Stalker (Killing Floor 2): Difference between revisions
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[[File:StalkerKF2.png|500 px|thumb|The new Stalker]] | [[File:StalkerKF2.png|500 px|thumb|The new Stalker]] | ||
== 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 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. | ||
== Statistics == | |||
{|class="wikitable" style="white-space:nowrap;width: 600px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;" | {|class="wikitable" style="white-space:nowrap;width: 600px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;" | ||
! | ! | ||
Line 14: | Line 14: | ||
|- | |- | ||
! scope="row" | Bounty | ! scope="row" | Bounty | ||
| £17 || £15 || £13 || £10 | | £17 || £15 || £13 || £10 | ||
|- | |- | ||
! scope="row" | XP | ! scope="row" | XP | ||
| | | 8 || 10 || 10 || 10 | ||
|- | |- | ||
! scope="row" | Health | ! scope="row" | Health (Body) | ||
|56||75||75||75 | |56||75||75||75 | ||
|- | |- | ||
! scope="row" | | ! scope="row" | Health (Head) | ||
| | |15||20||20||20 | ||
|- | |- | ||
! scope="row" | Speed | |} | ||
| | |||
== Speed == | |||
- Stalkers move slowly when docile, and sprint when enraged. <br /> | |||
- On higher difficulties, Stalkers have a chance to enrage 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 /> | |||
- Movement speed is randomized, but is skewed towards higher values as difficulty increases. <br /> | |||
- Movement speed is set to maximum at all times on Hell on Earth difficulty <br /> | |||
{|class="wikitable" style="white-space:nowrap;width: 600px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;" | |||
! | |||
! scope="col" | Normal | |||
! scope="col" | Hard | |||
! scope="col" | Suicidal | |||
! scope="col" | Hell on earth | |||
|- | |||
! scope="row" | Speed (Walking) | |||
|360 - 440||360 - 440||360 - 440||360 - 440 | |||
|- | |||
! scope="row" | Speed (Enraged) | |||
|450 - 550||450 - 550||450 - 550||450 - 550 | |||
|- | |||
! scope="row" | Chance to Rage on Sight | |||
|0%||0%||30%||75% | |||
|- | |||
! scope="row" | Chance to Rage when Shot | |||
|0%||0.05%||50%||100% | |||
|- | |||
|} | |||
== Resistances == | |||
- Stalkers have no weaknesses, and some resistances. | |||
{|class="wikitable" style="white-space:nowrap;width: 600px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;" | |||
! | |||
! scope="col" | Ballistics | |||
! scope="col" | Piercing | |||
! scope="col" | Slashing | |||
! scope="col" | Bludgeon | |||
! scope="col" | Toxic | |||
! scope="col" | Fire | |||
! scope="col" | Microwave | |||
! scope="col" | Explosives | |||
! scope="col" | EMP | |||
|- | |- | ||
! scope="row" | | ! scope="row" | Damage Taken Multipler | ||
| | |100%||100%||100%||100%||50%||100%||50%||100%||100% | ||
|- | |- | ||
|} | |} | ||
- Stalkers only have one weak 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;" | |||
! | |||
! scope="col" | Hit Zone Damage Factor | |||
|- | |||
! scope="row" | Head | |||
|110% | |||
|- | |||
! scope="row" | All other | |||
|100% | |||
|- | |||
|} | |||
== Extermination Tactics == | == Extermination Tactics == | ||
Stalkers are | - 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 /> | ||
- 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 /> | |||
- 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 /> | |||
- [[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 /> | |||
- [[Firebug_(Killing_Floor_2)|Firebugs]] can set them on fire to prevent them from cloaking. <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 /> | |||
- 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 /> | |||
- 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 /> | |||
== Gallery == | |||
<gallery> | |||
</gallery> | |||
{{KF2NavBox}} | {{KF2NavBox}} |
Revision as of 00:14, 19 December 2015
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 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.
Statistics
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 |
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 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% | 30% | 75% |
Chance to Rage when Shot | 0% | 0.05% | 50% | 100% |
Resistances
- Stalkers have no weaknesses, and some resistances.
Ballistics | Piercing | Slashing | Bludgeon | Toxic | Fire | Microwave | Explosives | EMP | |
---|---|---|---|---|---|---|---|---|---|
Damage Taken Multipler | 100% | 100% | 100% | 100% | 50% | 100% | 50% | 100% | 100% |
- Stalkers only have one weak spot, which is the head.
Hit Zone Damage Factor | |
---|---|
Head | 110% |
All other | 100% |
Extermination Tactics
- 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.
- 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.
- 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.
- 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.
- Firebugs can set them on fire to prevent them from cloaking.
- 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.
- 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.
- 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.