Alpha Clot: Difference between revisions
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Rioters wear 2 pieces of armor - one on its head and one on its chest. Each armor piece has its own health that will absorb '''ALL''' the damage dealt to the respective body part. AoE attacks (e.g. fire, explosives) will have their damage split across all existing armor pieces in equal parts. The Rioter's back, arms, and legs remain exposed, dealing full damage to the body without affecting the armor. | Rioters wear 2 pieces of armor - one on its head and one on its chest. Each armor piece has its own health that will absorb '''ALL''' the damage dealt to the respective body part. AoE attacks (e.g. fire, explosives) will have their damage split across all existing armor pieces in equal parts. The Rioter's back, arms, and legs remain exposed, dealing full damage to the body without affecting the armor. | ||
'''Note:''' any direct damage equal or greater than 125 (after taking perk bonuses and Rioter's armor resistances on account) will obliterate and nullify the Rioter's head armor completely - the head armor will be instantly destroyed. Additionally, due to calculation specifics, (step | '''Note:''' any direct damage equal or greater than 125 (after taking perk bonuses and Rioter's armor resistances on account) will obliterate and nullify the Rioter's head armor completely - the head armor will be instantly destroyed. Additionally, due to calculation specifics, (step 7 of "[[Mechanics (Killing Floor 2)#ZEDs - Damage to take|ZEDs - Damage to take]]" mechanic) all damage absorbed will instead be done to Rioter's body. For example, an off-perk [[.500 Magnum Revolver]] (160 damage) will destroy the Rioter's head armor completely (450 points) and will do 160 x 1.01 x 1.1 = 177, 177 + 300 x 0.25 = 252, 252 x 1.01 x 1.1 = 279, 279 + 177 = 456 points of damage to its body health killing it instantly. Its head health, though, will remain the same. | ||
==== Health resistances: ==== | ==== Health resistances: ==== |
Revision as of 14:49, 12 May 2022
The Alpha Clot is a common specimen in Killing Floor 2. They appear as hairless, fairly athletic males, looking the most "normal" compared to the rest of the specimen horde. They walk in large groups alongside their brethren, the Cyst and the Slasher.
It is classified as a lesser enemy, their main purpose being to populate waves with dozens of them supporting the other ZEDs. Though each Alpha Clot is fairly weak individually, their true strength comes from the sheer numbers of how many there are.
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) | 0.33 | ||||
Melee (base damage, Alpha Clot) | 6 | ||||
Melee (base damage, Rioter) | 8 | ||||
Melee (damage multipliers vs. doors) | 3/6 | ||||
Melee (damage multipliers vs. players) | 0.2/0.4/0.5/0.6/0.7/1 | ||||
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
Alpha Clots move slowly when docile, and will sprint when enraged.
On higher difficulties, Clots have a chance to enrage upon seeing the players, and have a chance to enrage when shot.
Once enraged, Clots 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) | (189 - 231) / (162 - 198) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | |||||
Running speed (per difficulty) | (450 - 550) / (405 - 495) 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 |
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. Rioter cannot sprint while wearing the armor and will sprint upon loosing it.
Resistances and Weaknesses
Damage Resistance
Clots have little to no resistances to most forms of damage, except for Microwave, which they resist.
Piercing | Slashing | Bludgeon | Toxic | Fire | Microwave | Explosives | Slashing - Knife | Freeze | Shells | Bleeding | EMP | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Damage Multiplier | x1 | x0.85 | x0.9 | x1 | x1 | x0.25 | x1 | x1 | x1 | x1 | x1 | x1 |
Ballistic Resistance
Clots have no resistances to ballistic weaponry and are extremely vulnerable to SMGs.
Sub-machine Gun | Assault Rifle | Shotgun | Handgun | Rifle | |
---|---|---|---|---|---|
Damage Multiplier | x1.5 | x1 | x1 | x1 | x1 |
Hitzones
Clots 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: | x1 | x1 | x1.3 | x2.5 | x2 | x10 |
Special zone vulnerability: | x1 | x1 | x1.3 | x2.5 | x2 | x10 |
- Incap cooldown | 3s | 1s | 0.3s / 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 | x3 | x0.5 | x1.5 | x2.5 | x2.5 | x2 |
- Incap cooldown | 6s | 10s | 7s | 5s | 1.5s | --- |
- Incap duration | 3s | 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) | 2s | |||||
Stun (time + wakeup duration) | 3s + 1.33s, for PvP ZEDs - 1.5s + 1.33s | |||||
Freeze (time + thaw duration) | 4s + 1.33s, for PvP ZEDs - 0.5s + 1.33s | |||||
Stumble (duration) | Between (0.87-1.53)s | |||||
Parry (duration) | Between (0.87-1)s |
Behavior
The Alpha Clot is a 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.
On Suicidal and Hell On Earth, Alpha Clots gain additional attacks that they will use when they are enraged, such as leaping or slamming into players. Other than that, their behavior does not change drastically between difficulties.
Rioter Variant
Rioters, also known as Elite Clots, Albino Clots, or King Clots, have a chance to spawn on Suicidal or Hell on Earth. They can easily be identified by their metallic armor on their chest and head, and their pale white skin color, along with the blue, glowing veins all over them.
Rioters boast higher health and damage compared to normal Alpha Clots, and they have the ability to Rally nearby ZEDs, increasing their damage and forcing certain ones, mostly lesser ZEDs, to sprint. They should be considered a priority target as they can, if left unchecked, rally a substantial amount of other ZEDs, drastically increasing potential damage done to players. They usually weave in and out among the ZED hordes before Rallying.
Normal | Hard | Suicidal | Hell on earth | |
---|---|---|---|---|
Head Health | 0% | 0% | 25% | 35% |
Rally chance:
- Suicidal - 70%
- HOE - 80%
Rally cooldown:
- Suicidal and HoE- 15 seconds.
Damage dealt multiplier (self):
- Suicidal and HoE - x2.5.
In order to activate their Rally, there has to be at least 3 other ZEDs within a 10m radius. The evaluation of the Rally possibility happens within 0.5 second intervals.
Health and armor:
Normal | Hard | Suicidal | Hell on earth | |
---|---|---|---|---|
Head Health | 93 | 125 | 125 | 125 |
Body Health | 225 | 300 | 300 | 300 |
Head Armor | 337 | 450 | 450 | 450 |
Body Armor | 375 | 500 | 500 | 500 |
Rioters wear 2 pieces of armor - one on its head and one on its chest. Each armor piece has its own health that will absorb ALL the damage dealt to the respective body part. AoE attacks (e.g. fire, explosives) will have their damage split across all existing armor pieces in equal parts. The Rioter's back, arms, and legs remain exposed, dealing full damage to the body without affecting the armor.
Note: any direct damage equal or greater than 125 (after taking perk bonuses and Rioter's armor resistances on account) will obliterate and nullify the Rioter's head armor completely - the head armor will be instantly destroyed. Additionally, due to calculation specifics, (step 7 of "ZEDs - Damage to take" mechanic) all damage absorbed will instead be done to Rioter's body. For example, an off-perk .500 Magnum Revolver (160 damage) will destroy the Rioter's head armor completely (450 points) and will do 160 x 1.01 x 1.1 = 177, 177 + 300 x 0.25 = 252, 252 x 1.01 x 1.1 = 279, 279 + 177 = 456 points of damage to its body health killing it instantly. Its head health, though, will remain the same.
Health resistances:
Rioters are notably vulnerable to fire and EMP effects of Survivalist's HRG Arc Generator, unlike normal Alpha Clots, which are neutral to them.
Fire | ArcGenerator_Beam | ArcGeneratorSphereImpact | ArcGenerator_DefaultFiremodeZapDamage | ArcGenerator_AltFiremodeZapDamage | |
---|---|---|---|---|---|
Damage Multipler | x3 | x3.5 | x1.2 | x3.5 | x3.5 |
Armor resistances:
While the Rioter shares almost the same resistances and vulnerabilities as a regular Alpha Clot, its armor actually has different multipliers from it. The armor is notably vulnerable to Hemogoblin's DOT (but not to the initial impact which Rioter is neutral to) and fire.
Ballistic (SMG) | Ballistic (Handgun) | Ballistic (AR, Rifle, Shotgun),Explosive, Piercing, Toxic | Slashing | Bludgeon | Fire | Microwave | Bleeding (Hemogoblin) | Freeze, Shell, EMP | |
---|---|---|---|---|---|---|---|---|---|
Damage Multipler | x1.5 | x1.01 | x1 | x0.85 | x0.9 | x3 | x0.25 | x5 | x1 |
Notes:
- Does slightly more damage with its attacks than a regular Alpha Clot: 8 base damage compared to 6 base damage.
- Rioters do not sprint while they wear armor, but will instantly enrage when either the head armor or the chest armor is destroyed. Due to code specifics, they are also capable of sprinting for one second after Rally boosting nearby ZEDs.
- Rioters move slower than normal Alpha Clots, approximately 10% slower.
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 | 0.75s |
Various information:
- (PvP) Rally boost: forces AI Alpha Clots to sprint, players do x1.5 more damage.
- Distance to perform grab = 1.88m.
- Maximum grab range = 2.1m.
- Grab attack can be interrupted.
- Damage to doors (possible values) = 18 / 36.
- 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.
- Alpha Clot cannot grab the player for 1 second after grenade throw. Alpha Clot cannot grab the player for 0.5 seconds after shooting the healing dart.
- This ZED can be knocked down when jumped on.
- Alpha Clot has a chance to spawn as Elite Alpha. Elite Alpha able to rally boost nearby ZEDs. Rally evaluation happens when Clot sees the player. Interval to check for rally probability: When Clot sees the player a 2s + random (0-3s) timer starts, then for the duration of Clot-to-player LOS visibility evaluation happens within 1.5s intervals.
- Alpha Clot has a chance to evade certain damage sources.
Extermination Tactics
As they are lesser ZEDs, they are equivalent to cannon fodder, made to waste time and bullets that should be directed towards more dangerous specimens.
In early waves, ammunition can be saved by switching to the Knife and aiming for their head; a good strike will usually decapitate them. Try to take them out quickly or put some distance between you and them, so you can focus on the real threats sooner.
Any Perk can handily deal with Alpha Clots, but they are particularly weak to SMGs, making SWATs the best perk to deal with them, especially given their higher magazine capacity.
Beware of their grabs, as Alpha Clots can be responsible for killing off solo or unaware players by immobilizing them, giving more dangerous enemies time to catch up and kill them. Unlike Cysts, their attacks aren't slow and they can easily wear down armor and health when grabbed.
Gallery
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The Alpha Clot
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Another image
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The Rioter
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Another image of Rioter
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Halloween Horrors event variant
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Halloween Horrors event Rioter variant
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Artbook concept
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Artbook renders