Alpha Clot (Killing Floor 2 VS): Difference between revisions
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[[File:KF2_Specimen_VS_AlphaClot.jpg| | [[Category:KF2]] | ||
[[File:KF2_Specimen_VS_AlphaClot.jpg|450x450px|Player-controlled Alpha Clot|right|frameless]] | |||
{{For|the AI counterpart|Alpha Clot}} | {{For|the AI counterpart|Alpha Clot}} | ||
The player-controlled '''Alpha Clot''' is one of the playable ZEDs in Killing Floor 2's Versus Mode. The Alpha Clot's role in the ZED team is more of a supportive one, as it possesses the ability to cause all nearby AI ZEDs to enrage and sprint, as well as the ability to grab and bite a Survivors to immobilize them for an easier attacks. While Alpha Clot is capable of attacking itself, it does not do a lot of damage in comparison to the other playable ZEDs. | The player-controlled '''Alpha Clot''' is one of the playable ZEDs in Killing Floor 2's [[Versus Mode]]. The Alpha Clot's role in the ZED team is more of a supportive one, as it possesses the ability to cause all nearby AI ZEDs to enrage and sprint, as well as the ability to grab and bite a Survivors to immobilize them for an easier attacks. While Alpha Clot is capable of attacking itself, it does not do a lot of damage in comparison to the other playable ZEDs. | ||
==Base Statistics== | ==Base Statistics== | ||
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!<small>Freeze</small> | !<small>Freeze</small> | ||
![[Mechanics_(Killing_Floor_2)#Weapons_-_Ballistic-explosive_tracing|<small>Shells</small>]] | ![[Mechanics_(Killing_Floor_2)#Weapons_-_Ballistic-explosive_tracing|<small>Shells</small>]] | ||
!<small>EMP</small> | |||
|- | |- | ||
!<small>Damage Multiplier</small> | !<small>Damage Multiplier</small> | ||
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|<small>x0.35</small> | |<small>x0.35</small> | ||
|<small>x0.35</small> | |<small>x0.35</small> | ||
|<small>x1</small> | |||
|<small>x1</small> | |<small>x1</small> | ||
|<small>x1</small> | |<small>x1</small> | ||
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==Attacks and Moves== | ==Attacks and Moves== | ||
* '''Primary:''' 2-hit clawing attack, can be done while moving. | *'''Primary:''' 2-hit clawing attack, can be done while moving. | ||
* '''Primary + Sprint:''' Ducks then slashes with both arms. | *'''Primary + Sprint:''' Ducks then slashes with both arms. | ||
* '''Secondary:''' Grab. | *'''Secondary:''' Grab. | ||
* '''Bash:''' Rally, causes all nearby AI Zeds in a 10m radius to instantly rage and begin sprinting at Survivors.<br /> | *'''Bash:''' Rally, causes all nearby AI Zeds in a 10m radius to instantly rage and begin sprinting at Survivors.<br /> | ||
'''Note:''' Damage values below vary between (x0.7 - x1.31) based on average level of the human team. | '''Note:''' Damage values below vary between (x0.7 - x1.31) based on average level of the human team. | ||
* Grab. Maximum grab range - 2.1m. No cooldown. Note: Grab move featuring slight movement towards an enemy. | *Grab. Maximum grab range - 2.1m. No cooldown. Note: Grab move featuring slight movement towards an enemy. | ||
* Melee. Damage - 10. Maximum hit range - 1.72m. Vs doors - x5 more. Cooldown - 0.18s. | *Melee. Damage - 10. Maximum hit range - 1.72m. Vs doors - x5 more. Cooldown - 0.18s. | ||
* Shout. Allow neaby ZEDs to sprint / get frustrated and increase their damage by 20% (x1.2, by 50% on self boost). Radius - 10m. Cooldown - 1.5s. | *Shout. Allow neaby ZEDs to sprint / get frustrated and increase their damage by 20% (x1.2, by 50% on self boost). Radius - 10m. Cooldown - 1.5s. | ||
===Damage Scale=== | ===Damage Scale=== | ||
* Grab attack. There is 3 types of grab attack animation: type 1 (5 hits) - x2.3 / x1 / x1 / x1 / x1, type 2 (4 hits) - x2.3 / x1.3 / x1 / x1, type 3 (7 hits) - x2.2 / x1 / x1 / x1 / x1 / x1 / x1. | *Grab attack. There is 3 types of grab attack animation: type 1 (5 hits) - x2.3 / x1 / x1 / x1 / x1, type 2 (4 hits) - x2.3 / x1.3 / x1 / x1, type 3 (7 hits) - x2.2 / x1 / x1 / x1 / x1 / x1 / x1. | ||
* Light attack (jumping) - x1.75 (1 hit per attack). | *Light attack (jumping) - x1.75 (1 hit per attack). | ||
* Light attack (running) - x1.6 (type 1 - 1 hit per attack) OR x1.2 (type 2 - 2 hits per attack). | *Light attack (running) - x1.6 (type 1 - 1 hit per attack) OR x1.2 (type 2 - 2 hits per attack). | ||
* Light attack (waking / stationary) - x1 (2 hits per attack). | *Light attack (waking / stationary) - x1 (2 hits per attack). | ||
==Miscellaneous Information== | ==Miscellaneous Information== | ||
* Jump cooldown - 1s. | *Jump cooldown - 1s. | ||
* Player-controlled Alpha Clots (along the Slashers and Crawlers) start spawning at the first wave of the normal versus game. | *Player-controlled Alpha Clots (along the Slashers and Crawlers) start spawning at the first wave of the normal versus game. | ||
{{KF2NavBox}} | {{KF2NavBox}} |
Latest revision as of 22:28, 10 September 2019
- For the AI counterpart, see Alpha Clot.
The player-controlled Alpha Clot is one of the playable ZEDs in Killing Floor 2's Versus Mode. The Alpha Clot's role in the ZED team is more of a supportive one, as it possesses the ability to cause all nearby AI ZEDs to enrage and sprint, as well as the ability to grab and bite a Survivors to immobilize them for an easier attacks. While Alpha Clot is capable of attacking itself, it does not do a lot of damage in comparison to the other playable ZEDs.
Base Statistics
Stat type | Normal difficulty |
---|---|
Kill Reward | 20 |
XP Reward | 32 |
Speed (walking) | 325 |
Speed (sprinting) | 575 |
Health (body) | 350 |
Health (head) | 85 |
For kill reward calculations read Dosh Mechanics.
Due to Game Conductor mechanics, player-controlled Alpha Clots have their health modified based on the average level of the Survivor team. Values vary within (x0.85 - x2) range.
Damage Resistance
Player-controlled Alpha Clots have a wide variety of damage type resistances and are neutral to fire-based weapons. They are also less resistant to damage from certain tier 1 weapons and are extremely weak against Caulk n' Burn.
Common Modifiers
Alpha Clots are neutral to fire and are significantly resistant to piercing, microwave and explosive damage types.
Piercing | Slashing | Bludgeon | Toxic | Fire | Microwave | Explosives | Freeze | Shells | EMP | |
---|---|---|---|---|---|---|---|---|---|---|
Damage Multiplier | x0.4 | x0.8 | x0.8 | x0.5 | x1 | x0.35 | x0.35 | x1 | x1 | x1 |
Alpha Clots resist to every type of ballistic weaponry but most notably weak against assault rifles and resistant to handguns.
Sub-machine Gun | Assault Rifle | Shotgun | Handgun | Rifle | |
---|---|---|---|---|---|
Damage Multiplier | x0.8 | x0.7 | x0.5 | x0.4 | x0.5 |
Weapon-specific Modifiers
Alpha Clots are extremely vulnerable against Firebug's Caulk n' Burn and heavy (blunt) attacks of Berserker's Crovel Survival Tool.
CaulkBurn | HX25 | Eviscerator | Crovel (bludgeon) | |
---|---|---|---|---|
Damage Multiplier | x2 | x0.6 | x0.3 | x1.2 |
Alpha Clots are neutral to certain starting weapons and are notably vulnerable against default 9mm Pistol and Field Medic's HMTech-101 Pistol.
AR15 | MB500 | Rem1858 | Colt1911 | Medic Pistol | Winchester | 9mm | |
---|---|---|---|---|---|---|---|
Damage Multiplier | x1 | x1 | x0.75 | x0.65 | x1.5 | x0.6 | x1.6 |
Hitzones
Alpha Clots have only one weak spot, which is the head. Although the damage multiplier is miserable.
Damage Multiplier | |
---|---|
Head | x1.01 |
All other | x1 |
Incapacitation Resistance
Vulnerability mask = (Torso, Head, Legs, Arms, Special). | ||
---|---|---|
Stun = (Vulnerability= (0.2, 0.7, 0.2, 0.2, 0.2)), Cooldown=10.0, Duration=1.5) | ||
Knockdown = (Vulnerability= (0.2), Cooldown=10.0) | ||
Stumble = (Vulnerability= (0.1), Cooldown=5.0) | ||
GunHit = (Vulnerability= (0.2), Cooldown=1.7) | ||
MeleeHit = (Vulnerability= (0.5), Cooldown=1.35) | ||
Poison = (Vulnerability= (0.6), Cooldown=20.0, Duration=1.5) | ||
Microwave = (Vulnerability= (0.25), Cooldown=10.0, Duration=2.5) | ||
FirePanic = (Vulnerability= (0.9), Cooldown=5.0, Duration=3) | ||
EMP = (Vulnerability= (2.5), Cooldown=10.0, Duration=2.2) | ||
Freeze = (Vulnerability= (0.5), Cooldown=1.5, Duration=0.5) | ||
Snare = (Vulnerability = (0.7, 0.7, 1.0, 0.7), Cooldown=8.5, Duration=1.5) | ||
Bleed = (Vulnerability = (0.25)) |
Attacks and Moves
- Primary: 2-hit clawing attack, can be done while moving.
- Primary + Sprint: Ducks then slashes with both arms.
- Secondary: Grab.
- Bash: Rally, causes all nearby AI Zeds in a 10m radius to instantly rage and begin sprinting at Survivors.
Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team.
- Grab. Maximum grab range - 2.1m. No cooldown. Note: Grab move featuring slight movement towards an enemy.
- Melee. Damage - 10. Maximum hit range - 1.72m. Vs doors - x5 more. Cooldown - 0.18s.
- Shout. Allow neaby ZEDs to sprint / get frustrated and increase their damage by 20% (x1.2, by 50% on self boost). Radius - 10m. Cooldown - 1.5s.
Damage Scale
- Grab attack. There is 3 types of grab attack animation: type 1 (5 hits) - x2.3 / x1 / x1 / x1 / x1, type 2 (4 hits) - x2.3 / x1.3 / x1 / x1, type 3 (7 hits) - x2.2 / x1 / x1 / x1 / x1 / x1 / x1.
- Light attack (jumping) - x1.75 (1 hit per attack).
- Light attack (running) - x1.6 (type 1 - 1 hit per attack) OR x1.2 (type 2 - 2 hits per attack).
- Light attack (waking / stationary) - x1 (2 hits per attack).
Miscellaneous Information
- Jump cooldown - 1s.
- Player-controlled Alpha Clots (along the Slashers and Crawlers) start spawning at the first wave of the normal versus game.