Stalker (Killing Floor 2 VS): Difference between revisions

From Killing Floor 2 Wiki
Jump to navigation Jump to search
 
mNo edit summary
 
(5 intermediate revisions by 2 users not shown)
Line 1: Line 1:
[[File:KF2_Specimen_VS_Stalker.jpg|500px|frame]]
[[Category:KF2]]
[[File:KF2_Specimen_VS_Stalker.jpg|450x450px|right|frameless|Player-controlled Stalker]]


{{For|the AI counterpart|Stalker (Killing Floor 2)}}
{{For|the AI counterpart|Stalker (Killing Floor 2)}}


The player-controlled '''Stalker''' is one of the playable ZEDs in Killing Floor 2's Versus Mode. The Stalker's role in the ZED team is to ambush the Survivors from unusual angles of attack. The Stalkers retains their cloaking ability, but unlike the AI Stalkers, are invisible to Commandos as long as they are not sprinting. Stalkers are also agile and able to quickly somersault repeatedly to avoid gunfires, utilizing hit-and-run tactics with their dodges and invisibility rather than straight up brute force like the other ZEDs.
The player-controlled '''Stalker''' is one of the playable ZEDs in Killing Floor 2's [[Versus Mode]]. The Stalker's role in the ZED team is to ambush the Survivors from unusual angles of attack. The Stalkers retains their cloaking ability, but unlike the AI Stalkers, are invisible to Commandos as long as they are not sprinting. Stalkers are also agile and able to quickly somersault repeatedly to avoid gunfires, utilizing hit-and-run tactics with their dodges and invisibility rather than straight up brute force like the other ZEDs.


==Base Statistics==
==Base Statistics==
 
{| class="wikitable"
{|class="wikitable" style="white-space:nowrap;width: 600px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;"
!'''<small>Stat type</small>'''
!  
!'''<small>Normal difficulty</small>'''
! scope="col" | Normal
|-
! scope="row" | Kill Reward
| 30
|-
|-
! scope="row" | XP Reward
!<small>Kill Reward</small>
| 32
|<small>30</small>
|-
|-
! scope="row" | Speed (walking)
!<small>XP Reward</small>
| 500
|<small>32</small>
|-
|-
! scope="row" | Speed (sprinting)
!<small>Speed (walking)</small>
| 700
|<small>500</small>
|-
|-
! scope="row" | Health (body)
!<small>Speed (sprinting)</small>
| 130
|<small>700</small>
|-
|-
! scope="row" | Health (head)
!<small>Health (body)</small>
| 100
|<small>130</small>
|-
|-
!<small>Health (head)</small>
|<small>100</small>
|}
|}
For kill reward calculations read [[Mechanics_(Killing_Floor_2)#Gameplay_-_Dosh|Dosh Mechanics]].
For kill reward calculations read [[Mechanics_(Killing_Floor_2)#Gameplay_-_Dosh|Dosh Mechanics]].


Line 42: Line 40:


Stalkers are neutral to Toxic and are significantly resistant to Microwave, Explosive and Piercing damage types.
Stalkers are neutral to Toxic and are significantly resistant to Microwave, Explosive and Piercing damage types.
 
{| class="wikitable"
{|class="wikitable" style="white-space:nowrap;width: 600px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;"
!
!  
!<small>Piercing</small>
! scope="col" | Piercing
!<small>Slashing</small>
! scope="col" | Slashing
!<small>Bludgeon</small>
! scope="col" | Bludgeon
!<small>Toxic</small>
! scope="col" | Toxic
!<small>Fire</small>
! scope="col" | Fire
!<small>Microwave</small>
! scope="col" | Microwave
!<small>Explosives</small>
! scope="col" | Explosives
!<small>Freeze</small>
! scope="col" | Freeze
![[Mechanics_(Killing_Floor_2)#Weapons_-_Ballistic-explosive_tracing|<small>Shells</small>]]
! scope="col" | [[Mechanics_(Killing_Floor_2)#Weapons_-_Ballistic-explosive_tracing|Shells]]
!<small>EMP</small>
|-
! scope="row" | Damage Multiplier
|x0.4||x0.75||x0.75||x1||x0.8||x0.35||x0.2||x1||x1
|-
|-
!<small>Damage Multiplier</small>
|<small>x0.4</small>
|<small>x0.75</small>
|<small>x0.75</small>
|<small>x1</small>
|<small>x0.8</small>
|<small>x0.35</small>
|<small>x0.2</small>
|<small>x1</small>
|<small>x1</small>
|<small>x1</small>
|}
|}
Stalkers resist to every type of ballistic weaponry except [[SWAT|SMGs]] and are significantly resistant against [[Support_(Killing_Floor_2)|shotguns]].
Stalkers resist to every type of ballistic weaponry except [[SWAT|SMGs]] and are significantly resistant against [[Support_(Killing_Floor_2)|shotguns]].
 
{| class="wikitable"
{|class="wikitable" style="white-space:nowrap;width: 600px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;"
!
!  
!<small>Sub-machine Gun</small>
! scope="col" | Sub-machine Gun
!<small>Assault Rifle</small>
! scope="col" | Assault Rifle
!<small>Shotgun</small>
! scope="col" | Shotgun
!<small>Handgun</small>
! scope="col" | Handgun
!<small>Rifle</small>
! scope="col" | Rifle
|-
! scope="row" | Damage Multiplier
|x1.1||x0.7||x0.3||x0.4||x0.4
|-
|-
!<small>Damage Multiplier</small>
|<small>x1.1</small>
|<small>x0.7</small>
|<small>x0.3</small>
|<small>x0.4</small>
|<small>x0.4</small>
|}
|}


Line 78: Line 85:


Stalkers are notably vulnerable against [[Firebug_(Killing_Floor_2)|Firebug]]'s [[Caulk_n%27_Burn|Caulk n' Burn]] and heavy (blunt) attacks of [[Berserker_(Killing_Floor_2)|Berserker]]'s [[Crovel Survival Tool]].
Stalkers are notably vulnerable against [[Firebug_(Killing_Floor_2)|Firebug]]'s [[Caulk_n%27_Burn|Caulk n' Burn]] and heavy (blunt) attacks of [[Berserker_(Killing_Floor_2)|Berserker]]'s [[Crovel Survival Tool]].
 
{| class="wikitable"
{|class="wikitable" style="white-space:nowrap;width: 600px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;"
!
!  
!<small>CaulkBurn</small>
! scope="col" | CaulkBurn
!<small>HX25</small>
! scope="col" | HX25
!<small>Eviscerator</small>
! scope="col" | Eviscerator
!<small>Crovel (bludgeon)</small>
! scope="col" | Crovel (bludgeon)
|-
! scope="row" | Damage Multiplier
|x1.5||x0.5||x0.3||x1.2
|-
|-
!<small>Damage Multiplier</small>
|<small>x1.5</small>
|<small>x0.5</small>
|<small>x0.3</small>
|<small>x1.2</small>
|}
|}
Stalkers are weak against [[Commando_(Killing_Floor_2)| Commando]]'s [[AR-15 Varmint Rifle|AR-15]], default [[9mm_Pistol_(Killing_Floor_2)|9mm Pistol]] and [[Field_Medic_(Killing_Floor_2)|Field Medic]]'s [[HMTech-101_Pistol|HMTech-101 Pistol]].
Stalkers are weak against [[Commando_(Killing_Floor_2)| Commando]]'s [[AR-15 Varmint Rifle|AR-15]], default [[9mm_Pistol_(Killing_Floor_2)|9mm Pistol]] and [[Field_Medic_(Killing_Floor_2)|Field Medic]]'s [[HMTech-101_Pistol|HMTech-101 Pistol]].
 
{| class="wikitable"
{|class="wikitable" style="white-space:nowrap;width: 600px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;"
!
!  
!<small>AR15</small>
! scope="col" | AR15
!<small>MB500</small>
! scope="col" | MB500
!<small>Rem1858</small>
! scope="col" | Rem1858
!<small>Colt1911</small>
! scope="col" | Colt1911
!<small>Medic Pistol</small>
! scope="col" | Medic Pistol
!<small>Winchester</small>
! scope="col" | Winchester
!<small>9mm</small>
! scope="col" | 9mm
|-
! scope="row" | Damage Multiplier
|x1.2||x0.5||x0.75||x0.65||x1.5||x0.6||x1.6
|-
|-
!<small>Damage Multiplier</small>
|<small>x1.2</small>
|<small>x0.5</small>
|<small>x0.75</small>
|<small>x0.65</small>
|<small>x1.5</small>
|<small>x0.6</small>
|<small>x1.6</small>
|}
|}


Line 111: Line 122:


Stalkers have only one weak [[Mechanics_(Killing_Floor_2)#ZEDs_-_Hitzones|spot]], which is the head. Although the damage multiplier is miserable.
Stalkers have only one weak [[Mechanics_(Killing_Floor_2)#ZEDs_-_Hitzones|spot]], which is the head. Although the damage multiplier is miserable.
{| class="wikitable"
!
!<small>Damage Multiplier</small>
|-
!<small>Head</small>
|<small>x1.001</small>
|-
!<small>All other</small>
|<small>x1</small>
|}


{|class="wikitable" style="white-space:nowrap;width: 200px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;"
==[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Incapacitation]] Resistance==
!
{| class="wikitable"
! scope="col" | Damage Multiplier
! colspan="3" rowspan="1" |<small>Vulnerability mask = (Torso, Head, Legs, Arms, Special).</small>
|-
| colspan="3" rowspan="1" |<small>Stun = (Vulnerability = (0.5, 0.5, 0.1, 0.1, 0.1), Cooldown=3.0, Duration=2.0)</small>
|-
| colspan="3" rowspan="1" |<small>Knockdown = (Vulnerability = (0.5), Cooldown=3.0)</small>
|-
| colspan="3" rowspan="1" |<small>Stumble = (Vulnerability = (0.1), Cooldown=3.0)</small>
|-
| colspan="3" rowspan="1" |<small>GunHit = (Vulnerability = (1.0), Cooldown=0.75)</small>
|-
| colspan="3" rowspan="1" |<small>MeleeHit = (Vulnerability = (1.0), Cooldown=0.5)</small>
|-
| colspan="3" rowspan="1" |<small>Poison = (Vulnerability = (1), Cooldown=5.0, Duration=2.0)</small>
|-
| colspan="3" rowspan="1" |<small>Microwave = (Vulnerability = (0.25), Cooldown=5.0, Duration=2.0)</small>
|-
| colspan="3" rowspan="1" |<small>FirePanic = (Vulnerability = (0.5), Cooldown=7.0, Duration=3)</small>
|-
| colspan="3" rowspan="1" |<small>EMP = (Vulnerability = (2.5), Cooldown=5.0, Duration=3.0)</small>
|-
|-
! scope="row" | Head
| colspan="3" rowspan="1" |<small>Freeze = (Vulnerability = (1.0), Cooldown=1.5, Duration=2.0)</small>
|x1.001
|-
|-
! scope="row" | All other
| colspan="3" rowspan="1" |<small>Snare = (Vulnerability = (0.7, 0.7, 1, 0.7), Cooldown=8.5, Duration=1.5)</small>
|x1
|-
|-
| colspan="3" rowspan="1" |<small>Bleed = (Vulnerability = (0.25))</small>
|}
|}


==[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Incapacitation]] Resistance==
==Attacks and Moves==
 
[[File:Kf2_stalker_versus_incaps.png]]


==Attacks and Moves==
*'''Primary:''' 2-hit clawing attack, can be done while moving.
*'''Primary + Sprint:''' 2-hit combo consisting of an axe kick followed by a roundhouse.
*'''Secondary:''' Performs a quick somersault kick.
*'''Secondary + Sprint::''' Claws with arms, then performs a drop-kick, dealing multiple hits.
*'''Bash:''' Evade by quickly somersaulting towards the direction the Stalker is facing.
*'''Passive:''' Automatically cloaks when not attacking, exits cloak upon performing an attack or evade. Unlike AI Stalkers, player-controlled Stalkers remain invisible to Commandos while they are standing still or walking.


- '''Primary:''' 2-hit clawing attack, can be done while moving.<br />
'''Note:''' Damage values below vary between (x0.7 - x1.31) based on average level of the human team.
- '''Primary + Sprint:''' 2-hit combo consisting of an axe kick followed by a roundhouse.<br />
- '''Secondary:''' Performs a quick somersault kick.<br />
- '''Secondary + Sprint::''' Claws with arms, then performs a drop-kick, dealing multiple hits.<br />
- '''Bash:''' Evade by quickly somersaulting towards the direction the Stalker is facing.<br />
- '''Passive:''' Automatically cloaks when not attacking, exits cloak upon performing an attack or evade. Unlike AI Stalkers, player-controlled Stalkers remain invisible to Commandos while they are standing still or walking. <br />


Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team.<br />
*Heavy attack. Damage - 20. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 1s.
Heavy attack. Damage - 20. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 1s.<br />
*Light attacks. Damage - 20. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 0.25s.
Light attacks. Damage - 20. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 0.25s.<br />


===Damage Scale===
===Damage Scale===


Heavy attack (running) - x0.5 (2 hits per attack).<br />
*Heavy attack (running) - x0.5 (2 hits per attack).
Heavy attack (walking / stationary) - x0.75 (2 hits per attack).<br />
*Heavy attack (walking / stationary) - x0.75 (2 hits per attack).
Light attack (running) - x0.75 (7 hits per attack).<br />
*Light attack (running) - x0.75 (7 hits per attack).
Light attack (walking / stationary) - x0.75 (2 hits per attack).<br />
*Light attack (walking / stationary) - x0.75 (2 hits per attack).
Light attack and heavy attack (jumping) - x1.<br />
*Light attack and heavy attack (jumping) - x1.
Jump attack - x1 (1 hit per attack).<br />
*Jump attack - x1 (1 hit per attack).


==Miscellaneous Information==
==Miscellaneous Information==


Jump cooldown - 1s. JumpZ - 1100. Dodge cooldown - 0.35s.
*Jump cooldown - 1s. JumpZ - 1100. Dodge cooldown - 0.35s.
 
*Player-controlled Stalkers start spawning at the second wave of the normal versus game.
Player-controlled Stalkers start spawning at the second wave of the normal versus game.
 
{{KF2NavBox}}
{{KF2NavBox}}

Latest revision as of 22:51, 10 September 2019

Player-controlled Stalker
Player-controlled Stalker
For the AI counterpart, see Stalker (Killing Floor 2).


The player-controlled Stalker is one of the playable ZEDs in Killing Floor 2's Versus Mode. The Stalker's role in the ZED team is to ambush the Survivors from unusual angles of attack. The Stalkers retains their cloaking ability, but unlike the AI Stalkers, are invisible to Commandos as long as they are not sprinting. Stalkers are also agile and able to quickly somersault repeatedly to avoid gunfires, utilizing hit-and-run tactics with their dodges and invisibility rather than straight up brute force like the other ZEDs.

Base Statistics

Stat type Normal difficulty
Kill Reward 30
XP Reward 32
Speed (walking) 500
Speed (sprinting) 700
Health (body) 130
Health (head) 100

For kill reward calculations read Dosh Mechanics.

Due to Game Conductor mechanics, player-controlled Stalkers have their health modified based on the average level of the Survivor team. Values vary within (x0.85 - x2) range.

Damage Resistance

Player-controlled Stalkers have a wide variety of damage type resistances as well as some weaknesses. They are most notablty weak against SMGs and resistant to Shotgun damage types. Stalkers are also less resistant to damage from certain tier 1 weapons.

Common Modifiers

Stalkers are neutral to Toxic and are significantly resistant to Microwave, Explosive and Piercing damage types.

Piercing Slashing Bludgeon Toxic Fire Microwave Explosives Freeze Shells EMP
Damage Multiplier x0.4 x0.75 x0.75 x1 x0.8 x0.35 x0.2 x1 x1 x1

Stalkers resist to every type of ballistic weaponry except SMGs and are significantly resistant against shotguns.

Sub-machine Gun Assault Rifle Shotgun Handgun Rifle
Damage Multiplier x1.1 x0.7 x0.3 x0.4 x0.4

Weapon-specific Modifiers

Stalkers are notably vulnerable against Firebug's Caulk n' Burn and heavy (blunt) attacks of Berserker's Crovel Survival Tool.

CaulkBurn HX25 Eviscerator Crovel (bludgeon)
Damage Multiplier x1.5 x0.5 x0.3 x1.2

Stalkers are weak against Commando's AR-15, default 9mm Pistol and Field Medic's HMTech-101 Pistol.

AR15 MB500 Rem1858 Colt1911 Medic Pistol Winchester 9mm
Damage Multiplier x1.2 x0.5 x0.75 x0.65 x1.5 x0.6 x1.6

Hitzones

Stalkers have only one weak spot, which is the head. Although the damage multiplier is miserable.

Damage Multiplier
Head x1.001
All other x1

Incapacitation Resistance

Vulnerability mask = (Torso, Head, Legs, Arms, Special).
Stun = (Vulnerability = (0.5, 0.5, 0.1, 0.1, 0.1), Cooldown=3.0, Duration=2.0)
Knockdown = (Vulnerability = (0.5), Cooldown=3.0)
Stumble = (Vulnerability = (0.1), Cooldown=3.0)
GunHit = (Vulnerability = (1.0), Cooldown=0.75)
MeleeHit = (Vulnerability = (1.0), Cooldown=0.5)
Poison = (Vulnerability = (1), Cooldown=5.0, Duration=2.0)
Microwave = (Vulnerability = (0.25), Cooldown=5.0, Duration=2.0)
FirePanic = (Vulnerability = (0.5), Cooldown=7.0, Duration=3)
EMP = (Vulnerability = (2.5), Cooldown=5.0, Duration=3.0)
Freeze = (Vulnerability = (1.0), Cooldown=1.5, Duration=2.0)
Snare = (Vulnerability = (0.7, 0.7, 1, 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: 2-hit combo consisting of an axe kick followed by a roundhouse.
  • Secondary: Performs a quick somersault kick.
  • Secondary + Sprint:: Claws with arms, then performs a drop-kick, dealing multiple hits.
  • Bash: Evade by quickly somersaulting towards the direction the Stalker is facing.
  • Passive: Automatically cloaks when not attacking, exits cloak upon performing an attack or evade. Unlike AI Stalkers, player-controlled Stalkers remain invisible to Commandos while they are standing still or walking.

Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team.

  • Heavy attack. Damage - 20. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 1s.
  • Light attacks. Damage - 20. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 0.25s.

Damage Scale

  • Heavy attack (running) - x0.5 (2 hits per attack).
  • Heavy attack (walking / stationary) - x0.75 (2 hits per attack).
  • Light attack (running) - x0.75 (7 hits per attack).
  • Light attack (walking / stationary) - x0.75 (2 hits per attack).
  • Light attack and heavy attack (jumping) - x1.
  • Jump attack - x1 (1 hit per attack).

Miscellaneous Information

  • Jump cooldown - 1s. JumpZ - 1100. Dodge cooldown - 0.35s.
  • Player-controlled Stalkers start spawning at the second wave of the normal versus game.