Slasher: Difference between revisions
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[[File:Zed StatsSheet Slasher.jpg|right|frameless|600x600px|The Slasher]] | [[File:Zed StatsSheet Slasher.jpg|right|frameless|600x600px|The Slasher]] | ||
The '''Slasher''' is a common specimen in Killing Floor 2. Unlike other Clots, Slashers are much more mutilated, with bony growths appearing all over it; its collarbone, shoulders, knees, and most worryingly for you, its hands. Compared to other Clots, it's much more | The '''Slasher''' is a common specimen in Killing Floor 2. Unlike other Clots, Slashers are much more mutilated, with bony growths appearing all over it; its collarbone, shoulders, knees, and most worryingly for you, its hands. Compared to other Clots, it's much more "twitchy" in action, occasionally scratching itself and jumping around to avoid gunfire. | ||
Though they are classified as lesser enemies, they are quite possibly one of the most dangerous lesser specimen. Their aggressiveness, ability to swiftly dodge bullets, and quick attacks makes being surrounded by Slashers a death sentence, even more so than when surrounded by other Clots. | Though they are classified as lesser enemies, they are quite possibly one of the most dangerous lesser specimen. Their aggressiveness, ability to swiftly dodge bullets, and quick attacks makes being surrounded by Slashers a death sentence, even more so than when surrounded by other Clots. |
Revision as of 10:08, 8 December 2020
The Slasher is a common specimen in Killing Floor 2. Unlike other Clots, Slashers are much more mutilated, with bony growths appearing all over it; its collarbone, shoulders, knees, and most worryingly for you, its hands. Compared to other Clots, it's much more "twitchy" in action, occasionally scratching itself and jumping around to avoid gunfire.
Though they are classified as lesser enemies, they are quite possibly one of the most dangerous lesser specimen. Their aggressiveness, ability to swiftly dodge bullets, and quick attacks makes being surrounded by Slashers a death sentence, even more so than when surrounded by other Clots.
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) | 0.38 | ||||
Melee (damage multipliers vs. doors) | 1/4 | ||||
Melee (damage multipliers vs. players) | 0.2/0.4/0.5/1 | ||||
Melee (damage) | 6 | ||||
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
Slashers move slowly when docile, and sprint when enraged.
On higher difficulties, Slashers have a chance to enrage upon sighting a Player, and have a chance to enrage when shot.
Once enraged, Slashers 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) | (270 - 330) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.2 / 1.3) | |||||
Running speed (per difficulty) | (450 - 550) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.2 / 1.3) | |||||
Hidden speed | 600 | |||||
Sprint chance | Normal - 0 / Hard - 0 / Suicidal - 0.85 / HOE - 0.95 | |||||
Sprint chance (when damaged) | Normal - 0 / Hard - 1 / 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
Slashers have little to no resistances to most forms of damage, 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
Slashers have no resistances to ballistic weaponry, and are extremely vulnerable to SMGs.
Sub-machine Gun | Assault Rifle | Shotgun | Handgun | Rifle | |
---|---|---|---|---|---|
Ballistic Multiplier | x1.5 | x1 | x1 | x1.01 | x1 |
Hitzones
Slashers 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 | x2.5 | x2 | x10 |
Head vulnerability: | x2 | x1 | x1.3 | x2.5 | x2 | x10 |
Legs vulnerability: | x1 | x1 | x1.3 | x2.5 | x2 | x10 |
Arms vulnerability: | x2 | x1 | x1.3 | x2.5 | x2 | x10 |
Special zone vulnerability: | x1 | x1 | x1.3 | x2.5 | 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 | x1 | x0.5 | x0.7 | x2.5 | x2.5 | x2 |
- Incap cooldown | 5s | 5s | 7s | 5s | 1.5s | --- |
- Incap duration | 4.5s | 2s | 5s | 5s | 4s | --- |
- 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) | 1.4s | |||||
Stun (time + wakeup duration) | 3s + 1.53s, for PvP ZEDs - 2s + 1.53s | |||||
Freeze (time + thaw duration) | 4s + 1.53s, for PvP ZEDs - 2s + 1.53s | |||||
Stumble (duration) | Between (0.87-1.33)s | |||||
Parry (duration) | Between (0.87-1)s |
Behavior
The Slasher is a somewhat predictable, melee-only ZED.
Upon spawning, it will walk or sprint towards the nearest player and attempt to scratch them, or grab and bite them, immobilizing their target. However, Slashers are more aggressive and are more likely to spawn enraged than their counterparts.
Slashers have the ability to dodge gunfire, and they will do so more frequently the higher the difficulty is. When fired at, they will either leap to the left or the right, or quickly roll towards the offending player. On Suicidal and Hell On Earth, Slashers will always dodge when they are aimed at.
On Suicidal and Hell On Earth, Slashers gain additional attack animations that they will use when they are enraged. They will begin to leap at players and perform combat dodge rolls to close the distance quickly, before slashing furiously with both arms, dealing multiple hits.
Slashers become high priority threats at harder difficulties who are capable of closing the distance and outputting an impressive amount of damage quickly.
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 | 0.65s |
Various information:
- (PvP) Rally boost: forces AI Slashers to sprint, players do x1.2 more damage..
- Distance to perform grab = 1.88m.
- Maximum grab range = 2.1m.
- Grab attack can be interrupted.
- Damage to doors (possible values) = 6 / 24.
- 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.
- Slasher cannot grab the player for 1 second after grenade throw. Slasher cannot grab the player for 0.5 seconds after shooting the healing dart.
- This ZED can be knocked down when jumped on.
- Slasher has a chance to evade upon taking damage. Slasher has a chance to evade certain damage sources.
- Chance to evade after taking damage: Normal - 0.1, Hard - 0.4, Suicidal - 1, HOE - 1. Health loss percentage to trigger evade: all difficulties - 0.01.
- Resistance to ZED Time, in PvP game: AI Slashers - 25%, player-controlled Slashers - 75%.
Extermination Tactics
Being lesser ZEDs, just about any form of weaponry will take them out very quickly, most particularly SMGs.
Ammunition can be saved in early waves by switching to the knife and cutting their heads off.
In later waves, Slashers 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.
However, on Suicidal and Hell on Earth, one has to respect the damage output of Slashers, especially when they spawn in a huge group of 6 and more, which they often do in later waves. They can quickly surround and tear apart unprepared players, leaving them close to death if not outright kill them.
Extremely weak to SMGs, making the SWAT the best perk for quickly exterminating huge groups of Clots.
Beware of their grabs, as Slashers can easily cripple players and let the ZED horde tear them apart. With their high speed and aggression, they are more likely to do this than the other Clot variants.
Gallery
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The Slasher
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Another image
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Halloween Horrors event variant
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Artbook concept
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Artbook renders