Alpha Clot: Difference between revisions

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{{Under_construction_KF2}}
[[File:ClotKF2.png|500 px|thumb|The new Clot]]
[[File:ClotKF2.png|500 px|thumb|The new Clot]]
=== General Information ===
The Alpha Clot is a common specimen in Killing Floor 2. It is classified as a lesser enemy, and therefore, cannon fodder. Although extremely weak on their own, their real strength comes in numbers.


== Statistics ==
The '''Alpha Clot''' is a common specimen in Killing Floor 2. It is classified as a lesser enemy, and therefore, cannon fodder. Although extremely weak on their own, their real strength comes in numbers.


- For information on the playable variant in Versus mode, see [[Alpha Clot (Killing Floor 2 VS)]]
<div class="toclimit-3">__TOC__</div>
 
==Base Statistics==


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Line 15: Line 14:
! scope="col" | Hell on earth
! scope="col" | Hell on earth
|-
|-
! scope="row" | Bounty
! scope="row" | Kill Reward
| £8   || £7  || £6 || £5
| 7   || 7 || 7 || 7
|-
|-
! scope="row" | XP
! scope="row" | XP
| 8 || 11 || 11 || 11
| 8 || 11 || 11 || 11
|-
|-
! scope="row" | Health (Body)
! scope="row" | Health (body)
|75||100||100||100
|75||100||100||100
|-
|-
! scope="row" | Health (Head)
! scope="row" | Health (head)
|15||20||20||20
|15||20||20||20
|-
|-
|}
|}


'''Notes on [[Perks (Killing Floor 2)|''XP'']]'''
For kill reward calculations read [[Mechanics_(Killing_Floor_2)#Gameplay_-_Dosh|Dosh Mechanics]].
* XP rewarded for your on-perk weapons.
 
===Attacks===
 
[[File:Kf2_alphaclot_damage_values.png]]
 
Base damage value modified by difficulty-specific [[Mechanics_(Killing_Floor_2)#ZEDs_-_Damage_multipliers|multipliers]].
 
===[[Perks (Killing Floor 2)|XP]] Notes===
 
* XP rewarded for your current weapon(s).
* Killing with weapons other than your current perk grants the XP to the perk that weapons belongs to.
* 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 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.
* 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 ==
==Speed==
- Clots move slowly when docile, and sprint when enraged. <br />
 
- On higher difficulties, Clots have a chance to enrage upon sighting a Player, and have a chance to enrage when shot. <br />
Clots move slowly when docile, and sprint when enraged. <br />
- Once enraged, Clots will never stop sprinting until they are killed. <br />
On higher difficulties, Clots have a chance to enrage upon sighting the players, and have a chance to enrage when shot. <br />
- Movement speed is randomized, but is skewed towards higher values as difficulty increases. <br />
Once enraged, Clots will never stop sprinting until they are killed. <br />
- Movement speed is further modified by a multiplier based on difficulty. This value is 0.87 on Normal and 1.05 on Hell On Earth. <br />
Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty. This value is 0.87 on Normal and 1.05 on Hell On Earth.
- Movement speed is set to maximum at all times on Hell on Earth difficulty. <br />


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Line 52: Line 57:
! scope="col" | Hell on earth
! scope="col" | Hell on earth
|-
|-
! scope="row" | Speed (Walking)
! scope="row" | Speed (walking)
|189 - 231||189 - 231||189 - 231||189 - 231
|189 - 231||189 - 231||189 - 231||189 - 231
|-
|-
! scope="row" | Speed (Enraged)
! scope="row" | Speed (sprinting)
|450 - 550||450 - 550||450 - 550||450 - 550
|450 - 550||450 - 550||450 - 550||450 - 550
|-
|-
! scope="row" | Chance to Rage on Sight
! scope="row" | Chance to Sprint on Sight
|0%||0%||5%||75%
|0%||0%||5%||75%
|-
|-
! scope="row" | Chance to Rage when Shot
! scope="row" | Chance to Sprint when Shot
|1%||0.05%||100%||100%
|1%||0.05%||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, by default a healthy player character with the minimal weight walks at speed of 383 units/s, and sprints at speed of 460 units/s. <br />
* These values can be modified by various perk level benefits, and skills. <br />
 
==Resistances and Weaknesses==


== Resistances and Weaknesses ==
[[File:Zed StatsSheet AlphaClot.jpg|The Clot]]
[[File:Zed StatsSheet AlphaClot.jpg|The Clot]]
===Non-Ballistic Resistance===


Clots have little to no resistances, and have a few crippling weaknesses.
Clots have little to no resistances, and have a few crippling weaknesses.
Line 85: Line 92:
! scope="col" | Slashing - Knife
! scope="col" | Slashing - Knife
|-
|-
! scope="row" | Damage Taken Multipler
! scope="row" | Damage Multipler
|100%||85%||90%||100%||100%||25%||100%||100%
|x1||x0.85||x0.9||x1||x1||x0.25||x1||x1
|-
|-
|}
|}


- Clots have no resistances to ballistic weaponry and are extremely vulnerable to sub-machine guns. <br />
===Ballistic Resistance===
 
Clots have no resistances to ballistic weaponry and are extremely vulnerable to sub-machine guns. <br />


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! scope="col" | Rifle
! scope="col" | Rifle
|-
|-
! scope="row" | Ballistic Damage Multiplier  
! scope="row" | Damage Multiplier  
|150%||100%||100%||101%||100%
|x1.5||x1||x1||x1||x1
|-
|-
|}
|}


Clots only have one weak spot, which is the head.  
Clots only have one weak [[Mechanics_(Killing_Floor_2)#ZEDs_-_Hitzones|spot]], which is the head.  


{|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;"
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!  
!  
! scope="col" | Hit Zone Damage Factor
! scope="col" | Damage Multiplier
|-
|-
! scope="row" | Head
! scope="row" | Head
|110%
|x1.1
|-
|-
! scope="row" | All other
! scope="row" | All other
|100%
|x1
|-
|-
|}
|}
===[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Incapacitation]] Resistance===
[[File:Clots_afflictions.png]]


==Behavior==
==Behavior==
- The Alpha Clot is a predictable, melee-only Zed. <br />
- Upon spawning, it will walk or sprint towards the nearest player and attempt to scratch them, or grab and bite them, immobilizing their target. <br />
- On Suicidal and Hell On Earth, Clots gain additional attack animations that they will use when they are enraged. Other than that, their behavior does not change drastically between difficulties. <br />


===Albino Alpha Clot Variant===
The Alpha Clot is a predictable, melee-only ZED.<br />
- On Suicidal and Hell On Earth, Alpha Clots have a 25% - 35% chance of spawning as an Albino Alpha Clot. <br />
Upon spawning, it will walk or sprint towards the nearest player and attempt to scratch them, or [[Mechanics_(Killing_Floor_2)#ZEDs_-_Clot_grapple|grab]] and bite them, immobilizing their target.<br />
- These special Clots can be easily identified by a whiter skin tone, along with visible blue veins on their body. <br />
On Suicidal and Hell On Earth, Clots gain additional attack animations that they will use when they are enraged. Other than that, their behavior does not change drastically between difficulties.<br />
- Albino Alpha Clots have different statistics as compared to normal Alpha Clots, and they have the ability to rally surrounding Zeds. <br />
 
- Much like the PvP playable Alpha Clot, the Rally ability causes nearby Zeds to immediately enrage and begin sprinting. The Zeds that have been buffed by the Albino Alpha Clot take 20% reduced damage and deal 20% more. <br />
==Elite Alpha Variant==
- Rally does not affect medium or larger Zeds - only Clots, Crawlers, Stalkers and Gorefasts. <br />
 
- It is recommended to quickly find them and kill them before they can use their ability. They usually weave in and out among the Zed hordes before using Rally. <br />
Alpha Clots have a chance of spawning as an Elite Alphas aka Albino Clots (reffered as King Clots in the code).<br />
These Clots can be easily identified by a whiter skin tone, along with visible blue veins on their body.<br />
Albino Alpha Clots have different statistics as compared to normal Alpha Clots, and they have the ability to rally surrounding ZEDs.<br />
It is recommended to quickly find them and kill them before they can use their ability. They usually weave in and out among the ZED hordes before using Rally.<br />
 
Rally chance: Suicidal - 0.7, HOE - 0.8. Rally cooldown: Suicidal - 15s, HOE - 15s. Self damage dealt multiplier: Suicidal - x2.5, HOE - x2.5. To activate a rally there should be at least 4 nearby ZEDs (including Elite Alpha itself) within 10m radius.


- Below are the Albino Alpha Clot's modified statistics. <br />
[[File:Kf2_alphaclot_special_stats.png]]
   
   
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Line 141: Line 156:
! scope="col" | Hell on earth
! scope="col" | Hell on earth
|-
|-
! scope="row" | Health (Body)
! scope="row" | Health (body)
|225||300||300||300
|225||300||300||300
|-
|-
! scope="row" | Health (Head)
! scope="row" | Health (head)
|93||125||125||125
|93||125||125||125
|-
|-
|}
|}
==Miscellaneous Information==
Affliction handling:
[[File:Kf2_alphaclot_misc_1.png]]
Teleportation:
[[File:Kf2_alphaclot_misc_2.png]]
* Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value). Should sprint when frustrated.
* Alpha Clot cannot grab the player for 1 second after grenade throw. Alpha Clot cannot grab the player for 0.5 seconds after shooting the healing dart.
* This ZED can be knocked down when jumped on.
* Alpha Clot has a chance to spawn as Elite Alpha. Elite Alpha able to rally boost nearby ZEDs. Rally evaluation happens when Clot sees the player. Interval to check for rally probability: When Clot sees the player a 2s + random (0-3s) timer starts, then for the duration of Clot-to-player LOS visibility evaluation happens within 1.5s intervals.
* Alpha Clot has a chance to evade certain damage sources.


==Extermination Tactics==
==Extermination Tactics==
- Being cannon fodder, just about any form of weaponry will take them out very quickly. <br />
- Ammunition can be saved in early waves by switching to the knife and cutting their heads off. <br />
- In later waves, Clots are there to populate the waves and distract players from larger threats. Try to take them out quickly so you can focus on the real threats sooner. <br />
- Extremely weak to Sub-machine guns, making the [[SWAT]] the best perk for quickly exterminating huge groups of Clots. <br />
- Beware of their grabs, as Clots can end games by catching the last surviving player off-guard and immobilizing them, giving the larger enemies enough time to catch up and kill them. <br />


== History ==
Being cannon fodder, just about any form of weaponry will take them out very quickly.<br />
Ammunition can be saved in early waves by switching to the knife and cutting their heads off.<br />
In later waves, Clots are there to populate the waves and distract players from larger threats. Try to take them out quickly so you can focus on the real threats sooner.<br />
Extremely weak to Sub-machine guns, making the [[SWAT]] the best perk for quickly exterminating huge groups of Clots.<br />
Beware of their [[Mechanics_(Killing_Floor_2)#ZEDs_-_Clot_grapple|grabs]], as Clots can end games by catching the last surviving player off-guard and immobilizing them, giving the larger enemies enough time to catch up and kill them.<br />
 
==Gallery==
 
<gallery>
File:Kf2_alphaclot_gallery_1.png|Artbook concept|alt=Artbook
File:Kf2_alphaclot_gallery_2.png|Artbook renders|alt=Artbook
</gallery>
 
==History==
 
{{KF2History|header|
{{KF2History|header|
   | Tactical Response Update
   | Tactical Response Update
Line 164: Line 204:
   | version=1041
   | version=1041
}}
}}
== Gallery ==
<gallery>
</gallery>


{{KF2NavBox}}
{{KF2NavBox}}

Revision as of 15:44, 6 March 2017

The new Clot

The Alpha Clot is a common specimen in Killing Floor 2. It is classified as a lesser enemy, and therefore, cannon fodder. Although extremely weak on their own, their real strength comes in numbers.

Base Statistics

Normal Hard Suicidal Hell on earth
Kill Reward 7 7 7 7
XP 8 11 11 11
Health (body) 75 100 100 100
Health (head) 15 20 20 20

For kill reward calculations read Dosh Mechanics.

Attacks

Base damage value modified by difficulty-specific multipliers.

XP Notes

  • XP rewarded for your current weapon(s).
  • 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.
  • Assist kills grants full XP.

Speed

Clots move slowly when docile, and sprint when enraged.
On higher difficulties, Clots have a chance to enrage upon sighting the players, and have a chance to enrage when shot.
Once enraged, Clots will never stop sprinting until they are killed.
Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty. This value is 0.87 on Normal and 1.05 on Hell On Earth.

Normal Hard Suicidal Hell on earth
Speed (walking) 189 - 231 189 - 231 189 - 231 189 - 231
Speed (sprinting) 450 - 550 450 - 550 450 - 550 450 - 550
Chance to Sprint on Sight 0% 0% 5% 75%
Chance to Sprint when Shot 1% 0.05% 100% 100%

For comparison, by default a healthy player character with the minimal weight walks at speed of 383 units/s, and sprints at speed of 460 units/s.

Resistances and Weaknesses

The Clot

Non-Ballistic Resistance

Clots have little to no resistances, and have a few crippling weaknesses.

Piercing Slashing Bludgeon Toxic Fire Microwave Explosives Slashing - Knife
Damage Multipler x1 x0.85 x0.9 x1 x1 x0.25 x1 x1

Ballistic Resistance

Clots have no resistances to ballistic weaponry and are extremely vulnerable to sub-machine guns.

Sub-machine Gun Assault Rifle Shotgun Handgun Rifle
Damage Multiplier x1.5 x1 x1 x1 x1

Clots only have one weak spot, which is the head.

Damage Multiplier
Head x1.1
All other x1

Incapacitation Resistance

Behavior

The Alpha Clot is a predictable, melee-only ZED.
Upon spawning, it will walk or sprint towards the nearest player and attempt to scratch them, or grab and bite them, immobilizing their target.
On Suicidal and Hell On Earth, Clots gain additional attack animations that they will use when they are enraged. Other than that, their behavior does not change drastically between difficulties.

Elite Alpha Variant

Alpha Clots have a chance of spawning as an Elite Alphas aka Albino Clots (reffered as King Clots in the code).
These Clots can be easily identified by a whiter skin tone, along with visible blue veins on their body.
Albino Alpha Clots have different statistics as compared to normal Alpha Clots, and they have the ability to rally surrounding ZEDs.
It is recommended to quickly find them and kill them before they can use their ability. They usually weave in and out among the ZED hordes before using Rally.

Rally chance: Suicidal - 0.7, HOE - 0.8. Rally cooldown: Suicidal - 15s, HOE - 15s. Self damage dealt multiplier: Suicidal - x2.5, HOE - x2.5. To activate a rally there should be at least 4 nearby ZEDs (including Elite Alpha itself) within 10m radius.

Normal Hard Suicidal Hell on earth
Health (body) 225 300 300 300
Health (head) 93 125 125 125

Miscellaneous Information

Affliction handling:

Teleportation:

  • Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value). Should sprint when frustrated.
  • Alpha Clot cannot grab the player for 1 second after grenade throw. Alpha Clot cannot grab the player for 0.5 seconds after shooting the healing dart.
  • This ZED can be knocked down when jumped on.
  • Alpha Clot has a chance to spawn as Elite Alpha. Elite Alpha able to rally boost nearby ZEDs. Rally evaluation happens when Clot sees the player. Interval to check for rally probability: When Clot sees the player a 2s + random (0-3s) timer starts, then for the duration of Clot-to-player LOS visibility evaluation happens within 1.5s intervals.
  • Alpha Clot has a chance to evade certain damage sources.

Extermination Tactics

Being cannon fodder, just about any form of weaponry will take them out very quickly.
Ammunition can be saved in early waves by switching to the knife and cutting their heads off.
In later waves, Clots are there to populate the waves and distract players from larger threats. Try to take them out quickly so you can focus on the real threats sooner.
Extremely weak to Sub-machine guns, making the SWAT the best perk for quickly exterminating huge groups of Clots.
Beware of their grabs, as Clots can end games by catching the last surviving player off-guard and immobilizing them, giving the larger enemies enough time to catch up and kill them.

Gallery

History

Tactical Response Update
Added Elite Alpha to Survival gamemode.