Stalker (Killing Floor 2): Difference between revisions

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=== General Information ===
=== General Information ===
The Stalker is a Zed equipped with a cloaking device that makes it difficult to see when approaching. It is accompanied by eerie whispers in the players ear and a slight shimmer effect that allows for players with sharp eyes to see and dispatch it. The Stalker has low health but is considered to be of moderate threat to players due to its light but frequent melee attacks, cloaking device, and speed. If allowed to close distance with the player, its variety of flip attacks can make it more difficult to hit at close range than some other specimen and due to its speed should be dealt with sooner rather than later.  
The Stalker is a common specimen in Killing Floor 2. It is classified as a lesser enemy, and therefore, cannon fodder. Stalkers are unique in that they possess a cloaking device which renders them nigh-invisible to players (except Commandos, who can see and call them out).  


== Statistics ==
== Statistics ==
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- Once enraged, Stalkers will never stop sprinting until they are killed. <br />
- Once enraged, Stalkers will never stop sprinting until they are killed. <br />
- Movement speed is randomized, but is skewed towards higher values as difficulty increases. <br />
- Movement speed is randomized, but is skewed towards higher values as difficulty increases. <br />
- Movement speed is further modified by a multiplier based on difficulty. This value is 0.87 on Normal, 1.3 on Suicidal and 1.4 on Hell On Earth. <br />
- Movement speed is set to maximum at all times on Hell on Earth difficulty <br />
- Movement speed is set to maximum at all times on Hell on Earth difficulty <br />


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! scope="row" | Chance to Rage on Sight
! scope="row" | Chance to Rage on Sight
|0%||0%||30%||75%
|0%||0%||60%||75%
|-
|-
! scope="row" | Chance to Rage when Shot
! scope="row" | Chance to Rage when Shot
|0%||0.05%||50%||100%
|0%||5%||100%||100%
|-
|-
|}
|}


* For comparison, a healthy player character with minimal weight walks at a speed of 383, and sprints at a speed of 460. <br />
* For comparison, a healthy player character with minimal weight walks at a speed of 383, and sprints at a speed of 460. <br />
* These values are increased by 1% per level for Berserkers, Gunslingers and Medics. <br />
* These values can be modified by various perk level benefits, and skills. <br />


== Resistances ==
[[File:Zed StatsSheet Stalker.jpg|The Stalker]]
[[File:Zed StatsSheet Stalker.jpg|The Stalker]]
== Resistances ==
- Stalkers have no weaknesses, and some resistances.
- Stalkers have no weaknesses, and some resistances.


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!  
!  
! scope="col" | Ballistics
! scope="col" | Piercing
! scope="col" | Piercing
! scope="col" | Slashing
! scope="col" | Slashing
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! scope="col" | Microwave
! scope="col" | Microwave
! scope="col" | Explosives
! scope="col" | Explosives
! scope="col" | EMP
|-
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! scope="row" | Damage Taken Multipler
! scope="row" | Damage Taken Multipler
|100%||100%||100%||100%||50%||100%||50%||100%||100%
|100%||100%||100%||100%||85%||20%||75%
|-
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- Stalkers have some resistances to ballistic weaponry and are extremely vulnerable to assault rifles. <br />
 
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!
! scope="col" | Sub-machine Gun
! scope="col" | Assault Rifle
! scope="col" | Shotgun
! scope="col" | Handgun
! scope="col" | Rifle
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! scope="row" | Ballistic Damage Multiplier
|90%||150%||100%||100%||85%
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== Behavior and Extermination Tactics ==
==Behavior==
- Stalkers are tricky enemies. They are nearly invisible while moving, only uncloaking when attacking or damaged. Like Crawlers, they are ambush based Zeds that spawn from unusual spots like ventilation shafts and open manholes.<br />
- The Stalker is an ambush-based, melee-only Zed. <br />
- Stalkers can be seen by a faint white outline of their silhouette, or by their moving shadows. Judge where their head is from their visage, and shoot accordingly. When they are damaged, they will fade out of invisibility for a second before fading back in. <br />
- Upon spawning, it will walk or sprint towards the nearest player and attempt to attack them. <br />
- Once they manage to get into melee range, head shots are no longer an option due to their highly acrobatic attacking animations. Aim center mess and and let their low body health work for you. <br />
- Stalkers tend to spawn from unusual locations such as ventilation shafts, high ceilings or open manholes. This allows them to attack from multiple angles and slip past defenses undetected. <br />
- [[Commando_(Killing_Floor_2)|Commandos]] can see Stalkers while they are cloaked. They will appear as highlighted red silhouettes that shine regardless of background. A level 15 Commando with the "Call Out" skill will allow everyone on the team to see Stalkers just as well as him. This is important on higher difficulties to prevent ambushes. <br />
- Stalkers also tend to use their invisibility to sneak past front lines and attack players in the back more often. <br />
- [[Firebug_(Killing_Floor_2)|Firebugs]] can set them on fire to prevent them from cloaking. <br />
- Stalkers possess the ability to teleport in front of players if they are fleeing. There is a cooldown on how often they can teleport. <br />
- Stalkers have the ability to dodge gunfire. When shot at, Stalkers will quickly backflip to the left or the right, or jump backwards to approach from another angle. On Suicidal and Hell On Earth, Stalkers will always dodge when shot at. <br />


- On Suicidal and Hell On Earth, Stalkers gain a huge boost in movement speed, as well as new attack animations that they will use when enraged. They easily become the fastest Zeds in the game, only beaten by the bosses themselves in speed. <br />
- On Suicidal and Hell On Earth, Stalkers will begin to use more acrobatic attack animations, such as drop kicks and axe kicks, making their heads harder to hit once they get into attacking range. <br />


- Unlike other enemies, the Stalkers don't gain new attacks when enraged. Instead, their new attacks are determined by the difficulty level. When enraged, Stalkers sprint with their heads lower to the ground. <br />
==Extermination Tactics==
- On Suicidal and Hell on Earth, Stalkers gain the ability to perform a powerful melee combo attack that hits multiple times, as well as dropkicks and somersaulting axe kicks. <br />
- Stalkers are extremely fragile. just about any form of weaponry will take them out very quickly. <br />
- On higher difficulties, Stalkers are usually responsible for destroying the armor of players, as a few of them usually slip through defenses on a team without Commandos. <br />
- Stalkers are invisible to all players except the [[Commando_(Killing_Floor_2)|Commando]]. The Commando is able to see Stalkers as a red silhouette that glows no matter what the lighting condition is. Other players will also be able to see Stalkers that the Commando is able to see, depending on the level of the Commando (2m to 50m distance). <br />
- Stalkers only break invisibility to attack or when shot. They can be seen as a faint, shimmering outline when they are invisible when the team does not have a Commando. <br />
- A less reliable way to find Stalkers is to look for them among groups of Crawlers, as Stalkers and Crawlers tend to spawn together in the same spots, though this isn't always the case. Stalkers are more unpredictable. <br />
- If the Stalker sustains a non-fatal headshot, it will lose the ability to cloak. <br />
- Ammunition can be saved in early waves by switching to the knife and cutting their heads off, though this is significantly more difficult compared to Clots, given their acrobatic attack animations. They also output significantly more damage, making knifing them a lot riskier, plus they are invisible, making it harder to see and anticipate their approach. <br />
- Extremely weak to Assault Rifles, making the [[Commando_(Killing_Floor_2)|Commando]] the best perk for quickly exterminating huge groups of Stalkers at a distance. Commandos are also the most likely to kill them as they can see cloaked Stalkers the best. <br />


== Gallery ==
== Gallery ==

Revision as of 04:50, 22 September 2016

This page is under construction.
The contents are not final and information may be incorrect or temporary.
You are welcome to assist in the construction.
The new Stalker

General Information

The Stalker is a common specimen in Killing Floor 2. It is classified as a lesser enemy, and therefore, cannon fodder. Stalkers are unique in that they possess a cloaking device which renders them nigh-invisible to players (except Commandos, who can see and call them out).

Statistics

- For information on the playable variant in Versus mode, see Stalker (Killing Floor 2 VS)

Normal Hard Suicidal Hell on earth
Bounty £17 £15 £13 £10
XP 8 10 10 10
Health (Body) 56 75 75 75
Health (Head) 15 20 20 20

Notes on XP

  • XP rewarded for your on-perk weapons.
  • Killing with weapons other than your current perk grants the XP to the perk that weapons belongs to.
  • Damaging with on-perk weapons and then finishing it off with an off-perk weapon divides the XP and grants it to both perks.
  • Damaging with off-perk weapons and then finishing it off with an on-perk weapon divides the XP and grants it to both perks.
  • Assist kills grants full XP.
  • The Katana currently does not grant XP towards any perk.
  • The bash attack (default v) does not count as Berserker damage for Berserker XP, meaning it grants the XP to your current perk.

Speed

- Stalkers move slowly when docile, and sprint when enraged.
- On higher difficulties, Stalkers have a chance to enrage upon sighting a Player, and have a chance to enrage when shot.
- Once enraged, Stalkers will never stop sprinting until they are killed.
- Movement speed is randomized, but is skewed towards higher values as difficulty increases.
- Movement speed is further modified by a multiplier based on difficulty. This value is 0.87 on Normal, 1.3 on Suicidal and 1.4 on Hell On Earth.
- Movement speed is set to maximum at all times on Hell on Earth difficulty

Normal Hard Suicidal Hell on earth
Speed (Walking) 360 - 440 360 - 440 360 - 440 360 - 440
Speed (Enraged) 450 - 550 450 - 550 450 - 550 450 - 550
Chance to Rage on Sight 0% 0% 60% 75%
Chance to Rage when Shot 0% 5% 100% 100%
  • For comparison, a healthy player character with minimal weight walks at a speed of 383, and sprints at a speed of 460.
  • These values can be modified by various perk level benefits, and skills.

Resistances

The Stalker - Stalkers have no weaknesses, and some resistances.

Piercing Slashing Bludgeon Toxic Fire Microwave Explosives
Damage Taken Multipler 100% 100% 100% 100% 85% 20% 75%

- Stalkers have some resistances to ballistic weaponry and are extremely vulnerable to assault rifles.

Sub-machine Gun Assault Rifle Shotgun Handgun Rifle
Ballistic Damage Multiplier 90% 150% 100% 100% 85%

- Stalkers only have one weak spot, which is the head.

Hit Zone Damage Factor
Head 110%
All other 100%

Behavior

- The Stalker is an ambush-based, melee-only Zed.
- Upon spawning, it will walk or sprint towards the nearest player and attempt to attack them.
- Stalkers tend to spawn from unusual locations such as ventilation shafts, high ceilings or open manholes. This allows them to attack from multiple angles and slip past defenses undetected.
- Stalkers also tend to use their invisibility to sneak past front lines and attack players in the back more often.
- Stalkers possess the ability to teleport in front of players if they are fleeing. There is a cooldown on how often they can teleport.
- Stalkers have the ability to dodge gunfire. When shot at, Stalkers will quickly backflip to the left or the right, or jump backwards to approach from another angle. On Suicidal and Hell On Earth, Stalkers will always dodge when shot at.

- On Suicidal and Hell On Earth, Stalkers gain a huge boost in movement speed, as well as new attack animations that they will use when enraged. They easily become the fastest Zeds in the game, only beaten by the bosses themselves in speed.
- On Suicidal and Hell On Earth, Stalkers will begin to use more acrobatic attack animations, such as drop kicks and axe kicks, making their heads harder to hit once they get into attacking range.

Extermination Tactics

- Stalkers are extremely fragile. just about any form of weaponry will take them out very quickly.
- Stalkers are invisible to all players except the Commando. The Commando is able to see Stalkers as a red silhouette that glows no matter what the lighting condition is. Other players will also be able to see Stalkers that the Commando is able to see, depending on the level of the Commando (2m to 50m distance).
- Stalkers only break invisibility to attack or when shot. They can be seen as a faint, shimmering outline when they are invisible when the team does not have a Commando.
- A less reliable way to find Stalkers is to look for them among groups of Crawlers, as Stalkers and Crawlers tend to spawn together in the same spots, though this isn't always the case. Stalkers are more unpredictable.
- If the Stalker sustains a non-fatal headshot, it will lose the ability to cloak.
- Ammunition can be saved in early waves by switching to the knife and cutting their heads off, though this is significantly more difficult compared to Clots, given their acrobatic attack animations. They also output significantly more damage, making knifing them a lot riskier, plus they are invisible, making it harder to see and anticipate their approach.
- Extremely weak to Assault Rifles, making the Commando the best perk for quickly exterminating huge groups of Stalkers at a distance. Commandos are also the most likely to kill them as they can see cloaked Stalkers the best.

Gallery