Stalker (Killing Floor 2 VS): Difference between revisions
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[[File:KF2_Specimen_VS_Stalker.jpg| | [[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)}} |
Revision as of 16:03, 28 September 2018
- 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 | |
---|---|---|---|---|---|---|---|---|---|
Damage Multiplier | x0.4 | x0.75 | x0.75 | x1 | x0.8 | x0.35 | x0.2 | 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.