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Specialist Idea: The Berserker

PostPosted: Sun May 08, 2016 7:03 pm
by mathwhiz9
With all these new spec ideas, I decided to get in on the fun...

The Berserker
Pic: an axe
Motto (or whatever it's called): Fame never dies!/Pain is temporary, pride is forever.

When at an outpost, the berserker does nothing (like a smuggler, helmsman, etc.) However, when he is put in a sub, 3 things happen. 1) no other specs can go on the sub with him 2) his sub travels at 4x speed to ANY outpost, but 3) every 30 mins he travels, his sub loses 20% of the drillers onboard (kinda like how a sentry would shoot it down). Admiral boosts do not apply to this sub.

The smuggler is the only spec that has even near this kind of speed (other than a returning pirate) but smugglers only go to your outposts. The berserk can fling itself wildly at the opponent, but at the disadvantage that it harms itself in the process. The more drills you out in the sub, the bigger your en route losses. I chose 30 mins because anything less and it would barely have time to apply before it reached an outpost (we saw that speed from Niv in the Modarchy game).

I dunno, just a random thing I thought about. Like/dislike it?

Re: Specialist Idea: The Berserker

PostPosted: Sun May 08, 2016 7:09 pm
by silverberg
It seems like it would make for an OP first hire, especially in L1 games or against casuals that like to sleep 8hrs a night.

Re: Specialist Idea: The Berserker

PostPosted: Sun May 08, 2016 11:56 pm
by tw2000
This spec isn't very practical, and I think that if you made it more pracical, it would be too OP hahaha.
For starters, if anyone has seen two outposts with a distance of less than 10 hours, PLS LET EVERYONE KNOW!!!! It might be a subterfuge record :lol:
Assuming that there isn't, then it would take at least 5 periods of 30 minutes to get to the outpost you want to attack/defend. During this time you would lose 1-((1-0.2)^5)=1-0.8^5=1-0.32768=67% percent of your driller on board. So, if you sent 300 drillers, you would end up with 100. And this is the best-case scenario. Remember that most outposts aren't 10 hours apart.
There would be a use for this spec actually, but that would be outside of what it was intended for I believe.

Combo: Berserker, pirate, nav, general(s). Send the berserker, which covers the distance between the outpost and the sub at 4x speed. Then use the pirate to target the captured berserker, it starts heading back for your outpost at 4x speed. But it gets captured again because of the interaction between berserker and sub with drillers, but just target it again. Repeat as many times as you like until sub of drillers is destroyed. Very powerful. For solely this reason I believe the berserker is OP (not even what it was intended for hahaha)

Re: Specialist Idea: The Berserker

PostPosted: Sun May 08, 2016 11:59 pm
by tw2000
This spec isn't very practical, and I think that if you made it more pracical, it would be too OP hahaha.
For starters, if anyone has seen two outposts with a distance of less than 10 hours, PLS LET EVERYONE KNOW!!!! It might be a subterfuge record :lol:
Assuming that there isn't, then it would take at least 5 periods of 30 minutes to get to the outpost you want to attack/defend. During this time you would lose 1-((1-0.2)^5)=1-0.8^5=1-0.32768=67% percent of your driller on board. So, if you sent 300 drillers, you would end up with 100. And this is the best-case scenario. Remember that most outposts aren't 10 hours apart.
There would be a use for this spec actually, but that would be outside of what it was intended for I believe.

Combo: Berserker, pirate, nav, general(s). Send the berserker, which covers the distance between the outpost and the sub at 4x speed. Then use the pirate to target the captured berserker, it starts heading back for your outpost at 4x speed. But it gets captured again because of the interaction between berserker and sub with drillers, but just target it again. Repeat as many times as you like until sub of drillers is destroyed. Very powerful. For solely this reason I believe the berserker is OP (not even what it was intended for hahaha)

Re: Specialist Idea: The Berserker

PostPosted: Mon May 09, 2016 5:01 am
by janitorialduties
Of course the numbers can be twea ked to make him more viable. The point is a light quick attack that can only be implimented from a short distance. I think he would be pretty fun!