Alpha Clot (Killing Floor 2 VS): Difference between revisions
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Light attack (running) - x1.6 (type 1 - 1 hit per attack) OR x1.2 (type 2 - 2 hits per attack).<br /> | Light attack (running) - x1.6 (type 1 - 1 hit per attack) OR x1.2 (type 2 - 2 hits per attack).<br /> | ||
Light attack (waking / stationary) - x1 (2 hits per attack).<br /> | Light attack (waking / stationary) - x1 (2 hits per attack).<br /> | ||
==Miscellaneous Information== | |||
Player-controlled Alpha Clots (along the Slashers and Crawlers) start spawning at the first wave of the normal versus game. | |||
{{KF2NavBox}} | {{KF2NavBox}} |
Revision as of 12:24, 22 April 2017
- For the AI counterpart, see Alpha Clot.
The player-controlled Alpha Clot is one of the playable ZEDs in Killing Floor 2's Versus Mode. The Alpha Clot's role in the ZED team is more of a supportive one, as it possesses the ability to cause all nearby AI ZEDs to enrage and sprint, as well as the ability to grab and bite a Survivors to immobilize them for an easier attacks. While Alpha Clot is capable of attacking itself, it does not do a lot of damage in comparison to the other playable ZEDs.
Base Statistics
Normal | |
---|---|
Kill Reward | 20 |
XP Reward | 32 |
Speed (walking) | 325 |
Speed (sprinting) | 575 |
Health (body) | 350 |
Health (head) | 85 |
For kill reward calculations read Dosh Mechanics.
Due to Game Conductor mechanics, player-controlled Alpha Clots have their health modified based on the average level of the Survivor team. Values vary within (x0.85 - x2) range.
Damage Resistance
Player-controlled Alpha Clots have a wide variety of damage type resistances and are neutral to fire-based weapons. They are also less resistant to damage of certain tier 1 weapons and are extremely weak against Caulk n' Burn.
Common Modifiers
Alpha Clots are neutral to fire and are significantly resistant to piercing, microwave and explosive damage types.
Piercing | Slashing | Bludgeon | Toxic | Fire | Microwave | Explosives | |
---|---|---|---|---|---|---|---|
Damage Multipler | x0.4 | x0.8 | x0.8 | x0.5 | x1 | x0.35 | x0.35 |
Alpha Clots resist to every type of ballistic weaponry but most notably weak against assault rifles and resistant to handguns.
Sub-machine Gun | Assault Rifle | Shotgun | Handgun | Rifle | |
---|---|---|---|---|---|
Damage Multiplier | x0.8 | x0.7 | x0.5 | x0.4 | x0.5 |
Weapon-specific Modifiers
Alpha Clots are extremely vulnerable against Firebug's Caulk n' Burn.
CaulkBurn | HX25 | Eviscerator | |
---|---|---|---|
Damage Multipler | x2 | x0.6 | x0.3 |
Aplha Clots are neutral to certain starting weapons and are notably vulnerable against default 9mm Pistol and Field Medic's HMTech-101 Pistol.
AR15 | MB500 | Rem1858 | Colt1911 | Medic Pistol | Winchester | 9mm | |
---|---|---|---|---|---|---|---|
Damage Multiplier | x1 | x1 | x0.75 | x0.65 | x1.6 | x1.5 | x0.6 |
Incapacitation Resistance
Attacks and Moves
- Primary: 2-hit clawing attack, can be done while moving.
- Primary + Sprint: Ducks then slashes with both arms.
- Secondary: Grab.
- Bash: Rally, causes all nearby AI Zeds in a 10m radius to instantly rage and begin sprinting at Survivors.
Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team.
Grab. Maximum grab range - 2.1m. No cooldown. Note: Grab move featuring slight movement towards an enemy.
Melee. Damage - 10. Maximum hit range - 1.72m. Vs doors - x5 more. Cooldown - 0.18s.
Shout. Allow neaby ZEDs to sprint / get frustrated and increase their damage by 20% (x1.2, by 50% on self boost). Radius - 10m. Cooldown - 1.5s.
Damage Scale
Grab attack. There is 3 types of grab attack animation: type 1 (5 hits) - x2.3 / x1 / x1 / x1 / x1, type 2 (4 hits) - x2.3 / x1.3 / x1 / x1, type 3 (7 hits) - x2.2 / x1 / x1 / x1 / x1 / x1 / x1.
Light attack (jumping) - x1.75 (1 hit per attack).
Light attack (running) - x1.6 (type 1 - 1 hit per attack) OR x1.2 (type 2 - 2 hits per attack).
Light attack (waking / stationary) - x1 (2 hits per attack).
Miscellaneous Information
Player-controlled Alpha Clots (along the Slashers and Crawlers) start spawning at the first wave of the normal versus game.