Husk (Killing Floor 2 VS): Difference between revisions
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{{For|the AI counterpart|Husk (Killing Floor 2)}} | |||
The player-controlled '''Husk''' is one of the playable ZEDs in Killing Floor 2's Versus Mode. The Husk is one of the few ranged ZEDs in the game. Husk has two main roles - one of them is to snipe human team from the long ranges thanks to its ability to shoot precise fireballs and the other role is an area denial - in close range Husk uses flamethrower and suicide AOE attacks. | |||
==Base Statistics== | |||
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! | |||
! scope="col" | Normal | |||
|- | |||
! scope="row" | Kill Reward | |||
| 20 | |||
|- | |||
! scope="row" | XP Reward | |||
| 30 | |||
|- | |||
! scope="row" | Speed (walking) | |||
| 550 | |||
|- | |||
! scope="row" | Speed (sprinting) | |||
| 430 | |||
|- | |||
! scope="row" | Health (body) | |||
| 600 | |||
|- | |||
! scope="row" | Health (backpack) | |||
| 75 | |||
|- | |||
! scope="row" | Health (head) | |||
| 200 | |||
|- | |||
|} | |||
For kill reward calculations read [[Mechanics_(Killing_Floor_2)#Gameplay_-_Dosh|Dosh Mechanics]]. | |||
Due to [[Mechanics_(Killing_Floor_2)#Gameplay_-_Game_Conductor|Game Conductor]] mechanics, player-controlled Husks have their health modified based on the average level of the Survivor team. Values vary within (x0.85 - x2) range. | |||
==Damage Resistance== | |||
Player-controlled Husks resistant to nearly all types of the damage except for very few cases, however they are less resistant to damage from certain ''tier 1'' weapons. | |||
===Common Modifiers=== | |||
Husks are resistant to all types of the damage except for Microwave which they are neutral to. | |||
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! | |||
! scope="col" | Piercing | |||
! scope="col" | Slashing | |||
! scope="col" | Bludgeon | |||
! scope="col" | Toxic | |||
! scope="col" | Fire | |||
! scope="col" | Microwave | |||
! scope="col" | Explosives | |||
! scope="col" | Freeze | |||
! scope="col" | [[Mechanics_(Killing_Floor_2)#Weapons_-_Ballistic-explosive_tracing|Shells]] | |||
|- | |||
! scope="row" | Damage Multiplier | |||
|x0.4||x0.8||x0.8||x0.3||x0.5||x1||x0.8||x1||x1 | |||
|- | |||
|} | |||
Husks resistant to every type of ballistic weaponry, without any significant cascades in the multiplier values. | |||
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! | |||
! scope="col" | Sub-machine Gun | |||
! scope="col" | Assault Rifle | |||
! scope="col" | Shotgun | |||
! scope="col" | Handgun | |||
! scope="col" | Rifle | |||
|- | |||
! scope="row" | Damage Multiplier | |||
|x0.8||x0.7||x0.5||x0.6||x0.65 | |||
|- | |||
|} | |||
===Weapon-specific Modifiers=== | |||
Husks are vulnerable against heavy (blunt) attacks of [[Berserker_(Killing_Floor_2)|Berserker]]'s [[Crovel Survival Tool]]. | |||
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! | |||
! scope="col" | CaulkBurn | |||
! scope="col" | HX25 | |||
! scope="col" | Eviscerator (proj) | |||
! scope="col" | Eviscerator (saw) | |||
! scope="col" | Crovel (bludgeon) | |||
|- | |||
! scope="row" | Damage Multiplier | |||
|x0.7||x0.6||x0.4||x0.3||x1.2 | |||
|- | |||
|} | |||
Husks are neutral against [[Commando_(Killing_Floor_2)| Commando]]'s [[AR-15 Varmint Rifle|AR-15]], drastically 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]] and are slightly weak against certain [[Support (Killing Floor 2)|shotguns]]. | |||
{|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" | AR15 | |||
! scope="col" | MB500 | |||
! scope="col" | Rem1858 | |||
! scope="col" | Colt1911 | |||
! scope="col" | Medic Pistol | |||
! scope="col" | Winchester | |||
! scope="col" | 9mm | |||
! scope="col" | Trenchgun | |||
|- | |||
! scope="row" | Damage Multiplier | |||
|x1||x1.1||x0.85||x0.75||x1.5||x0.75||x1.6||x1.1 | |||
|- | |||
|} | |||
==Hitzones== | |||
Husks have two weak [[Mechanics_(Killing_Floor_2)#ZEDs_-_Hitzones|spots]], which are the head and the backpack. Husks will die instantly by exploding when they all out of backpack health. | |||
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! | |||
! scope="col" | Damage Multiplier | |||
|- | |||
! scope="row" | Head | |||
|x1.001 | |||
|- | |||
! scope="row" | Backpack | |||
|x1.1 | |||
|- | |||
! scope="row" | Arm Cannon | |||
|x0.5 | |||
|- | |||
! scope="row" | All other | |||
|x1 | |||
|- | |||
|} | |||
==[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Incapacitation]] Resistance== | |||
[[File:Kf2_husk_versus_incaps.png]] | |||
==Attacks and Moves== | |||
- '''Primary:''' Ranged Fireball attack.<br /> | |||
- '''Secondary:''' Close range Flamethrower attack.<br /> | |||
- '''Bash button:''' 3-hit Melee combo.<br /> | |||
- '''Grenade button:''' Suicide AOE attack.<br /> | |||
Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team.<br /> | |||
Fireball. Damage - 23. Radius - 6.5m. Falloff - 1 (linear). Cooldown - 0.95s. Upon holding the charge button, the Fireball strength (damage and radius) is being increased within (x0.5 - x1.3) range at rate of +0.4 per second (i.e. it will have the maximum damage / range after charging the cannon for roughly 3 seconds). Explosion radius depends on the current strength and has additional multiplier of x0.7 - actual explosion radius laying between 2.27 and 5.91 meters. Fireball leaves a ground fire (duration - 4s, burn interval - 0.25s, damage - 1, radius - 150, linear falloff).<br /> | |||
Flamethrower. Damage: Max - 10, Min - 3 (scales linearly over 9m). ROF - 120. Cooldown - 2s.<br /> | |||
Melee. Damage - 15. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 0.1s.<br /> | |||
Suicide (or Backpack explosion). Damage - 125. Radius - 6m. Falloff - 0.5 (exp).<br /> | |||
===Damage Scale=== | |||
Melee - x1 (3 hits per attack).<br /> | |||
Melee (headless) - x1 (1 hit per attack). | |||
==Miscellaneous Information== | |||
Suicide (animation duration) - 1.54s.<br /> | |||
Jump cooldown - 1s.<br /> | |||
Fireball speed - 4200 units per second. | |||
Player-controlled Husks start spawning at the second wave of the normal versus game. | |||
{{KF2NavBox}} | {{KF2NavBox}} |
Latest revision as of 16:40, 11 December 2017
- For the AI counterpart, see Husk (Killing Floor 2).
The player-controlled Husk is one of the playable ZEDs in Killing Floor 2's Versus Mode. The Husk is one of the few ranged ZEDs in the game. Husk has two main roles - one of them is to snipe human team from the long ranges thanks to its ability to shoot precise fireballs and the other role is an area denial - in close range Husk uses flamethrower and suicide AOE attacks.
Base Statistics
Normal | |
---|---|
Kill Reward | 20 |
XP Reward | 30 |
Speed (walking) | 550 |
Speed (sprinting) | 430 |
Health (body) | 600 |
Health (backpack) | 75 |
Health (head) | 200 |
For kill reward calculations read Dosh Mechanics.
Due to Game Conductor mechanics, player-controlled Husks have their health modified based on the average level of the Survivor team. Values vary within (x0.85 - x2) range.
Damage Resistance
Player-controlled Husks resistant to nearly all types of the damage except for very few cases, however they are less resistant to damage from certain tier 1 weapons.
Common Modifiers
Husks are resistant to all types of the damage except for Microwave which they are neutral to.
Piercing | Slashing | Bludgeon | Toxic | Fire | Microwave | Explosives | Freeze | Shells | |
---|---|---|---|---|---|---|---|---|---|
Damage Multiplier | x0.4 | x0.8 | x0.8 | x0.3 | x0.5 | x1 | x0.8 | x1 | x1 |
Husks resistant to every type of ballistic weaponry, without any significant cascades in the multiplier values.
Sub-machine Gun | Assault Rifle | Shotgun | Handgun | Rifle | |
---|---|---|---|---|---|
Damage Multiplier | x0.8 | x0.7 | x0.5 | x0.6 | x0.65 |
Weapon-specific Modifiers
Husks are vulnerable against heavy (blunt) attacks of Berserker's Crovel Survival Tool.
CaulkBurn | HX25 | Eviscerator (proj) | Eviscerator (saw) | Crovel (bludgeon) | |
---|---|---|---|---|---|
Damage Multiplier | x0.7 | x0.6 | x0.4 | x0.3 | x1.2 |
Husks are neutral against Commando's AR-15, drastically vulnerable against default 9mm Pistol and Field Medic's HMTech-101 Pistol and are slightly weak against certain shotguns.
AR15 | MB500 | Rem1858 | Colt1911 | Medic Pistol | Winchester | 9mm | Trenchgun | |
---|---|---|---|---|---|---|---|---|
Damage Multiplier | x1 | x1.1 | x0.85 | x0.75 | x1.5 | x0.75 | x1.6 | x1.1 |
Hitzones
Husks have two weak spots, which are the head and the backpack. Husks will die instantly by exploding when they all out of backpack health.
Damage Multiplier | |
---|---|
Head | x1.001 |
Backpack | x1.1 |
Arm Cannon | x0.5 |
All other | x1 |
Incapacitation Resistance
Attacks and Moves
- Primary: Ranged Fireball attack.
- Secondary: Close range Flamethrower attack.
- Bash button: 3-hit Melee combo.
- Grenade button: Suicide AOE attack.
Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team.
Fireball. Damage - 23. Radius - 6.5m. Falloff - 1 (linear). Cooldown - 0.95s. Upon holding the charge button, the Fireball strength (damage and radius) is being increased within (x0.5 - x1.3) range at rate of +0.4 per second (i.e. it will have the maximum damage / range after charging the cannon for roughly 3 seconds). Explosion radius depends on the current strength and has additional multiplier of x0.7 - actual explosion radius laying between 2.27 and 5.91 meters. Fireball leaves a ground fire (duration - 4s, burn interval - 0.25s, damage - 1, radius - 150, linear falloff).
Flamethrower. Damage: Max - 10, Min - 3 (scales linearly over 9m). ROF - 120. Cooldown - 2s.
Melee. Damage - 15. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 0.1s.
Suicide (or Backpack explosion). Damage - 125. Radius - 6m. Falloff - 0.5 (exp).
Damage Scale
Melee - x1 (3 hits per attack).
Melee (headless) - x1 (1 hit per attack).
Miscellaneous Information
Suicide (animation duration) - 1.54s.
Jump cooldown - 1s.
Fireball speed - 4200 units per second.
Player-controlled Husks start spawning at the second wave of the normal versus game.