Versus Mode

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Revenge Of The ZEDs

Versus Mode is the Killing Floor 2's player-versus-player mode. It was added in the game on April 7, 2016, during its Early Access stage as a part of Revenge Of The ZEDs update. In this mode two teams, Survivors and ZEDs, face off against each other with their respective goals to achieve - human team must survive to the end of the game while ZED team attempts to eliminate them.

The game is played in a 2 rounds format - each rounds ends with either all human players being killed or after defeating player-controlled boss, after that teams are being swapped. As a winning criteria there is a score system that human survivors gain and lose in a process. The further in game human team makes it and fewer casualties it takes - the higher score it is being awarded with, however the most significant factor there is a victory itself as defeating boss grants highest amount of score points.

After 2 rounds passed team with the highest score wins.

Difficulty Modifiers

Game has Short length (4 rounds) and Normal difficulty. Regular AI ZEDs spawn along the player-controlled. Players may posses following ZEDs: Alpha Clot, Slasher, Crawler, Stalker, Bloat, Gorefast, Siren, Husk, Scrake, Fleshpound and Patriarch itself.

Attribute Value
Global health mod x1
Global speed mod x1
Wave size mod x0.53
Dosh kill mod x1.2
Start / spawn Dosh 500 / 500
Pickup mod Ammo - x0.65 / Items - x0.45
Self-inflicted damage x0.1
Max respawn Dosh 1950
Dosh penalty, on death -3%
Per-player modifiers
Wave Length modifier 1p - x1, 2p - x2, 3p - x2.75, 4p - x3.5, 5p - x4, 6p - x4.5.
AI Hidden speed 1p - x1, 2p - x1, 3p - x1, 4p - x1.3, 5p - x1.3, 6p - x1.65.
Item Respawn time 1p - 30s, 2p - 15s, 3p - 10s, 4p - 7.5s, 5p - 6s, 6p - 5s.
Ammo Respawn time 1p - 30s, 2p - 15s, 3p - 10s, 4p - 7.5s, 5p - 6s, 6p - 5s.

ZED Spawning

ZEDs spawn in squads. Human players and AIs have separate squads to posses. Normally Human players are fitted into Squad #1, at rare occasion - at Squad #2. Initially there is 10% chance for spawning a Special Squad, with each next non-special squad deployment, the chance to spawn a Special Squad is being increased by another 10%. At some point during the wave Special Squad will be forced to deploy.

At "early" waves (wave 1 and wave 2) AI spawn intensity will be slowed down regardless from amount of the human players. Spawn Time modifier - x2.1. At the "late" waves (wave 3 and wave 4) AI spawn intensity will be increased / decreased depending on amount of the players: 1p - x1.8, 2p - x1.7, 3p - x1.6, 4p - x1.5, 5p - x1.17, 6p - x1.

  • Maximum amount of the human Special Squads that can be deployed (wave 3 / wave 4) is 1 / 2.
  • Time between spawning human squads: wave 1 - 20s, wave 2 - 27s, wave 3 - 30s, wave 4 - 35s.
  • Time between spawning human squads (boss wave) - 40 seconds.
  • Time before spawning human squads after wave starts: wave 1 - 15 seconds, wave 2-4 - 10 seconds.
  • Maximum human-controlled Scrakes allowed, per cycle AND / OR active at once - 2.
  • Maximum human-controlled Fleshpounds allowed, per cycle AND / OR active at once - 2.

AI squads to spawn

Wave - 1 Wave - 2 Wave - 3 Wave - 4
AI squads (total AI - 25) AI squads (total AI - 32) AI squads (total AI - 35) AI squads (total AI - 42)
Normal squads UClot3_AClot1_Gorefast1 Normal squads UClot3_AClot1 Normal squads UClot4 Normal squads UClot3_AClot1
UClot4 Crawler2 Crawler2 Crawler4
AClot3_SClot1 Crawler4 Crawler4 UClot3_Bloat1
UClot4_Bloat1 AClot3_Bloat1 AClot3_Bloat1 SClot1_AClot2_Gorefast1
Special squad SClot6 SClot2_Crawler3_Gorefast1 Stalker2 AClot2_Gorefast2
SClot1_Gorefast3 AClot2_Gorefast2 SClot2_Crawler3_Gorefast1
UClot3_Gorefast1_Siren1 SClot1_Gorefast3 UClot3_Crawler1_Stalker2_Bloat1_Siren1
Stalker4 AClot3_Gorefast1_Siren1 AClot2_Gorefast2
Gorefast4 UClot3_Crawler1_Stalker2_Bloat1_Siren1 Crawler2_Stalker2_Bloat1_Siren2
Crawler2_Gorefast2_Stalker2_Siren1 Stalker2 UClot3_AClot1_Gorefast1
Husk1 AClot3_SClot1 UClot4
Special squad Crawlers8 UClot3_AClot1_Gorefast1 Stalker4
Gorefast4 Gorefast4
Crawler6 Crawler6
SClot2_Crawler2_Gorefast2_Siren2 SClot2_Crawler2_Gorefast2_Siren2
AClot2_Gorefast1_Husk1 Husk2
Special squad Stalker2_Husk1_Bloat1 Special squad Crawler2_Stalker2_Bloat1_Siren2

Player-controlled squads to spawn

Wave - 1 Wave - 2 Wave - 3 Wave - 4
Squad #1 (deployed all the time): Squad #1 (deployed all the time): Squad #1 (deployed most of the time): Squad #2 (deployed very rare): Special squad (deployed very rare): Squad #1 (deployed most of the time): Squad #2 (deployed very rare): Special squad (deployed very rare):
Alpha Clot - 3 Alpha Clot - 2 Alpha Clot - 1 Alpha Clot - 1 Alpha Clot - 1 Alpha Clot - 1 Alpha Clot - 1 Alpha Clot - 1
Slasher - 4 Slasher - 3 Slasher - 1 Slasher - 1 Gorefast - 4 Slasher - 1 Slasher - 1 Gorefast - 4
Crawler - 3 Crawler - 3 Crawler - 2 Gorefast - 4 Bloat - 3 Crawler - 2 Gorefast - 4 Bloat - 3
Gorefast - 2 Gorefast - 4 Stalker - 2 Siren - 1 Gorefast - 4 Stalker - 2 Siren - 1
Stalker - 2 Stalker - 3 Siren - 1 Husk - 3 Stalker - 2 Bloat - 3 Husk - 3
Bloat - 2 Bloat - 3 Husk - 1 Slasher - 1 Bloat - 3 Siren - 1 Crawler - 2
Siren - 1 Siren - 1 Crawler - 2 Crawler - 2 Siren - 1 Husk - 1 Stalker - 2
Husk - 2 Husk - 3 Scrake - 1 Stalker - 2 Husk - 3 Crawler - 2 Fleshpound - 1
Scrake - 2 Scrake - 1 Scrake - 1

Team Scoring

Each Team gains score in Versus game. Highest score grants the victory.

For every wave completion Team gains 1000 points. If Team has been wiped during the wave it grants (AI ZEDs Remaining / Total AI ZEDs) x 1000, i.e. scales score with percentage of wave completion.

For every human player death Team loses 100 points.

For boss kill team gains up to 10000 points. This score being decreased by amount of the damage taken by survivors (dealt by boss).