Patriarch (Killing Floor 2 VS): Difference between revisions

From Tripwire Interactive Wiki
Jump to navigation Jump to search
(Created page with "{{Under_construction_KF2}} 500 px|thumb|He's back, and he's got some new tricks === General Information === Fleshpounds are one of the playable Zeds...")
 
 
(4 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{Under_construction_KF2}}
[[File:KF2_Specimen_VS_Patriarch.jpg|500px|frame]]
[[File:PatriarchKF2.jpeg|500 px|thumb|He's back, and he's got some new tricks]]
=== General Information ===
Fleshpounds are one of the playable Zeds in Killing Floor 2's Versus mode. Currently, only one Fleshpound will spawn in every Versus match on Wave 4, usually making their appearance simultaneously with a Scrake. <br />


The Player-controlled Fleshpound is not restricted to walking while docile and can enrage at will, as well as perform every attack that AI Fleshpounds are capable of, as well as some additional attacks which AI Fleshpounds do not possess. <br />
{{For|the AI counterpart|Patriarch (Killing Floor 2)}}
The Fleshpound's role in the Zed team is to lead the charge as the tank, soaking up damage. This will force the Survivor team to focus fire on you, allowing your teammates to attack or surround them while they are trying to take you down. Alternatively, player Fleshpounds can wait for their lesser brethren to occupy the Survivor team before charging in and dealing as much damage as possible. While the Fleshpound does not do as much damage as the Scrake, he has higher health and different resistances, allowing him to take a higher amount of punishment before going down. <br />
 
The '''Patriarch''' is playable in Killing Floor 2's Versus mode at the end of a standard 4-wave match. A random player on the ZED team will be given control of the Patriarch during the boss round.
 
==General Information==
 
Like the AI counterpart, the playable Patriarch boasts a wide variety of attacks and weapons, able to deal damage at range and at close combat. He also possesses the ability to summon lesser ZEDs (controlled by the other players on the ZED team) by dealing damage to the Survivor team. Unlike the AI Patriarch, the playable Patriarch does not need to retreat from combat to heal - he can pop a healing syringe in the middle of combat and immediately resume fighting.
 
==Base Statistics==


== PvP Statistics ==
{|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;"
{|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;"
!  
!  
! scope="col" | PvP Statistics
! scope="col" | Normal
|-
|-
! scope="row" | Bounty
! scope="row" | Kill Reward
| £500
| 500
|-
|-
! scope="row" | Speed (Walking)
! scope="row" | XP Reward
| 260
| 2500
|-
|-
! scope="row" | Speed (Sprinting)
! scope="row" | Speed (walking)
| 260
|-
! scope="row" | Speed (sprinting)
| 700  
| 700  
|-
|-
! scope="row" | Health
! scope="row" | Health (body)
| 2540 (+50% per player, up to 8890)
| 1680
|-
! scope="row" | Extra Health (per player)
| +50%
|-
|-
|}
|}


- The player controlled Patriarch will have his speed modified based on the average level of the Survivor team. This percentage value varies between '''-10% to +10% speed.''' <br />
For kill reward calculations read [[Mechanics_(Killing_Floor_2)#Gameplay_-_Dosh|Dosh Mechanics]].
- The player controlled Patriarch will have his value further modified based on the average level of the Survivor team. This multiplier ranges from '''x0.7 to x1.18.''' <br />
 
Due to [[Mechanics_(Killing_Floor_2)#Gameplay_-_Game_Conductor|Game Conductor]] mechanics, player-controlled Patriarch has its health modified based on the average level of the Survivor team. Values vary within (x0.85 - x2) range.
 
The Patriarch does not have head health as he cannot be decapitated.
 
Under normal circumstances it is impossible to do anything with the bounty earned from killing Patriarch other than to throw it around in post-victory idle time.
 
The Patriarch has his health value scaled accordingly to the number of players in the game. This increase in value is massive per player (+50% of the base value). The Patriarch's base health value is 1680 for 1 player, 2520 for 2 players, 3360 for 3 players, 4200 for 4 players, 5040 for 5 players and 5880 for 6 players on the server.


== Resistances ==
==Resistances==
The player controlled Patriarch has the same resistance values as the AI controlled Patriarch.
 
The player-controlled Patriarch has the same resistance values as the AI controlled Patriarch.


{|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;"
{|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;"
!  
!  
! scope="col" | Ballistics
! scope="col" | Firearms
! scope="col" | Shotguns
! scope="col" | Piercing
! scope="col" | Piercing
! scope="col" | Slashing
! scope="col" | Slashing
Line 42: Line 60:
! scope="col" | Microwave
! scope="col" | Microwave
! scope="col" | Explosives
! scope="col" | Explosives
! scope="col" | EMP
! scope="col" | Freeze
! scope="col" | [[Mechanics_(Killing_Floor_2)#Weapons_-_Ballistic-explosive_tracing|Shells]]
|-
|-
! scope="row" | Damage Taken Multipler
! scope="row" | Damage Multiplier
|70%||80%||50%||40%||50%||50%||125%||60%||150%
|x0.5||x0.4||x0.5||x1||x1||x0.05||x0.4||x0.9||x0.4||x1||X1
|-
|-
|}
|}


The player controlled Patriarch has the same weakspots and armored spots as the AI controlled Patriarch
==Hitzones==
 
The player-controlled Patriarch has the same weakspots and armored spots as the [[Patriarch_(Killing_Floor_2)|AI controlled]] Patriarch.


{|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;"
{|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;"
!  
!  
! scope="col" | Hit Zone Damage Factor
! scope="col" | Damage Multiplier
|-
|-
! scope="row" | Chest Tentacle
! scope="row" | Head
|150%
|x1
|-
|-
! scope="row" | Right Forearm
! scope="row" | Body
|110%
|x0.8
|-
|-
! scope="row" | Head
! scope="row" | Tentacle (if used)
|100%
|x1.3
|-
|-
! scope="row" | Abdomen, Hips
! scope="row" | Abdomen, Hips
|100%
|x1
|-
! scope="row" | Left arm, Weapon
|x0.1
|-
|-
! scope="row" | Right Foot
! scope="row" | Right upper arm
|100%
|x1.3
|-
|-
! scope="row" | Body
! scope="row" | Right forearm
|80%
|x1
|-
|-
! scope="row" | Right Leg
! scope="row" | Right hand
|80%
|x0.5
|-
|-
! scope="row" | Right Hand
! scope="row" | Left leg
|50%
|x0.1
|-
|-
! scope="row" | Left Arm
! scope="row" | Right leg
|33%
|x0.8
|-
|-
! scope="row" | Left Leg
! scope="row" | Right foot
|33%
|x1
|-
|-
|}
|}


== Movelist ==
==[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Incapacitation]] Resistance==
- '''LMB (while standing/walking):''' Slashes with his tentacle arm twice, a light attack <br />
 
- '''LMB (while sprinting, uncloaked):''' Swings his armored left arm in a wide arc, a heavy attack (also performed if LMB is pressed while airborne) <br />
[[File:Kf2_patriarch_versus_incaps.png]]
- '''LMB (while sprinting, cloaked):''' Performs a charging shoulder ram while traveling forward <br />
 
- '''LMB+a or d:''' Performs a spinning clothesline dealing damage and knocking away all nearby targets <br />
==Attacks and Moves==
- '''LMB+s:''' Kicks forward <br />
 
<br />
- '''Primary (while standing/walking):''' Slashes with his tentacle arm twice, a light attack.<br/>
- '''RMB:''' Fires the minigun - Hold down RMB to shoot longer <br />
- '''Primary (while sprinting, uncloaked):''' Swings his armored left arm in a wide arc, a heavy attack (also performed if LMB is pressed while airborne).<br/>
- '''MMB:''' Fires the missile launcher <br />
- '''Primary (while sprinting, cloaked):''' Performs a charging shoulder ram while traveling forward.<br/>
- '''G:''' Fires 3 Mortar shells into the air that track a random player within range, each. Cannot be used when there are no valid targets around your position. <br />
- '''Primary + Left OR Right:''' Performs a spinning clothesline dealing damage and knocking away all nearby targets.<br/>
- '''V:''' Tentacle Grab <br />
- '''Primary + Back:''' Kicks forward.<br/>
- '''Q:''' Heal yourself back to full health with a healing syringe; can only be used 3 times.
- '''ADS button:''' Fires the minigun - Hold down RMB to shoot longer.<br/>
- '''Passive:''' Automatically cloaks upon sprinting if cloaking is not on cooldown <br />
- '''Secondary:''' Fires the missile launcher.<br/>
- '''Passive:''' The more healing syringes you use, the lower the cooldown of the minigun, missle launcher and mortar attacks become.
- '''Grenade button:''' Fires 3 Mortar shells into the air that track a random player within range, each. Cannot be used when there are no valid targets around your position.<br/>
- '''Bash:''' Tentacle Grab.<br/>
- '''Heal:''' Heal yourself back to full health with a healing syringe; can only be used 3 times. Note that if you do not use a healing syringe when you fall below 25% health, the game will automatically try to heal when you are not performing an action.<br/>
- '''Passive:''' Automatically cloaks upon sprinting if cloaking is not on cooldown.<br/>
 
Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team.<br/>
Melee. Damage - 25. Maximum hit range - 3.75m. Cooldown - 0.5s.<br/>
Minigun. Damage - 10. ROF - 1000. Cooldown - 4s.<br/>
Missile. Damage - 70 (direct hit - 200). Radius - 6.5m. Falloff - 2 (exp). Cooldown - 5s.<br/>
Mortar. Damage - 70 (direct hit - 200). Radius - 6.2m. Falloff - 2 (exp). Cooldown - 2.35s.<br/>
Tentacle grab. Damage - 10. Maximum grab range - 6.5m. Cooldown - 5s.
 
===Damage Scale===
 
All melee attacks except for the Claw attack (right handed melee attack) do full damage to the players - x1 and only vary by the possible amount of the hits. Claw attack does x0.5 damage.


== Gameplay Tips and Strategies ==
==Miscellaneous Information==


== Gallery ==
Time between spawning human squads (boss wave) - 40 seconds.
<gallery>
</gallery>


{{KF2NavBox}}
{{KF2NavBox}}

Latest revision as of 16:41, 11 December 2017

For the AI counterpart, see Patriarch (Killing Floor 2).


The Patriarch is playable in Killing Floor 2's Versus mode at the end of a standard 4-wave match. A random player on the ZED team will be given control of the Patriarch during the boss round.

General Information

Like the AI counterpart, the playable Patriarch boasts a wide variety of attacks and weapons, able to deal damage at range and at close combat. He also possesses the ability to summon lesser ZEDs (controlled by the other players on the ZED team) by dealing damage to the Survivor team. Unlike the AI Patriarch, the playable Patriarch does not need to retreat from combat to heal - he can pop a healing syringe in the middle of combat and immediately resume fighting.

Base Statistics

Normal
Kill Reward 500
XP Reward 2500
Speed (walking) 260
Speed (sprinting) 700
Health (body) 1680
Extra Health (per player) +50%

For kill reward calculations read Dosh Mechanics.

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

The Patriarch does not have head health as he cannot be decapitated.

Under normal circumstances it is impossible to do anything with the bounty earned from killing Patriarch other than to throw it around in post-victory idle time.

The Patriarch has his health value scaled accordingly to the number of players in the game. This increase in value is massive per player (+50% of the base value). The Patriarch's base health value is 1680 for 1 player, 2520 for 2 players, 3360 for 3 players, 4200 for 4 players, 5040 for 5 players and 5880 for 6 players on the server.

Resistances

The player-controlled Patriarch has the same resistance values as the AI controlled Patriarch.

Firearms Shotguns Piercing Slashing Bludgeon Toxic Fire Microwave Explosives Freeze Shells
Damage Multiplier x0.5 x0.4 x0.5 x1 x1 x0.05 x0.4 x0.9 x0.4 x1 X1

Hitzones

The player-controlled Patriarch has the same weakspots and armored spots as the AI controlled Patriarch.

Damage Multiplier
Head x1
Body x0.8
Tentacle (if used) x1.3
Abdomen, Hips x1
Left arm, Weapon x0.1
Right upper arm x1.3
Right forearm x1
Right hand x0.5
Left leg x0.1
Right leg x0.8
Right foot x1

Incapacitation Resistance

Attacks and Moves

- Primary (while standing/walking): Slashes with his tentacle arm twice, a light attack.
- Primary (while sprinting, uncloaked): Swings his armored left arm in a wide arc, a heavy attack (also performed if LMB is pressed while airborne).
- Primary (while sprinting, cloaked): Performs a charging shoulder ram while traveling forward.
- Primary + Left OR Right: Performs a spinning clothesline dealing damage and knocking away all nearby targets.
- Primary + Back: Kicks forward.
- ADS button: Fires the minigun - Hold down RMB to shoot longer.
- Secondary: Fires the missile launcher.
- Grenade button: Fires 3 Mortar shells into the air that track a random player within range, each. Cannot be used when there are no valid targets around your position.
- Bash: Tentacle Grab.
- Heal: Heal yourself back to full health with a healing syringe; can only be used 3 times. Note that if you do not use a healing syringe when you fall below 25% health, the game will automatically try to heal when you are not performing an action.
- Passive: Automatically cloaks upon sprinting if cloaking is not on cooldown.

Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team.
Melee. Damage - 25. Maximum hit range - 3.75m. Cooldown - 0.5s.
Minigun. Damage - 10. ROF - 1000. Cooldown - 4s.
Missile. Damage - 70 (direct hit - 200). Radius - 6.5m. Falloff - 2 (exp). Cooldown - 5s.
Mortar. Damage - 70 (direct hit - 200). Radius - 6.2m. Falloff - 2 (exp). Cooldown - 2.35s.
Tentacle grab. Damage - 10. Maximum grab range - 6.5m. Cooldown - 5s.

Damage Scale

All melee attacks except for the Claw attack (right handed melee attack) do full damage to the players - x1 and only vary by the possible amount of the hits. Claw attack does x0.5 damage.

Miscellaneous Information

Time between spawning human squads (boss wave) - 40 seconds.