Quarter Pound

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The Quarter Pounds are the smaller versions of the normal Fleshpounds that have less health and are slightly more vulnerable against various damage types. They originally made their first appearance in the Poundemonium weekly outbreak mode as a minions of King Fleshpound boss and were later added into the spawning pool of the normal Survival games.

Health

Quarter Pounds have significantly less health than any other Fleshpound variants, however their head-to-body HP ratio is rather huge. In 6 players Hell on Earth game their head health is 71% of their body health while for regular Fleshpound this value is only 32%.

Normal Hard Suicidal Hell on earth
Body / Head HP (1 Player) 375 / 325 562 / 487 825 / 682 862 / 702
Body / Head HP (2 Player) 450 / 373 674 / 560 990 / 784 1034 / 807
Body / Head HP (3 Player) 525 / 422 786 / 633 1155 / 886 1206 / 912
Body / Head HP (4 Player) 600 / 471 899 / 706 1320 / 988 1379 / 1017
Body / Head HP (5 Player) 675 / 520 1011 / 779 1485 / 1091 1551 / 1123
Body / Head HP (6 Player) 750 / 568 1124 / 852 1650 / 1193 1724 / 1228

Hitzones

Quarter Pounds have 2 weak spots, which are the head and the glowing plate on their chest. Their arm grinders deflect attacks.

Damage Multiplier
Head x1.1
Chest Plate x1.1
Arm Grinders x0.2
All other x1

Resistances

Quarter Pounds are resistant to nearly all forms of the damage, however in a lesser amount than normal Fleshpounds. Quarter Pounds are neutral to the Explosive and Microwave Gun damage (however, they are slightly resistant to Helios Rifle and significantly resistant to HRG Teslauncher damage).

Piercing Slashing Bludgeon Toxic Fire HRGTeslauncherDoT Microwave MicrowaveRifle HRGTeslauncher Explosives Freeze Shells Bleeding EMP
Damage Multipler x0.75 x0.62 x0.62 x0.31 x0.37 x0.5 x1 x0.8 x0.5 x1 x1 x1 x1 x1
Sub-machine Gun Assault Rifle Shotgun Handgun Rifle
Damage Multiplier x0.62 x0.62 x0.75 x0.75 x0.75

Incapacitation Resistance

Affliction: Stun Knockdown Stumble Gun hit Melee hit Snare
Torso vulnerability: x0.5 x0.25 x0.37 x0 x1 x1
Head vulnerability: x0.55 x0.25 x0.46 x0 x1 x1
Legs vulnerability: x0.5 x0.5 x0.46 x0 x1 x3
Arms vulnerability: x0 x0.25 x0.15 x0 x1 x1
Special zone vulnerability: x0.55 x0.4 x0.75 x0.5 x1 x1
- Incap cooldown 10s 10s 3.5s 1.7s 2s 8.5s
- Incap duration 1.55s --- --- --- --- 5s
- Dissipation rate -20/s -20/s -20/s -20/s -20/s -20/s
- Incap threshold 100 for all incaps. Quarter Pound's special zone is a chest core.
Affliction: Poison Microwave Fire panic EMP Freeze Bleed
- Vulnerability x0.15 x0.55 x0.45 x0.95 x0.95 x0.75
- Incap cooldown 20.5s 17s 10s 10s 10.5s ---
- Incap duration 5s 2.5s 3.5s 2.2s 1s ---
- 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) 1.87s
Stun (time + wakeup duration) 1.55s + 1.7s
Freeze (time + thaw duration) 1s + 1.67s
Stumble (duration) Between (1-2.67)s
Parry (duration) Between (0.85-2.67)s

Attacks

Quater Pounds using same set of attacks as a normal Fleshpound, however they do less base damage - 49 opposite to 55.

Melee (base damage) 49
Melee (damage multipliers vs. doors) 3/4/5
Melee (damage multipliers vs. players) 0.08/0.2/0.23/0.25/0.34/0.5/0.55/1
Melee (range) 250

Movement

Quarter Pounds are notably fast ZEDs capable of catching the players when both walks. Unlike other Fleshpound variants, Quater Pounds do not cover their heads with the gauntlets when sprint. In fact they do not have metallic spikes on their hands at all.

Quarter Pound moves rather fast when it is calm and sprint even faster when enraged. It has specific conditions that have to be met before they enrage:

  • After 10-14 seconds once Quarter Pound has gotten player in its sight. Getting hit by a Quarter Pound while it is docile will not reset this timer, neither breaking line of sights. However, it is worth noting that this timer will reset whenever the Quarter Pound switches its target to a different player. This means that two different players can indefinitely "juggle" a calm Quarter Pound as long as they keep him switching his attention by proximity.
  • After Quarter Pound has taken 276 points of damage.

Once enraged, Quarter Pound will not stop raging until it successfully land an attack on a player, or 30 seconds after it have lost sight of players.

Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty.

Walking speed (per difficulty) (405 - 495) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1)
Running speed (per difficulty) (585 - 715) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1)
Hidden speed 600
Sprint chance Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1
Sprint chance (when damaged) Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1

Miscellaneous Information

Teleportation:

Frustration delay Random (2.5-5)s
Disabled, when total AI remains cannot teleport
Cooldown cannot teleport
When hidden, can use after cannot teleport
When spawned, can use after cannot teleport

Miscellaneous:

Penetration resistance 5
Parry resistance 4
AI pause, on gun / melee hit 0.85s
  • Quarter Pound shares the same AI as normal Fleshpound.
  • Rage begins when Quarter Pound takes 276 points of accumulative damage.
  • Chance to spawn already enraged: Normal - 0%, Hard - 0%, Suicidal - 20%, HOE - 33%.
  • Frustration time, random, between 10-14 seconds.
  • Enraged Quarter Pound will calm down as soon as it land a hit. LOS and hits performed during the Quarter Pound's calm phase have no effect on the next rage starting time.
  • Damage to doors = 120 / 160 / 200 / 680 (multiple hits performed during the animation with following damage values assigned to them).
  • ZED mass = 200, Maximum falling velocity, units / second = 4000.
  • When enraged, Quarter Pound takes only 25% of all incoming weapon powers towards its affliction meter. Rage resistance works like an additional multiplier of x0.25. Final Power Value = Base Weapon Power x Bodypart Resistance x Rage Resistance.
  • The rage will end as soon as QP land a hit on a player or a ZED (excluding bump damage) or 30s will pass without seeing players. If 30s passed without seeing players, it will not be able to enrage; to trigger its new frustration timer it will need to get players within its LOS. Note that after landing a hit the enraged QP will update its "last enemy seeing" timer and will immediately trigger its new frustration timer, so staying outside of its LOS is the only way to prevent enragement. The EMP disrupt will as well end its range instantly, resetting timer.
  • Enraged Quarter Pound will attempt to play its taunt animation. Quarter Pound can skip this animation completely if at the moment of enragement it will be doing melee attack or any other special move. In such case Quarter Pound will be enraged without losing momentum.
  • Quarter Pound has a chance to block upon taking damage or when being aimed at. Quarter Pound has a chance to evade certain damage sources. Quarter Pound cannot block when enraged.
  • Enraged or sprinting Quarter Pound can do bump damage to ZEDs just by touching them (although ZEDs on its path will likely attempt to evade the threat). Base amount of the damage is 270, multiplied by x2 if Quarter Pound is sprinting and also multiplied by Quarter Pound's difficulty settings. All ZEDs take full damage, Scrake - only 10% of it, Quarter Pound - 25%, Fleshpound - 0%. If by the moment of bump ZED will be having less body health than incoming bump damage, this ZED will knocked down if it would manage to survive (Rioter, for example, as it armor will absorb the damage). Otherwise, if ZED will be having enough health to survive the bump, instead it will stumble. ZEDs damaged in this manner will NOT be considering their bumper as an enemy.
  • Running Quarter Pound is a threat to small ZEDs, they will attempt to evade it.

Gallery