Difference between revisions of "Berserk"

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==Tactical analysis==
 
==Tactical analysis==
A berserk punch is more damaging than the [[chainsaw]] and ir also doesn't "latch" on an enemy. Though this does have the disadvantage of not doing [[pain chance|continuous damage]], which leaves the player open to counterattacks, and requires relatively careful aim.  
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A berserk punch is more damaging than the [[chainsaw]] and it also doesn't "latch" on to an enemy. Though berserk has the disadvantage of not doing [[pain chance|continuous damage]], which leaves the player more open to counterattacks, and requires relatively careful aim.  
  
 
Due to its power, the berserk punch is best used for hit-and-run situations, running up to the foe to throw a punch and then quickly retreating or dodging. Since punching requires good movement skills to avoid attacks from enemies that are very close, newer or slower players tend to save this powerup for healing purposes, while more proficient ones often pick it up earlier to save weapon [[ammo]].
 
Due to its power, the berserk punch is best used for hit-and-run situations, running up to the foe to throw a punch and then quickly retreating or dodging. Since punching requires good movement skills to avoid attacks from enemies that are very close, newer or slower players tend to save this powerup for healing purposes, while more proficient ones often pick it up earlier to save weapon [[ammo]].

Revision as of 02:55, 31 August 2012

A berserk pack can be found a short distance from the start of Doom E2M2: Containment Area.
A view of E2M2: Containment Area, just after picking up the berserk powerup, with the player's vision turned red.

The berserk powerup (called berserk pack in the manuals) item resembles the standard regular medikit, except that it is black and glows in the dark.

Picking one up fills the screen with a red haze that lasts about 20 seconds, restores your health to 100% if it was lower before pickup and more importantly, increases the damage dealt by your fists by 10.

While the haze only lasts for a short time, the increased damage will last until the end of the level.

Berserk packs count toward the items percentage displayed at the end of each level.

Combat characteristics

The berserk pack increases the strength of the player's punch attack tenfold until the current level ends. The damage increase is powerful enough to often smash humanoids to a pulp, or even sometimes kill a demon with a single blow.

The red haze of the berserk lasts approximately 20 seconds, except for Doom 64, which only lasts 3 seconds. This haze is relatively intense (applying palette 3) for seven or eight seconds, and then less so (now palette 2) for the rest of the period. In addition to representing the character's altered state, this haze is a slight drawback of the powerup, due to the reduced visibility. This effect might confuse new players, who often believe that the berserk pack's effects last only as long as the red haze is visible on screen, through analogy to radiation suit or invulnerability.

When a berserk pack is collected, the player's current weapon will switch to the fist. While giving the impression that the player has "gone berserk", this may be seen as a disadvantage meant to balance the power of the item, in addition to that of the haze. Alternatively, it may be an indication or hint as to what the powerup actually does, as a player who does not know may not guess that his fist damage has been increased. Players picking up the powerup may find themselves suddenly unarmed and forced into melee combat until they have the opportunity to switch back to a weapon.

Tactical analysis

A berserk punch is more damaging than the chainsaw and it also doesn't "latch" on to an enemy. Though berserk has the disadvantage of not doing continuous damage, which leaves the player more open to counterattacks, and requires relatively careful aim.

Due to its power, the berserk punch is best used for hit-and-run situations, running up to the foe to throw a punch and then quickly retreating or dodging. Since punching requires good movement skills to avoid attacks from enemies that are very close, newer or slower players tend to save this powerup for healing purposes, while more proficient ones often pick it up earlier to save weapon ammo.

Notes

  • A berserk-powered player that has obtained or obtains the chainsaw is able to switch to the fist by pressing 1 on the keyboard. That is, instead of allowing only the chainsaw, as with respect to the normal fist attack, the key press will toggle between the two types of attack as long as the berserk powerup is active. When switching from another weapon slot (2 or more) the chainsaw is raised, while the berserk fist is produced with a second key press.
  • The berserk graphic is rendered with full brightness, making it glow in the dark. While this effect seems to be the property of magic and demonic artifacts (e.g. a soul sphere), a glowing medkit looks somewhat strange.

Manual/Strategy guide errors

The manuals for the Doom Collector's Edition and Steam releases, incorrectly list the Berserk as a timed pickup. The original paper manuals correctly state the item lasts the whole level.

The Final Doom unauthorized strategy guide by Prima Publishing also declares the pickup is timed, claiming the red haze lasts a couple of minutes and that the effects of the Berserk run out when the haze disappears. While the Doom2 Survival guide by ED Dile, incorrectly declares the red haze will remain for the whole level.

Berserk data
Thing type 2023 (decimal), 7E7 (hex)
Appears in Registered Doom
Ultimate Doom
Doom II/Final Doom
Radius 20
Sprite PSTR
Class Artifact
Pickup

Appearance statistics

The IWADs contain the following numbers of berserks per skill level:

Game 1-2 3 4-5
The Ultimate Doom 19 20 20
Doom II: Hell on Earth 33 33 32
TNT: Evilution 17 19 19
The Plutonia Experiment 16 16 16

Doom RPG

In Doom RPG, the berserk powerup is called a berserker and looks like a red supercharge. Unlike the original, it increases the damage done by all weapons by a factor of 3, and does not heal the player. The increased damage lasts for 30 turns.

See also