Alpha Clot (Killing Floor 2 VS): Difference between revisions

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[[File:KF2_Specimen_VS_AlphaClot.jpg|500px|frame]]
[[Category:KF2]]
[[File:KF2_Specimen_VS_AlphaClot.jpg|450x450px|Player-controlled Alpha Clot|right|frameless]]


{{For|the AI counterpart|Alpha Clot}}
{{For|the AI counterpart|Alpha Clot}}


The player-controlled '''Alpha Clot''' is one of the playable ZEDs in Killing Floor 2's Versus Mode. The Alpha Clot's role in the ZED team is more of a supportive one, as it possesses the ability to cause all nearby AI ZEDs to enrage and sprint, as well as the ability to grab and bite a Survivors to immobilize them for an easier attacks. While Alpha Clot is capable of attacking itself, it does not do a lot of damage in comparison to the other playable ZEDs.
The player-controlled '''Alpha Clot''' is one of the playable ZEDs in Killing Floor 2's [[Versus Mode]]. The Alpha Clot's role in the ZED team is more of a supportive one, as it possesses the ability to cause all nearby AI ZEDs to enrage and sprint, as well as the ability to grab and bite a Survivors to immobilize them for an easier attacks. While Alpha Clot is capable of attacking itself, it does not do a lot of damage in comparison to the other playable 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
| 20
|-
|-
! scope="row" | XP Reward
|<small>Kill Reward</small>
| 32
|<small>20</small>
|-
|-
! scope="row" | Speed (walking)
|<small>XP Reward</small>
| 325
|<small>32</small>
|-
|-
! scope="row" | Speed (sprinting)
|<small>Speed (walking)</small>
| 575
|<small>325</small>
|-
|-
! scope="row" | Health (body)
|<small>Speed (sprinting)</small>
| 350
|<small>575</small>
|-
|-
! scope="row" | Health (head)
|<small>Health (body)</small>
| 85
|<small>350</small>
|-
|-
|<small>Health (head)</small>
|<small>85</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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Alpha Clots are neutral to fire and are significantly resistant to piercing, microwave and explosive damage types.
Alpha Clots are neutral to fire and are significantly resistant to piercing, microwave and explosive 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||x0.8||x0.8||x0.5||x1||x0.35||x0.35||x1||x1
|-
|-
!<small>Damage Multiplier</small>
|<small>x0.4</small>
|<small>x0.8</small>
|<small>x0.8</small>
|<small>x0.5</small>
|<small>x1</small>
|<small>x0.35</small>
|<small>x0.35</small>
|<small>x1</small>
|<small>x1</small>
|<small>x1</small>
|}
|}
Alpha Clots resist to every type of ballistic weaponry but most notably weak against [[Commando_(Killing_Floor_2)|assault rifles]] and resistant to [[Gunslinger|handguns]].
Alpha Clots resist to every type of ballistic weaponry but most notably weak against [[Commando_(Killing_Floor_2)|assault rifles]] and resistant to [[Gunslinger|handguns]].
 
{| 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
|x0.8||x0.7||x0.5||x0.4||x0.5
|-
|-
!<small>Damage Multiplier</small>
|<small>x0.8</small>
|<small>x0.7</small>
|<small>x0.5</small>
|<small>x0.4</small>
|<small>x0.5</small>
|}
|}


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Alpha Clots are extremely vulnerable against [[Firebug_(Killing_Floor_2)| Firebug]]'s Caulk n' Burn and heavy (blunt) attacks of [[Berserker_(Killing_Floor_2)|Berserker]]'s [[Crovel Survival Tool]].
Alpha Clots are extremely vulnerable against [[Firebug_(Killing_Floor_2)| Firebug]]'s 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
|x2||x0.6||x0.3||x1.2
|-
|-
!<small>Damage Multiplier</small>
|<small>x2</small>
|<small>x0.6</small>
|<small>x0.3</small>
|<small>x1.2</small>
|}
|}
Alpha Clots are neutral to certain starting weapons and are notably 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]].
Alpha Clots are neutral to certain starting weapons and are notably 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]].
 
{| 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||x1||x0.75||x0.65||x1.5||x0.6||x1.6
|-
|-
!<small>Damage Multiplier</small>
|<small>x1</small>
|<small>x1</small>
|<small>x0.75</small>
|<small>x0.65</small>
|<small>x1.5</small>
|<small>x0.6</small>
|<small>x1.6</small>
|}
|}


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Alpha Clots have only one weak [[Mechanics_(Killing_Floor_2)#ZEDs_-_Hitzones|spot]], which is the head. Although the damage multiplier is miserable.
Alpha Clots 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>x1.01</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= (0.2, 0.7, 0.2, 0.2, 0.2)), Cooldown=10.0, Duration=1.5)</small>
|-
| colspan="3" rowspan="1" |<small>Knockdown = (Vulnerability= (0.2), Cooldown=10.0)</small>
|-
| colspan="3" rowspan="1" |<small>Stumble = (Vulnerability= (0.1), Cooldown=5.0)</small>
|-
| colspan="3" rowspan="1" |<small>GunHit = (Vulnerability= (0.2), Cooldown=1.7)</small>
|-
| colspan="3" rowspan="1" |<small>MeleeHit = (Vulnerability= (0.5), Cooldown=1.35)</small>
|-
| colspan="3" rowspan="1" |<small>Poison = (Vulnerability= (0.6), Cooldown=20.0, Duration=1.5)</small>
|-
| colspan="3" rowspan="1" |<small>Microwave = (Vulnerability= (0.25), Cooldown=10.0, Duration=2.5)</small>
|-
| colspan="3" rowspan="1" |<small>FirePanic = (Vulnerability= (0.9), Cooldown=5.0, Duration=3)</small>
|-
| colspan="3" rowspan="1" |<small>EMP = (Vulnerability= (2.5), Cooldown=10.0, Duration=2.2)</small>
|-
|-
! scope="row" | Head
| colspan="3" rowspan="1" |<small>Freeze = (Vulnerability= (0.5), Cooldown=1.5, Duration=0.5)</small>
|x1.01
|-
|-
! scope="row" | All other
| colspan="3" rowspan="1" |<small>Snare = (Vulnerability = (0.7, 0.7, 1.0, 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_clot_alpha_versus_incaps.png]]


==Attacks and Moves==
*'''Primary:''' 2-hit clawing attack, can be done while moving.
*'''Primary + Sprint:''' Ducks then slashes with both arms.
*'''Secondary:''' Grab.
*'''Bash:''' Rally, causes all nearby AI Zeds in a 10m radius to instantly rage and begin sprinting at Survivors.<br />


- '''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:''' Ducks then slashes with both arms.<br />
- '''Secondary:''' Grab.<br />
- '''Bash:''' Rally, causes all nearby AI Zeds in a 10m radius to instantly rage and begin sprinting at Survivors.<br />


Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team.<br />
*Grab. Maximum grab range - 2.1m. No cooldown. Note: Grab move featuring slight movement towards an enemy.
Grab. Maximum grab range - 2.1m. No cooldown. Note: Grab move featuring slight movement towards an enemy.<br />
*Melee. Damage - 10. Maximum hit range - 1.72m. Vs doors - x5 more. Cooldown - 0.18s.
Melee. Damage - 10. Maximum hit range - 1.72m. Vs doors - x5 more. Cooldown - 0.18s.<br />
*Shout. Allow neaby ZEDs to sprint / get frustrated and increase their damage by 20% (x1.2, by 50% on self boost). Radius - 10m. Cooldown - 1.5s.
Shout. Allow neaby ZEDs to sprint / get frustrated and increase their damage by 20% (x1.2, by 50% on self boost). Radius - 10m. Cooldown - 1.5s.<br />


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


Grab attack. There is 3 types of grab attack animation: type 1 (5 hits) - x2.3 / x1 / x1 / x1 / x1, type 2 (4 hits) - x2.3 / x1.3 / x1 / x1, type 3 (7 hits) - x2.2 / x1 / x1 / x1 / x1 / x1 / x1.<br />
*Grab attack. There is 3 types of grab attack animation: type 1 (5 hits) - x2.3 / x1 / x1 / x1 / x1, type 2 (4 hits) - x2.3 / x1.3 / x1 / x1, type 3 (7 hits) - x2.2 / x1 / x1 / x1 / x1 / x1 / x1.
Light attack (jumping) - x1.75 (1 hit per attack).<br />
*Light attack (jumping) - x1.75 (1 hit per attack).
Light attack (running) - x1.6 (type 1 - 1 hit per attack) OR x1.2 (type 2 - 2 hits per attack).<br />
*Light attack (running) - x1.6 (type 1 - 1 hit per attack) OR x1.2 (type 2 - 2 hits per attack).
Light attack (waking / stationary) - x1 (2 hits per attack).<br />
*Light attack (waking / stationary) - x1 (2 hits per attack).


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


Jump cooldown - 1s.
*Jump cooldown - 1s.
 
*Player-controlled Alpha Clots (along the Slashers and Crawlers) start spawning at the first wave of the normal versus game.
Player-controlled Alpha Clots (along the Slashers and Crawlers) start spawning at the first wave of the normal versus game.
 
{{KF2NavBox}}
{{KF2NavBox}}

Latest revision as of 22:28, 10 September 2019

Player-controlled Alpha Clot
Player-controlled Alpha Clot
For the AI counterpart, see Alpha Clot.


The player-controlled Alpha Clot is one of the playable ZEDs in Killing Floor 2's Versus Mode. The Alpha Clot's role in the ZED team is more of a supportive one, as it possesses the ability to cause all nearby AI ZEDs to enrage and sprint, as well as the ability to grab and bite a Survivors to immobilize them for an easier attacks. While Alpha Clot is capable of attacking itself, it does not do a lot of damage in comparison to the other playable ZEDs.

Base Statistics

Stat type Normal difficulty
Kill Reward 20
XP Reward 32
Speed (walking) 325
Speed (sprinting) 575
Health (body) 350
Health (head) 85

For kill reward calculations read Dosh Mechanics.

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

Damage Resistance

Player-controlled Alpha Clots have a wide variety of damage type resistances and are neutral to fire-based weapons. They are also less resistant to damage from certain tier 1 weapons and are extremely weak against Caulk n' Burn.

Common Modifiers

Alpha Clots are neutral to fire and are significantly resistant to piercing, microwave and explosive damage types.

Piercing Slashing Bludgeon Toxic Fire Microwave Explosives Freeze Shells EMP
Damage Multiplier x0.4 x0.8 x0.8 x0.5 x1 x0.35 x0.35 x1 x1 x1

Alpha Clots resist to every type of ballistic weaponry but most notably weak against assault rifles and resistant to handguns.

Sub-machine Gun Assault Rifle Shotgun Handgun Rifle
Damage Multiplier x0.8 x0.7 x0.5 x0.4 x0.5

Weapon-specific Modifiers

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

CaulkBurn HX25 Eviscerator Crovel (bludgeon)
Damage Multiplier x2 x0.6 x0.3 x1.2

Alpha Clots are neutral to certain starting weapons and are notably vulnerable against default 9mm Pistol and Field Medic's HMTech-101 Pistol.

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

Hitzones

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

Damage Multiplier
Head x1.01
All other x1

Incapacitation Resistance

Vulnerability mask = (Torso, Head, Legs, Arms, Special).
Stun = (Vulnerability= (0.2, 0.7, 0.2, 0.2, 0.2)), Cooldown=10.0, Duration=1.5)
Knockdown = (Vulnerability= (0.2), Cooldown=10.0)
Stumble = (Vulnerability= (0.1), Cooldown=5.0)
GunHit = (Vulnerability= (0.2), Cooldown=1.7)
MeleeHit = (Vulnerability= (0.5), Cooldown=1.35)
Poison = (Vulnerability= (0.6), Cooldown=20.0, Duration=1.5)
Microwave = (Vulnerability= (0.25), Cooldown=10.0, Duration=2.5)
FirePanic = (Vulnerability= (0.9), Cooldown=5.0, Duration=3)
EMP = (Vulnerability= (2.5), Cooldown=10.0, Duration=2.2)
Freeze = (Vulnerability= (0.5), Cooldown=1.5, Duration=0.5)
Snare = (Vulnerability = (0.7, 0.7, 1.0, 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: Ducks then slashes with both arms.
  • Secondary: Grab.
  • Bash: Rally, causes all nearby AI Zeds in a 10m radius to instantly rage and begin sprinting at Survivors.

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

  • Grab. Maximum grab range - 2.1m. No cooldown. Note: Grab move featuring slight movement towards an enemy.
  • Melee. Damage - 10. Maximum hit range - 1.72m. Vs doors - x5 more. Cooldown - 0.18s.
  • Shout. Allow neaby ZEDs to sprint / get frustrated and increase their damage by 20% (x1.2, by 50% on self boost). Radius - 10m. Cooldown - 1.5s.

Damage Scale

  • Grab attack. There is 3 types of grab attack animation: type 1 (5 hits) - x2.3 / x1 / x1 / x1 / x1, type 2 (4 hits) - x2.3 / x1.3 / x1 / x1, type 3 (7 hits) - x2.2 / x1 / x1 / x1 / x1 / x1 / x1.
  • Light attack (jumping) - x1.75 (1 hit per attack).
  • Light attack (running) - x1.6 (type 1 - 1 hit per attack) OR x1.2 (type 2 - 2 hits per attack).
  • Light attack (waking / stationary) - x1 (2 hits per attack).

Miscellaneous Information

  • Jump cooldown - 1s.
  • Player-controlled Alpha Clots (along the Slashers and Crawlers) start spawning at the first wave of the normal versus game.