Cyst: Difference between revisions

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[[File:Cyst.png|500 px|thumb|The Cyst]]
[[Category:KF2]]
 
[[File:Zed StatsSheet Cyst.jpg|right|frameless|600x600px]]
The '''Cyst''' is a common specimen in Killing Floor 2. It is classified as a lesser enemy, and therefore, cannon fodder. Cysts are generally considered to be the weakest specimens in the game, whose only purpose is to populate the level.
The '''Cyst''' is a common specimen in Killing Floor 2. They appear as emaciated males, lacking muscles, hair, genitals, and even eyes. They slowly shamble towards survivors in large groups alongside their more developed brethren, the [[Alpha Clot]] and the [[Slasher]].


It is classified as a lesser enemy, its main role being to distract players from more dangerous specimen. Cysts are the weakest specimens in the game, but don't let their status fool you; they are still capable of grabbing players, allowing ZEDs to swarm, surround, and eventually kill them.
==Base Statistics==
==Base Statistics==
{| class="wikitable"
{| class="wikitable"
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===[[Perks (Killing Floor 2)|XP]] Notes===
===[[Perks (Killing Floor 2)|XP]] Notes===


* Killing with weapons other than your current perk grants the XP to the perk that weapons belongs to.
*Killing with weapons other than your current perk grants the XP to the perk that weapons belongs to.
* Damaging with on-perk weapons and then finishing it off with an off-perk weapon divides the XP and grants it to both perks.
*Damaging with on-perk weapons and then finishing it off with an off-perk weapon divides the XP and grants it to both perks.
* Assist kills grants full XP.
*Assist kills grants full XP.


==Speed==
==Speed==


Cysts move slowly when docile, and sprint when enraged.<br />On higher difficulties, Cysts have a chance to enrage upon sighting the players, and have a chance to enrage when shot.<br />Once enraged, Cysts will never stop sprinting until they are killed.<br />Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty.
Cysts move slowly when docile, and will sprint when enraged.<br />On higher difficulties, Cysts have a chance to enrage upon seeing the players, and have a chance to enrage when shot.<br />Once enraged, Cysts will never stop sprinting until they are killed.<br />Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty.
{| class="wikitable"
{| class="wikitable"
|<small>Walking speed (per difficulty)</small>
|<small>Walking speed (per difficulty)</small>
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Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value). Should sprint when frustrated.
Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value). Should sprint when frustrated.
==Resistances and Weaknesses==
==Resistances and Weaknesses==
[[File:Zed StatsSheet Cyst.jpg|The Cyst|800x800px]]


===Damage Resistance===
===Damage Resistance===


Cysts have little to no weaknesses, and have a few crippling resistances.
Cysts have few resistances to most damages, except for Microwave, which they moderately resist.
{| class="wikitable"
{| class="wikitable"
!
!
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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>[[Hemogoblin|Bleeding]]</small>
!<small>EMP</small>
|-
|-
!<small>Damage Multipler</small>
!<small>Damage Multipler</small>
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|<small>x1</small>
|<small>x1</small>
|<small>x0.25</small>
|<small>x0.25</small>
|<small>x1</small>
|<small>x1</small>
|<small>x1</small>
|<small>x1</small>
|<small>x1</small>
|<small>x1</small>
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===Ballistic Resistance===
===Ballistic Resistance===


Cysts have no resistances to ballistic weaponry and are extremely vulnerable to sub-machine guns.
Cysts have no resistances to ballistic weaponry, and are extremely vulnerable to SMGs and assault rifles.
{| class="wikitable"
{| class="wikitable"
!
!
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|<small>x1</small>
|<small>x1</small>
|}
|}
Cysts, unlike alpha clots, have 1.5x vulnerability against assault rifles. Tested results with testmap.
Cysts, unlike alpha clots, have a 1.5x vulnerability against assault rifles. Tested results with testmap.


===Hitzones===
===Hitzones===


Cysts only have one weak [[Mechanics_(Killing_Floor_2)#ZEDs_-_Hitzones|spot]], which is the head.
Cysts only have one weak [[Mechanics_(Killing_Floor_2)#ZEDs_-_Hitzones|spot]], which is their head.
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!
!
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==Behavior==
==Behavior==


Cysts are the weakest ZEDs in the game, being extremely slow to move and attack.<br />Upon spawning, it will walk or sprint towards the nearest player and attempt to scratch them, or [[Mechanics_(Killing_Floor_2)#ZEDs_-_Clot_grapple|grab]] and bite them, immobilizing their target.<br />Cysts behavior does not change drastically between the difficulties.
Cysts are the weakest ZEDs in the game, being extremely slow to move and attack, and their only tactic being to swarm players faster than they can die.
 
Upon spawning, it will walk or sprint towards the nearest player and attempt to scratch them, or [[Mechanics_(Killing_Floor_2)#ZEDs_-_Clot_grapple|grab]] and bite them, immobilizing their target and allowing other ZEDs to catch up.
 
Their behavior does not change drastically between difficulties.


==Miscellaneous Information==
==Miscellaneous Information==
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| colspan="6" rowspan="1" |<small>0.85s</small>
| colspan="6" rowspan="1" |<small>0.85s</small>
|}Various information:
|}Various information:
* (PvP) Rally boost: forces AI Cysts to sprint.
 
* Distance to perform grab = 1.88m.
*(PvP) Rally boost: forces AI Cysts to sprint.
* Maximum grab range = 2.1m.
*Distance to perform grab = 1.88m.
* Grab attack can be interrupted.
*Maximum grab range = 2.1m.
* Damage to doors (possible values) = 18 / 36 / 48.
*Grab attack can be interrupted.
* ZED mass = 50.
*Damage to doors (possible values) = 18 / 36 / 48.
* Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value). Should sprint when frustrated.
*ZED mass = 50.
* Cyst cannot grab the player for 1 second after grenade throw. Cyst cannot grab the player for 0.5 seconds after shooting the healing dart.
*Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value). Should sprint when frustrated.
* This ZED can be knocked down when jumped on.
*Cyst cannot grab the player for 1 second after grenade throw. Cyst cannot grab the player for 0.5 seconds after shooting the healing dart.
* Cyst has a chance to evade certain damage sources.
*This ZED can be knocked down when jumped on.
*Cyst has a chance to evade certain damage sources.


==Extermination Tactics==
==Extermination Tactics==


Being cannon fodder, just about any form of weaponry will take them out very quickly.<br />Ammunition can be saved in early waves by switching to the knife and cutting their heads off.<br />In later waves, Cysts are there to populate the waves and distract players from larger threats. Try to take them out quickly so you can focus on the real threats sooner.<br />Extremely weak to Sub-machine guns, making the [[SWAT]] the best perk for quickly exterminating huge groups of Cysts.<br />Beware of their grabs, as Cysts can end games by catching the last surviving player off-guard and immobilizing them, giving the larger enemies enough time to catch up and kill them.
Being the weakest form of lesser ZEDs, any form of weaponry will take them out very quickly. Ammunition can be saved in earlier waves by switching to the knife and aiming for their heads.<br />In later waves, Cysts are there to populate the map and to distract players from larger threats. Try to take them out quickly so you can focus on the real threats sooner.
 
Any [[Perks (Killing Floor 2)|Perk]] can handily deal with Cysts, but they are particularly vulnerable to SMGs and assault rifles, making [[SWAT|SWATs]] and [[Commando (Killing Floor 2)|Commandos]] ideal to deal with hordes of clots, especially given their higher magazine capacities and faster reloads.
 
Beware of their grabs, as Cysts can easily be responsible for causing the death of solo or inattentive players, as their grabs will immobilize them and give other specimen enough time to catch up and kill them.


==Gallery==
==Gallery==


<gallery>
<gallery mode="packed" widths="275" heights="275">
File:Kf2_cyst_gallery_1.png|Artbook concept|alt=Artbook
File:Cyst.png|The Cyst
File:Kf2_cyst_gallery_2.png|Artbook renders|alt=Artbook
File:BioLabs-Uclot.jpg|Another image
File:Monsterball-Uclot.jpg|Halloween Horrors event variant
File:Kf2 cyst gallery 1.png|alt=Artbook|Artbook concept
File:Kf2 cyst gallery 2.png|alt=Artbook|Artbook renders
</gallery>
</gallery>


{{KF2NavBox}}
{{KF2NavBox}}

Latest revision as of 23:16, 18 November 2020

The Cyst is a common specimen in Killing Floor 2. They appear as emaciated males, lacking muscles, hair, genitals, and even eyes. They slowly shamble towards survivors in large groups alongside their more developed brethren, the Alpha Clot and the Slasher.

It is classified as a lesser enemy, its main role being to distract players from more dangerous specimen. Cysts are the weakest specimens in the game, but don't let their status fool you; they are still capable of grabbing players, allowing ZEDs to swarm, surround, and eventually kill them.

Base Statistics

Normal Hard Suicidal Hell on earth
Kill Reward 7 7 7 7
XP 8 11 11 11
Health (body) 75 100 100 100
Health (head) 15 20 20 20

For kill reward calculations read Dosh Mechanics.

Attacks

Grab attack (odds, instead of regular attack) 0.8
Melee (base damage) 6
Melee (damage multipliers vs. doors) 3/6/8
Melee (damage multipliers vs. players) 0.2/0.4/0.5/0.6/1
Melee (range) 172

The base damage value further modified by the difficulty-specific multipliers.

XP Notes

  • Killing with weapons other than your current perk grants the XP to the perk that weapons belongs to.
  • Damaging with on-perk weapons and then finishing it off with an off-perk weapon divides the XP and grants it to both perks.
  • Assist kills grants full XP.

Speed

Cysts move slowly when docile, and will sprint when enraged.
On higher difficulties, Cysts have a chance to enrage upon seeing the players, and have a chance to enrage when shot.
Once enraged, Cysts will never stop sprinting until they are killed.
Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty.

Walking speed (per difficulty) (171 - 209) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1)
Running speed (per difficulty) (360 - 440) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1)
Hidden speed 600
Sprint chance Normal - 0 / Hard - 0 / Suicidal - 0.5 / HOE - 0.85
Sprint chance (when damaged) Normal - 0 / Hard - 0.7 / Suicidal - 1 / HOE - 1

1 unit = 1 centimeter.

For comparison, by default a healthy player character with the minimal weight walks at speed of 383 units/s, and sprints at speed of 460 units/s.

Sprint Conditions

Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value). Should sprint when frustrated.

Resistances and Weaknesses

Damage Resistance

Cysts have few resistances to most damages, except for Microwave, which they moderately resist.

Piercing Slashing Bludgeon Toxic Fire Microwave Explosives Slashing - Knife Freeze Shells Bleeding EMP
Damage Multipler x1 x0.85 x0.9 x1 x1 x0.25 x1 x1 x1 x1 x1 x1

Ballistic Resistance

Cysts have no resistances to ballistic weaponry, and are extremely vulnerable to SMGs and assault rifles.

Sub-machine Gun Assault Rifle Shotgun Handgun Rifle
Damage Multiplier x1.5 x1.5 x1 x1.01 x1

Cysts, unlike alpha clots, have a 1.5x vulnerability against assault rifles. Tested results with testmap.

Hitzones

Cysts only have one weak spot, which is their head.

Damage Multiplier
Head x1.1
All other x1

Incapacitation Resistance

Affliction: Stun Knockdown Stumble Gun hit Melee hit Snare
Torso vulnerability: x2 x1 x1.3 x2 x2 x10
Head vulnerability: x2 x1 x1.3 x2 x2 x10
Legs vulnerability: x1 x1 x1.3 x2 x2 x10
Arms vulnerability: x1 x1 x1.3 x2 x2 x10
Special zone vulnerability: x1 x1 x1.3 x2 x2 x10
- Incap cooldown 3s 1s 0.2s 0.2s 0s 5.5s
- Incap duration 3s --- --- --- --- 4s
- Dissipation rate -20/s -20/s -20/s -20/s -20/s -20/s
- Incap threshold 100
Affliction: Poison Microwave Fire panic EMP Freeze Bleed
- Vulnerability x5 x0.5 x1.5 x2.5 x2.5 x2
- Incap cooldown 6s 8s 7s 5s 1.5s ---
- Incap duration 4.5s 4.5s 5s 5s 5s ---
- Dissipation rate -10/s -20/s -10/s -50/s -20/s -20/s
- Incap threshold 100 (EMP Disrupt - 25, Bleed - 65)
Knockdown (getup duration) 2.47s
Stun (time + wakeup duration) 3s + 1.47s
Freeze (time + thaw duration) 5s + 1.47s
Stumble (duration) Between (1.06-2)s
Parry (duration) Between (1.06-1.33)s

Behavior

Cysts are the weakest ZEDs in the game, being extremely slow to move and attack, and their only tactic being to swarm players faster than they can die.

Upon spawning, it will walk or sprint towards the nearest player and attempt to scratch them, or grab and bite them, immobilizing their target and allowing other ZEDs to catch up.

Their behavior does not change drastically between difficulties.

Miscellaneous Information

Teleportation:

Frustration delay Random (2.5-5)s
Disabled, when total AI remains 12
Cooldown 7s
When hidden, can use after 5s
When spawned, can use after 10s

Miscellaneous:

Penetration resistance 1
Parry resistance 0
AI pause, on gun / melee hit 0.85s

Various information:

  • (PvP) Rally boost: forces AI Cysts to sprint.
  • Distance to perform grab = 1.88m.
  • Maximum grab range = 2.1m.
  • Grab attack can be interrupted.
  • Damage to doors (possible values) = 18 / 36 / 48.
  • ZED mass = 50.
  • Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value). Should sprint when frustrated.
  • Cyst cannot grab the player for 1 second after grenade throw. Cyst cannot grab the player for 0.5 seconds after shooting the healing dart.
  • This ZED can be knocked down when jumped on.
  • Cyst has a chance to evade certain damage sources.

Extermination Tactics

Being the weakest form of lesser ZEDs, any form of weaponry will take them out very quickly. Ammunition can be saved in earlier waves by switching to the knife and aiming for their heads.
In later waves, Cysts are there to populate the map and to distract players from larger threats. Try to take them out quickly so you can focus on the real threats sooner.

Any Perk can handily deal with Cysts, but they are particularly vulnerable to SMGs and assault rifles, making SWATs and Commandos ideal to deal with hordes of clots, especially given their higher magazine capacities and faster reloads.

Beware of their grabs, as Cysts can easily be responsible for causing the death of solo or inattentive players, as their grabs will immobilize them and give other specimen enough time to catch up and kill them.

Gallery