Husk (Killing Floor 2 VS): Difference between revisions
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==Base Statistics== | ==Base Statistics== | ||
{| class="wikitable" | |||
{|class="wikitable | !'''<small>Stat type</small>''' | ||
! | !'''<small>Normal difficulty</small>''' | ||
! | |||
|- | |- | ||
! | !<small>Kill Reward</small> | ||
| | |<small>20</small> | ||
|- | |- | ||
! | !<small>XP Reward</small> | ||
| | |<small>30</small> | ||
|- | |- | ||
! | !<small>Speed (walking)</small> | ||
| | |<small>550</small> | ||
|- | |- | ||
! | !<small>Speed (sprinting)</small> | ||
| | |<small>430</small> | ||
|- | |- | ||
! | !<small>Health (body)</small> | ||
| | |<small>600</small> | ||
|- | |- | ||
! | !<small>Health (backpack)</small> | ||
| | |<small>75</small> | ||
|- | |- | ||
!<small>Health (head)</small> | |||
|<small>200</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]]. | ||
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Husks are resistant to all types of the damage except for Microwave which they are neutral to. | Husks are resistant to all types of the damage except for Microwave which they are neutral to. | ||
{| class="wikitable" | |||
{|class="wikitable | ! | ||
! | !<small>Piercing</small> | ||
! | !<small>Slashing</small> | ||
! | !<small>Bludgeon</small> | ||
! | !<small>Toxic</small> | ||
! | !<small>Fire</small> | ||
! | !<small>Microwave</small> | ||
! | !<small>Explosives</small> | ||
! | !<small>Freeze</small> | ||
! | ![[Mechanics_(Killing_Floor_2)#Weapons_-_Ballistic-explosive_tracing|<small>Shells</small>]] | ||
! | |||
|- | |- | ||
!<small>Damage Multiplier</small> | |||
|<small>x0.4</small> | |||
|<small>x0.8</small> | |||
|<small>x0.8</small> | |||
|<small>x0.3</small> | |||
|<small>x0.5</small> | |||
|<small>x1</small> | |||
|<small>x0.8</small> | |||
|<small>x1</small> | |||
|<small>x1</small> | |||
|} | |} | ||
Husks resistant to every type of ballistic weaponry, without any significant cascades in the multiplier values. | Husks resistant to every type of ballistic weaponry, without any significant cascades in the multiplier values. | ||
{| class="wikitable" | |||
{|class="wikitable | ! | ||
! | !<small>Sub-machine Gun</small> | ||
! | !<small>Assault Rifle</small> | ||
! | !<small>Shotgun</small> | ||
! | !<small>Handgun</small> | ||
! | !<small>Rifle</small> | ||
! | |||
|- | |- | ||
!<small>Damage Multiplier</small> | |||
|<small>x0.8</small> | |||
|<small>x0.7</small> | |||
|<small>x0.5</small> | |||
|<small>x0.6</small> | |||
|<small>x0.65</small> | |||
|} | |} | ||
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Husks are vulnerable against heavy (blunt) attacks of [[Berserker_(Killing_Floor_2)|Berserker]]'s [[Crovel Survival Tool]]. | Husks are vulnerable against heavy (blunt) attacks of [[Berserker_(Killing_Floor_2)|Berserker]]'s [[Crovel Survival Tool]]. | ||
{| class="wikitable" | |||
{|class="wikitable | ! | ||
! | !<small>CaulkBurn</small> | ||
! | !<small>HX25</small> | ||
! | !<small>Eviscerator (proj)</small> | ||
! | !<small>Eviscerator (saw)</small> | ||
! | !<small>Crovel (bludgeon)</small> | ||
! | |||
|- | |- | ||
!<small>Damage Multiplier</small> | |||
|<small>x0.7</small> | |||
|<small>x0.6</small> | |||
|<small>x0.4</small> | |||
|<small>x0.3</small> | |||
|<small>x1.2</small> | |||
|} | |} | ||
Husks are neutral against [[Commando_(Killing_Floor_2)| Commando]]'s [[AR-15 Varmint Rifle|AR-15]], drastically vulnerable against default [[9mm_Pistol_(Killing_Floor_2)|9mm Pistol]] and [[Field_Medic_(Killing_Floor_2)|Field Medic]]'s [[HMTech-101_Pistol|HMTech-101 Pistol]] and are slightly weak against certain [[Support (Killing Floor 2)|shotguns]]. | Husks are neutral against [[Commando_(Killing_Floor_2)| Commando]]'s [[AR-15 Varmint Rifle|AR-15]], drastically vulnerable against default [[9mm_Pistol_(Killing_Floor_2)|9mm Pistol]] and [[Field_Medic_(Killing_Floor_2)|Field Medic]]'s [[HMTech-101_Pistol|HMTech-101 Pistol]] and are slightly weak against certain [[Support (Killing Floor 2)|shotguns]]. | ||
{| class="wikitable" | |||
{|class="wikitable | ! | ||
! | !<small>AR15</small> | ||
! | !<small>MB500</small> | ||
! | !<small>Rem1858</small> | ||
! | !<small>Colt1911</small> | ||
! | !<small>Medic Pistol</small> | ||
! | !<small>Winchester</small> | ||
! | !<small>9mm</small> | ||
! | !<small>[[Dragonsbreath]]</small> | ||
! | |||
|- | |- | ||
!<small>Damage Multiplier</small> | |||
|<small>x1</small> | |||
|<small>x1.1</small> | |||
|<small>x0.85</small> | |||
|<small>x0.75</small> | |||
|<small>x1.5</small> | |||
|<small>x0.75</small> | |||
|<small>x1.6</small> | |||
|<small>x1.1</small> | |||
|} | |} | ||
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Husks have two weak [[Mechanics_(Killing_Floor_2)#ZEDs_-_Hitzones|spots]], which are the head and the backpack. Husks will die instantly by exploding when they all out of backpack health. | Husks have two weak [[Mechanics_(Killing_Floor_2)#ZEDs_-_Hitzones|spots]], which are the head and the backpack. Husks will die instantly by exploding when they all out of backpack health. | ||
{| class="wikitable" | |||
! | |||
!<small>Damage Multiplier</small> | |||
|- | |||
!<small>Head</small> | |||
|<small>x1.001</small> | |||
|- | |||
!<small>Backpack</small> | |||
|<small>x1.1</small> | |||
|- | |||
!<small>Arm Cannon</small> | |||
|<small>x0.5</small> | |||
|- | |||
!<small>All other</small> | |||
|<small>x1</small> | |||
|} | |||
{|class="wikitable" | ==[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Incapacitation]] Resistance== | ||
{| class="wikitable" | |||
! 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 = (0.3), Cooldown=10.0)</small> | |||
|- | |||
| colspan="3" rowspan="1" |<small>Stumble = (Vulnerability = (0.2), 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 = (1.0), Cooldown=5.0, Duration=2.0)</small> | |||
|- | |- | ||
| colspan="3" rowspan="1" |<small>FirePanic = (Vulnerability = (0.1), Cooldown=8.0, Duration=3)</small> | |||
|- | |- | ||
| colspan="3" rowspan="1" |<small>EMP = (Vulnerability = (2.5), Cooldown=5.0, Duration=3.0)</small> | |||
|- | |- | ||
| colspan="3" rowspan="1" |<small>Freeze = (Vulnerability = (0.6), Cooldown=1.5, Duration=2.0)</small> | |||
|- | |- | ||
| colspan="3" rowspan="1" |<small>Snare = (Vulnerability = (0.7, 0.7, 1, 0.7), Cooldown=8.5, Duration=1.5)</small> | |||
|- | |- | ||
| colspan="3" rowspan="1" |<small>Bleed = (Vulnerability = (1))</small> | |||
|} | |} | ||
== | ==Attacks and Moves== | ||
* '''Primary:''' Ranged Fireball attack. | |||
* '''Secondary:''' Close range Flamethrower attack. | |||
* '''Bash button:''' 3-hit Melee combo. | |||
* '''Grenade button:''' Suicide AOE attack. | |||
'''Note:''' Damage values below vary between (x0.7 - x1.31) based on average level of the human team. | |||
* Fireball. Damage - 23. Radius - 6.5m. [[Mechanics (Killing Floor 2)#Weapons - Explosion falloff|Falloff]] - 1 (linear). Cooldown - 0.95s. Upon holding the charge button, Fireball strength (damage and radius) is being increased within (x0.5 - x1.3) range at rate of +0.4 per second (i.e. it will have its maximum damage / range after charging the cannon for roughly 3 seconds). Explosion radius depend from the current strength and has additional multiplier of x0.7 - actual explosion radius laying between 2.27 and 5.91 meters. Fireball leaves a ground fire (duration - 4s, burn interval - 0.25s, damage - 1, radius - 150, linear falloff). | |||
Fireball. Damage - 23. Radius - 6.5m. Falloff - 1 (linear). Cooldown - 0.95s. Upon holding the charge button, | * Flamethrower. Damage: Max - 10, Min - 3 (scales linearly over 9 meters). ROF - 120. Cooldown - 2s. | ||
Flamethrower. Damage: Max - 10, Min - 3 (scales linearly over | * Melee. Damage - 15. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 0.1s. | ||
Melee. Damage - 15. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 0.1s. | * Suicide (or Backpack explosion). Damage - 125. Radius - 6m. Falloff - 0.5 (exp). | ||
Suicide (or Backpack explosion). Damage - 125. Radius - 6m. Falloff - 0.5 (exp). | |||
===Damage Scale=== | ===Damage Scale=== | ||
Melee - x1 (3 hits per attack). | * Melee - x1 (3 hits per attack). | ||
Melee (headless) - x1 (1 hit per attack). | * Melee (headless) - x1 (1 hit per attack). | ||
==Miscellaneous Information== | ==Miscellaneous Information== | ||
Suicide (animation duration) - 1.54s. | * Suicide (animation duration) - 1.54s. | ||
Jump cooldown - 1s. | * Jump cooldown - 1s. | ||
Fireball speed - 4200 units per second. | * Fireball speed - 4200 units per second. | ||
* Flamethrower (animation) - 5.05s (full), can be canceled after 1.24s, flame spraying starts / ends at 0.40s / 4.50s. | |||
Player-controlled Husks start spawning at the second wave of the normal versus game. | * Player-controlled Husks start spawning at the second wave of the normal versus game. | ||
{{KF2NavBox}} | {{KF2NavBox}} |
Revision as of 12:57, 25 September 2018
- For the AI counterpart, see Husk (Killing Floor 2).
The player-controlled Husk is one of the playable ZEDs in Killing Floor 2's Versus Mode. The Husk is one of the few ranged ZEDs in the game. Husk has two main roles - one of them is to snipe human team from the long ranges thanks to its ability to shoot precise fireballs and the other role is an area denial - in close range Husk uses flamethrower and suicide AOE attacks.
Base Statistics
Stat type | Normal difficulty |
---|---|
Kill Reward | 20 |
XP Reward | 30 |
Speed (walking) | 550 |
Speed (sprinting) | 430 |
Health (body) | 600 |
Health (backpack) | 75 |
Health (head) | 200 |
For kill reward calculations read Dosh Mechanics.
Due to Game Conductor mechanics, player-controlled Husks have their health modified based on the average level of the Survivor team. Values vary within (x0.85 - x2) range.
Damage Resistance
Player-controlled Husks resistant to nearly all types of the damage except for very few cases, however they are less resistant to damage from certain tier 1 weapons.
Common Modifiers
Husks are resistant to all types of the damage except for Microwave which they are neutral to.
Piercing | Slashing | Bludgeon | Toxic | Fire | Microwave | Explosives | Freeze | Shells | |
---|---|---|---|---|---|---|---|---|---|
Damage Multiplier | x0.4 | x0.8 | x0.8 | x0.3 | x0.5 | x1 | x0.8 | x1 | x1 |
Husks resistant to every type of ballistic weaponry, without any significant cascades in the multiplier values.
Sub-machine Gun | Assault Rifle | Shotgun | Handgun | Rifle | |
---|---|---|---|---|---|
Damage Multiplier | x0.8 | x0.7 | x0.5 | x0.6 | x0.65 |
Weapon-specific Modifiers
Husks are vulnerable against heavy (blunt) attacks of Berserker's Crovel Survival Tool.
CaulkBurn | HX25 | Eviscerator (proj) | Eviscerator (saw) | Crovel (bludgeon) | |
---|---|---|---|---|---|
Damage Multiplier | x0.7 | x0.6 | x0.4 | x0.3 | x1.2 |
Husks are neutral against Commando's AR-15, drastically vulnerable against default 9mm Pistol and Field Medic's HMTech-101 Pistol and are slightly weak against certain shotguns.
AR15 | MB500 | Rem1858 | Colt1911 | Medic Pistol | Winchester | 9mm | Dragonsbreath | |
---|---|---|---|---|---|---|---|---|
Damage Multiplier | x1 | x1.1 | x0.85 | x0.75 | x1.5 | x0.75 | x1.6 | x1.1 |
Hitzones
Husks have two weak spots, which are the head and the backpack. Husks will die instantly by exploding when they all out of backpack health.
Damage Multiplier | |
---|---|
Head | x1.001 |
Backpack | x1.1 |
Arm Cannon | x0.5 |
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 = (0.3), Cooldown=10.0) | ||
Stumble = (Vulnerability = (0.2), 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 = (1.0), Cooldown=5.0, Duration=2.0) | ||
FirePanic = (Vulnerability = (0.1), Cooldown=8.0, Duration=3) | ||
EMP = (Vulnerability = (2.5), Cooldown=5.0, Duration=3.0) | ||
Freeze = (Vulnerability = (0.6), Cooldown=1.5, Duration=2.0) | ||
Snare = (Vulnerability = (0.7, 0.7, 1, 0.7), Cooldown=8.5, Duration=1.5) | ||
Bleed = (Vulnerability = (1)) |
Attacks and Moves
- Primary: Ranged Fireball attack.
- Secondary: Close range Flamethrower attack.
- Bash button: 3-hit Melee combo.
- Grenade button: Suicide AOE attack.
Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team.
- Fireball. Damage - 23. Radius - 6.5m. Falloff - 1 (linear). Cooldown - 0.95s. Upon holding the charge button, Fireball strength (damage and radius) is being increased within (x0.5 - x1.3) range at rate of +0.4 per second (i.e. it will have its maximum damage / range after charging the cannon for roughly 3 seconds). Explosion radius depend from the current strength and has additional multiplier of x0.7 - actual explosion radius laying between 2.27 and 5.91 meters. Fireball leaves a ground fire (duration - 4s, burn interval - 0.25s, damage - 1, radius - 150, linear falloff).
- Flamethrower. Damage: Max - 10, Min - 3 (scales linearly over 9 meters). ROF - 120. Cooldown - 2s.
- Melee. Damage - 15. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 0.1s.
- Suicide (or Backpack explosion). Damage - 125. Radius - 6m. Falloff - 0.5 (exp).
Damage Scale
- Melee - x1 (3 hits per attack).
- Melee (headless) - x1 (1 hit per attack).
Miscellaneous Information
- Suicide (animation duration) - 1.54s.
- Jump cooldown - 1s.
- Fireball speed - 4200 units per second.
- Flamethrower (animation) - 5.05s (full), can be canceled after 1.24s, flame spraying starts / ends at 0.40s / 4.50s.
- Player-controlled Husks start spawning at the second wave of the normal versus game.