Stalker (Killing Floor 2): Difference between revisions
No edit summary |
No edit summary |
||
Line 40: | Line 40: | ||
== Speed == | == Speed == | ||
- Stalkers move | - Stalkers move fast when docile, and sprint when enraged. <br /> | ||
- On higher difficulties, Stalkers have a chance to | - On higher difficulties, Stalkers have a chance to get triggard upon sighting a Player, and have a chance to enrage when shot. <br /> | ||
- 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 /> |
Revision as of 08:14, 29 December 2016
The contents are not final and information may be incorrect or temporary.
You are welcome to assist in the construction.
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 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 fast when docile, and sprint when enraged.
- On higher difficulties, Stalkers have a chance to get triggard 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
- 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.
- Be careful when throwing grenades or using explosives without a Commando on the team, as Stalkers can show up in front of you and block grenades, causing tem to drop at your feet, and block explosives from going off entirely as the projectile connects with them within the arming safety distance.
Gallery
poop