Crawler (Killing Floor 2): Difference between revisions
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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. | 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. | ||
===Sprint conditions=== | |||
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. | |||
==Resistances and Weaknesses== | ==Resistances and Weaknesses== | ||
Revision as of 08:47, 27 June 2018
The Crawler is a common specimen in Killing Floor 2. It is classified as a lesser enemy, and therefore, cannon fodder. Crawlers appear as small, black humanoids with an insect-like gait, crawling on all fours. Crawlers are extremely fast and often sneak past defenses due to their small size.
Base Statistics
Normal | Hard | Suicidal | Hell on earth | |
---|---|---|---|---|
Kill Reward | 7 | 7 | 7 | 7 |
XP | 8 | 10 | 10 | 10 |
Health (body) | 41 | 55 | 55 | 55 |
Health (head) | 15 | 20 | 20 | 20 |
For kill reward calculations read Dosh Mechanics.
Attacks
Explosion on death (explosion damage) | 4 |
Explosion on death (explosion duration) | 10s |
Explosion on death (explosion falloff exponent) | 0 (none) |
Explosion on death (explosion interval) | 1s |
Explosion on death (radius) | 600 |
Melee (base damage) | 7 |
Melee (damage multipliers vs. doors) | 1/5 |
Melee (damage multipliers vs. players) | 0.5/1 |
Melee (range) | 180 |
On-death explosion does the same damage at all difficulties | yes |
The base damage value further modified by the difficulty-specific multipliers.
XP Notes
- 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
Crawlers move slowly when docile, and sprint when enraged.
On higher difficulties, Crawlers have a chance to enrage upon sighting the players, and have a chance to enrage when shot.
Once enraged, Crawlers will never stop sprinting until they are killed.
Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty.
Walking speed (per difficulty) | (360 - 440) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.3 / 1.4) | |||||
Running speed (per difficulty) | (450 - 550) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.3 / 1.4) | |||||
Hidden speed | 600 | |||||
Sprint chance | Normal - 0 / Hard - 0 / Suicidal - 0.85 / HOE - 1 | |||||
Sprint chance (when damaged) | Normal - 0 / Hard - 0.01 / Suicidal - 1 / HOE - 1 |
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.
Sprint conditions
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.
Resistances and Weaknesses
Damage Resistance
Crawlers have resistances to some forms of damage types, and do not have any weaknesses to damage types.
Piercing | Slashing | Bludgeon | Toxic | Fire | Microwave | Explosives | Freeze | Shells | |
---|---|---|---|---|---|---|---|---|---|
Damage Multipler | x1 | x1 | x0.9 | x1 | x0.9 | x0.2 | x1 | x1 | x1 |
Ballistic Resistance
Crawlers have no resistances to ballistic weaponry and are extremely vulnerable to assault rifles and sub-machine guns.
Sub-machine Gun | Assault Rifle | Shotgun | Handgun | Rifle | |
---|---|---|---|---|---|
Ballistic Multiplier | x1.5 | x1.5 | x1 | x1 | x1 |
Hitzones
Crawlers only have one weak spot, which is the head.
Damage Multiplier | |
---|---|
Head | x1.1 |
All other | x1 |
Incapacitation Resistance
Affliction: | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare |
---|---|---|---|---|---|---|
Torso vulnerability: | x2 | x2 | x2 | x2.5 | x2 | x10 |
Head vulnerability: | x2 | x2 | x2 | x2.5 | x2 | x10 |
Legs vulnerability: | x1 | x2 | x2 | x2.5 | x2 | x10 |
Arms vulnerability: | x1 | x2 | x2 | x2.5 | x2 | x10 |
Special zone vulnerability: | x1 | x2 | x2 | x2.5 | x2 | x10 |
- Incap cooldown | 5s | 1s | 0.2s | 0.2s | 0s | 5.5s |
- Incap duration | 2.5s | --- | --- | --- | --- | 4s |
- Dissipation rate | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s |
- Incap threshold | 100 | |||||
Affliction: | Poison | Microwave | Fire panic | EMP | Freeze | Bleed |
- Vulnerability | x0.15 | x0.5 | x3 | x2.5 | x2.5 | x2 |
- Incap cooldown | 20.5s | 7.5s | 7s | 5s | 1.5s | --- |
- Incap duration | 5s | 3s | 5s | 5s | 4.5s | --- |
- Dissipation rate | -10/s | -20/s | -10/s | -50/s | -20/s | -20/s |
- Incap threshold | 100 (EMP Disrupt - 25, Bleed - 65) | |||||
Knockdown (getup duration) | 1.56s | |||||
Stun (time + wakeup duration) | 2.5s + 1.53s, for PvP ZEDs - 2s + 1.53s | |||||
Freeze (time + thaw duration) | 4.5s + 1.53s, for PvP ZEDs - 2s + 1.53s | |||||
Stumble (duration) | Between (1-1.53)s | |||||
Parry (duration) | Between (1-1.2)s |
Behavior
The Crawler is a glass cannon, ambush-based, melee-only ZED.
Upon spawning, it will walk or sprint towards the nearest player and attempt to attack them.
Crawlers 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. Otherwise, they spawn and in huge groups of 4 to 8.
Crawlers have the ability to dodge gunfire. When shot at, Crawlers will quickly leap to the left or the right, or lunge forward at the offending player if they are within range. On Suicidal and Hell On Earth, Crawlers will always dodge when shot at.
On Suicidal and Hell On Earth, Crawlers 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, Crawlers will begin to stand on their hind legs to scratch with their front legs, or throw themselves at players with a spinning clothesline attack. Both attacks deal multiple, high damaging hits.
Elite Crawler Variant
Crawlers have a chance of spawning as an Elite Crawlers aka Albino Crawlers (refered as King Crawlers in the code).
These special Crawlers can be easily identified as they appear white instead of black.
Albino Crawlers have the same HP values and resistances as normal Crawlers, but they have the ability to explode into a toxic gas cloud on death.
The gas cloud obscures vision and deals damage over time to players standing in it. It will also damage ZEDs, though the damage is negligible. However, the gas cloud damage can cause ZEDs with dodging abilities to move erratically as they jump around trying to get out of the gas cloud.
Albino Crawlers do not explode when shot in the head, though it is extremely difficult to do so given their incredible speed.
Chance to spawn as Elite Crawler: Normal - 0, Hard - 0.01, Suicidal - 0.15, HOE - 0.2. Elite Crawler does not explode if shot in the head. Damage from multiple gas clouds does not stack.
Miscellaneous Information
Teleportation:
Frustration delay | Random (2.5-5)s | |||||
Disabled, when total AI remains | 12 | |||||
Cooldown | 7s | |||||
When hidden, can use after | 5s | |||||
When spawned, can use after | 10s |
Miscellaneous:
Penetration resistance | 0.5 | |||||
Parry resistance | 1 | |||||
AI pause, on gun / melee hit | 0.75s |
Various information:
- (PvP) Rally boost: forces AI Crawlers to sprint, players do x1.2 more damage.
- Damage to doors (possible values) = 7 / 35.
- ZED mass = 50.
- 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.
- This ZED can be knocked down when jumped on.
- Crawler has a chance to evade upon taking damage. Crawler has a chance to evade certain damage sources.
Extermination Tactics
Crawlers are extremely fragile. 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, though this is significantly more difficult compared to Clots, given their small stature. They also output significantly more damage, making knifing them a lot riskier.
Crawlers should be disposed of as soon as they are sighted, as they are extremely easy to kill. It is also not wise to let a group of Crawlers close the distance as they deal a lot more damage than other lesser ZEDs - this is especially true on Suicidal and Hell On Earth.
Extremely weak to Sub-machine guns and Assault Rifles, making the SWAT and the Commando the best perks for quickly exterminating huge groups of Crawlers at a distance.
At close range, the Firebug excels at exterminating groups of Crawlers by setting the ground on fire, burning them quickly.
Gallery
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Artbook concept 1
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Artbook concept 2
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Artbook renders