Versus Mode: Difference between revisions
(Created page with "200px|frame|link=https://wiki.killingfloor2.com/File:KF2_Update_RevengeOfTheZeds.png Versus Mode is a Killing Floor 2's player-versus...") |
mNo edit summary |
||
(3 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
[[File:KF2_Update_RevengeOfTheZeds.png|200px|frame|link=https://wiki.killingfloor2.com/File:KF2_Update_RevengeOfTheZeds.png]] | [[Category:KF2]] | ||
[[File:KF2_Update_RevengeOfTheZeds.png|200px|frame|link=https://wiki.killingfloor2.com/File:KF2_Update_RevengeOfTheZeds.png|Revenge Of The ZEDs]] | |||
Versus Mode is | '''Versus Mode''' is the Killing Floor 2's player-versus-player mode. It was added in the game on April 7, 2016, during its Early Access stage as a part of [[Updates (Killing Floor 2)#Revenge of the Zeds|Revenge Of The ZEDs]] update. In this mode two teams, Survivors and ZEDs, face off against each other with their respective goals to achieve - human team must survive to the end of the game while ZED team attempts to eliminate them. | ||
== Difficulty Modifiers == | The game is played in a 2 rounds format - each rounds ends with either all human players being killed or after defeating player-controlled [[Patriarch (Killing Floor 2 VS)|boss]], after that teams are being swapped. As a winning criteria there is a score system that human survivors gain and lose in a process. The further in game human team makes it and fewer casualties it takes - the higher score it is being awarded with, however the most significant factor there is a victory itself as defeating boss grants highest amount of score points. | ||
After 2 rounds passed team with the highest score wins. | |||
==Difficulty Modifiers== | |||
Game has Short length (4 rounds) and Normal difficulty. Regular AI ZEDs spawn along the player-controlled. Players may posses following ZEDs: [[Alpha Clot (Killing Floor 2 VS)|Alpha Clot]], [[Slasher (Killing Floor 2 VS)|Slasher]], [[Crawler (Killing Floor 2 VS)|Crawler]], [[Stalker (Killing Floor 2 VS)|Stalker]], [[Bloat (Killing Floor 2 VS)|Bloat]], [[Gorefast (Killing Floor 2 VS)|Gorefast]], [[Siren (Killing Floor 2 VS)|Siren]], [[Husk (Killing Floor 2 VS)|Husk]], [[Scrake (Killing Floor 2 VS)|Scrake]], [[Fleshpound (Killing Floor 2 VS)|Fleshpound]] and [[Patriarch (Killing Floor 2 VS)|Patriarch]] itself. | |||
{| class="wikitable" | {| class="wikitable" | ||
!<small>Attribute</small> | !<small>Attribute</small> | ||
Line 50: | Line 56: | ||
|} | |} | ||
== ZED Spawning == | ==ZED Spawning== | ||
ZEDs spawn in squads. Human players and AIs have separate squads to posses. Normally Human players fitted into Squad #1, at rare occasion - at Squad #2. Initially there is 10% chance for spawning a Special Squad, with each next non-special squad deployment, the chance to spawn a Special Squad increased by another 10%. At some point during the wave Special Squad will be forced to deploy. | ZEDs spawn in squads. Human players and AIs have separate squads to posses. Normally Human players are fitted into Squad #1, at rare occasion - at Squad #2. Initially there is 10% chance for spawning a Special Squad, with each next non-special squad deployment, the chance to spawn a Special Squad is being increased by another 10%. At some point during the wave Special Squad will be forced to deploy. | ||
At "early" waves (wave 1 and wave 2) AI spawn intensity will be slowed down regardless from amount of the human players. Spawn Time modifier - x2.1. At the "late" waves (wave 3 and wave 4) AI spawn intensity will be increased / decreased depending on amount of the players: 1p - x1.8, 2p - x1.7, 3p - x1.6, 4p - x1.5, 5p - x1.17, 6p - x1. | At "early" waves (wave 1 and wave 2) AI spawn intensity will be slowed down regardless from amount of the human players. Spawn Time modifier - x2.1. At the "late" waves (wave 3 and wave 4) AI spawn intensity will be increased / decreased depending on amount of the players: 1p - x1.8, 2p - x1.7, 3p - x1.6, 4p - x1.5, 5p - x1.17, 6p - x1. | ||
* Maximum amount of the human Special Squads that can be deployed (wave 3 / wave 4) is 1 / 2. | *Maximum amount of the human Special Squads that can be deployed (wave 3 / wave 4) is 1 / 2. | ||
* Time between spawning human squads: wave 1 - 20s, wave 2 - 27s, wave 3 - 30s, wave 4 - 35s. | *Time between spawning human squads: wave 1 - 20s, wave 2 - 27s, wave 3 - 30s, wave 4 - 35s. | ||
* Time between spawning human squads (boss wave) - 40 seconds. | *Time between spawning human squads (boss wave) - 40 seconds. | ||
* Time before spawning human squads after wave starts: wave 1 - 15 seconds, wave 2-4 - 10 seconds. | *Time before spawning human squads after wave starts: wave 1 - 15 seconds, wave 2-4 - 10 seconds. | ||
* Maximum human-controlled Scrakes allowed, per cycle AND / OR active at once - 2. | *Maximum human-controlled Scrakes allowed, per cycle AND / OR active at once - 2. | ||
* Maximum human-controlled Fleshpounds allowed, per cycle AND / OR active at once - 2. | *Maximum human-controlled Fleshpounds allowed, per cycle AND / OR active at once - 2. | ||
=== AI squads to spawn === | ===AI squads to spawn=== | ||
{| class="wikitable" | {| class="wikitable" | ||
! colspan="2" rowspan="1" |<small>Wave - 1</small> | ! colspan="2" rowspan="1" |<small>Wave - 1</small> | ||
Line 153: | Line 159: | ||
|} | |} | ||
=== Player-controlled squads to spawn === | ===Player-controlled squads to spawn=== | ||
{| class="wikitable" | {| class="wikitable" | ||
!<small>Wave - 1</small> | !<small>Wave - 1</small> | ||
Line 246: | Line 252: | ||
|} | |} | ||
== Team Scoring == | ==Team Scoring== | ||
Each Team gains score in Versus game. Highest score grants the victory. | Each Team gains score in Versus game. Highest score grants the victory. | ||
Line 254: | Line 260: | ||
For boss kill team gains up to 10000 points. This score being decreased by amount of the damage taken by survivors (dealt by boss). | For boss kill team gains up to 10000 points. This score being decreased by amount of the damage taken by survivors (dealt by boss). | ||
{{KF2NavBox}} |
Latest revision as of 23:02, 10 September 2019
Versus Mode is the Killing Floor 2's player-versus-player mode. It was added in the game on April 7, 2016, during its Early Access stage as a part of Revenge Of The ZEDs update. In this mode two teams, Survivors and ZEDs, face off against each other with their respective goals to achieve - human team must survive to the end of the game while ZED team attempts to eliminate them.
The game is played in a 2 rounds format - each rounds ends with either all human players being killed or after defeating player-controlled boss, after that teams are being swapped. As a winning criteria there is a score system that human survivors gain and lose in a process. The further in game human team makes it and fewer casualties it takes - the higher score it is being awarded with, however the most significant factor there is a victory itself as defeating boss grants highest amount of score points.
After 2 rounds passed team with the highest score wins.
Difficulty Modifiers
Game has Short length (4 rounds) and Normal difficulty. Regular AI ZEDs spawn along the player-controlled. Players may posses following ZEDs: Alpha Clot, Slasher, Crawler, Stalker, Bloat, Gorefast, Siren, Husk, Scrake, Fleshpound and Patriarch itself.
Attribute | Value | |
---|---|---|
Global health mod | x1 | |
Global speed mod | x1 | |
Wave size mod | x0.53 | |
Dosh kill mod | x1.2 | |
Start / spawn Dosh | 500 / 500 | |
Pickup mod | Ammo - x0.65 / Items - x0.45 | |
Self-inflicted damage | x0.1 | |
Max respawn Dosh | 1950 | |
Dosh penalty, on death | -3% | |
Per-player modifiers | ||
Wave Length modifier | 1p - x1, 2p - x2, 3p - x2.75, 4p - x3.5, 5p - x4, 6p - x4.5. | |
AI Hidden speed | 1p - x1, 2p - x1, 3p - x1, 4p - x1.3, 5p - x1.3, 6p - x1.65. | |
Item Respawn time | 1p - 30s, 2p - 15s, 3p - 10s, 4p - 7.5s, 5p - 6s, 6p - 5s. | |
Ammo Respawn time | 1p - 30s, 2p - 15s, 3p - 10s, 4p - 7.5s, 5p - 6s, 6p - 5s. |
ZED Spawning
ZEDs spawn in squads. Human players and AIs have separate squads to posses. Normally Human players are fitted into Squad #1, at rare occasion - at Squad #2. Initially there is 10% chance for spawning a Special Squad, with each next non-special squad deployment, the chance to spawn a Special Squad is being increased by another 10%. At some point during the wave Special Squad will be forced to deploy.
At "early" waves (wave 1 and wave 2) AI spawn intensity will be slowed down regardless from amount of the human players. Spawn Time modifier - x2.1. At the "late" waves (wave 3 and wave 4) AI spawn intensity will be increased / decreased depending on amount of the players: 1p - x1.8, 2p - x1.7, 3p - x1.6, 4p - x1.5, 5p - x1.17, 6p - x1.
- Maximum amount of the human Special Squads that can be deployed (wave 3 / wave 4) is 1 / 2.
- Time between spawning human squads: wave 1 - 20s, wave 2 - 27s, wave 3 - 30s, wave 4 - 35s.
- Time between spawning human squads (boss wave) - 40 seconds.
- Time before spawning human squads after wave starts: wave 1 - 15 seconds, wave 2-4 - 10 seconds.
- Maximum human-controlled Scrakes allowed, per cycle AND / OR active at once - 2.
- Maximum human-controlled Fleshpounds allowed, per cycle AND / OR active at once - 2.
AI squads to spawn
Wave - 1 | Wave - 2 | Wave - 3 | Wave - 4 | ||||||
---|---|---|---|---|---|---|---|---|---|
AI squads (total AI - 25) | AI squads (total AI - 32) | AI squads (total AI - 35) | AI squads (total AI - 42) | ||||||
Normal squads | UClot3_AClot1_Gorefast1 | Normal squads | UClot3_AClot1 | Normal squads | UClot4 | Normal squads | UClot3_AClot1 | ||
UClot4 | Crawler2 | Crawler2 | Crawler4 | ||||||
AClot3_SClot1 | Crawler4 | Crawler4 | UClot3_Bloat1 | ||||||
UClot4_Bloat1 | AClot3_Bloat1 | AClot3_Bloat1 | SClot1_AClot2_Gorefast1 | ||||||
Special squad | SClot6 | SClot2_Crawler3_Gorefast1 | Stalker2 | AClot2_Gorefast2 | |||||
SClot1_Gorefast3 | AClot2_Gorefast2 | SClot2_Crawler3_Gorefast1 | |||||||
UClot3_Gorefast1_Siren1 | SClot1_Gorefast3 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | |||||||
Stalker4 | AClot3_Gorefast1_Siren1 | AClot2_Gorefast2 | |||||||
Gorefast4 | UClot3_Crawler1_Stalker2_Bloat1_Siren1 | Crawler2_Stalker2_Bloat1_Siren2 | |||||||
Crawler2_Gorefast2_Stalker2_Siren1 | Stalker2 | UClot3_AClot1_Gorefast1 | |||||||
Husk1 | AClot3_SClot1 | UClot4 | |||||||
Special squad | Crawlers8 | UClot3_AClot1_Gorefast1 | Stalker4 | ||||||
Gorefast4 | Gorefast4 | ||||||||
Crawler6 | Crawler6 | ||||||||
SClot2_Crawler2_Gorefast2_Siren2 | SClot2_Crawler2_Gorefast2_Siren2 | ||||||||
AClot2_Gorefast1_Husk1 | Husk2 | ||||||||
Special squad | Stalker2_Husk1_Bloat1 | Special squad | Crawler2_Stalker2_Bloat1_Siren2 |
Player-controlled squads to spawn
Wave - 1 | Wave - 2 | Wave - 3 | Wave - 4 | ||||
---|---|---|---|---|---|---|---|
Squad #1 (deployed all the time): | Squad #1 (deployed all the time): | Squad #1 (deployed most of the time): | Squad #2 (deployed very rare): | Special squad (deployed very rare): | Squad #1 (deployed most of the time): | Squad #2 (deployed very rare): | Special squad (deployed very rare): |
Alpha Clot - 3 | Alpha Clot - 2 | Alpha Clot - 1 | Alpha Clot - 1 | Alpha Clot - 1 | Alpha Clot - 1 | Alpha Clot - 1 | Alpha Clot - 1 |
Slasher - 4 | Slasher - 3 | Slasher - 1 | Slasher - 1 | Gorefast - 4 | Slasher - 1 | Slasher - 1 | Gorefast - 4 |
Crawler - 3 | Crawler - 3 | Crawler - 2 | Gorefast - 4 | Bloat - 3 | Crawler - 2 | Gorefast - 4 | Bloat - 3 |
Gorefast - 2 | Gorefast - 4 | Stalker - 2 | Siren - 1 | Gorefast - 4 | Stalker - 2 | Siren - 1 | |
Stalker - 2 | Stalker - 3 | Siren - 1 | Husk - 3 | Stalker - 2 | Bloat - 3 | Husk - 3 | |
Bloat - 2 | Bloat - 3 | Husk - 1 | Slasher - 1 | Bloat - 3 | Siren - 1 | Crawler - 2 | |
Siren - 1 | Siren - 1 | Crawler - 2 | Crawler - 2 | Siren - 1 | Husk - 1 | Stalker - 2 | |
Husk - 2 | Husk - 3 | Scrake - 1 | Stalker - 2 | Husk - 3 | Crawler - 2 | Fleshpound - 1 | |
Scrake - 2 | Scrake - 1 | Scrake - 1 |
Team Scoring
Each Team gains score in Versus game. Highest score grants the victory.
For every wave completion Team gains 1000 points. If Team has been wiped during the wave it grants (AI ZEDs Remaining / Total AI ZEDs) x 1000, i.e. scales score with percentage of wave completion.
For every human player death Team loses 100 points.
For boss kill team gains up to 10000 points. This score being decreased by amount of the damage taken by survivors (dealt by boss).