserker can repeatedly flinch the Scrake and keep it from retaliating by using the Katana's primary attack or the Machete's primary attack at level 4 and above on its head, or the Katana's primary attack at level 1 and above on any part of its body. * Berserkers trying to flinch-lock a Scrake should try and avoid the ones which are on fire, as afterburn damage can sometimes interfere with the flinch-lock and allow the Scrake to retaliate in-between attacks. This is especially true for lower level Berserkers due to their lower attack speed. If possible, wait for the fire to be extinguished naturally before engaging. *Husks and Sirens should be a priority target once you're close enough to get in their range. If you can put a distance or walls in between then stay alert for Crawlers which can flank you in a matter of seconds. At higher difficulties, these specimens' attack frequencies and movement speed makes them very dangerous. *A nimble Berserker can kite a Fleshpound by staying at the edge of its range and quickly retreating just as the Fleshpound starts to swing, causing it to miss. He can then quickly dash in and out for a counterattack before the next swing and repeat the process over again. As long as the Berserker causes the Fleshpound to swing at him at least once every 10 seconds and he take care not to deal too much damage back to the Fleshpound within each 2~3 seconds interval, he can safely kill it without it ever raging. * During the Patriarch fight, the Berserker can help a cornered teammate by grabbing the Patriarch's attention with a melee attack, allowing the injured teammate to retreat and heal. In addition, he can also make the Patriarch cancel his projectile attacks by engaging the Patriarch in melee. However, the Berserker should be careful when approaching the Patriarch, as having 3 or more players in close proximity to the Patriarch will make him trigger his highly damaging roundhouse spin attack. *Teamplay is important when playing with this perk. A high level Berserker can solo most of the specimen on early waves, but at later waves, he will struggle to stay alive without any help from other Berserkers or Medic. A high level Berserker can run-and-gun pretty well alone on the first few waves depending on the difficulty, on the later waves its advised to keep a Field Medic and essentially another Berserker or [[Firebug]] close by as your run-and-gun teammates. *To get a successful headshot in melee, always swing at the moment (before) the specimens can hit you. Larger specimens such as Husk, Fleshpounds, Scrakes, and Patriarch, are very uneffected by the [[Knife]] and [[Machete]]. Use a sidegun to counter this.
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