Husk (Killing Floor 2): Difference between revisions

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(Corrected link to the Gunslinger perk)
(Corrected link to the Gunslinger perk)
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- When possible, critically damaging the fuel tank on it's back will cause the Husk to explode violently, killing it and other lesser Zeds in close proximity. <br />
- When possible, critically damaging the fuel tank on it's back will cause the Husk to explode violently, killing it and other lesser Zeds in close proximity. <br />
- [[Gunslingers]] and [[Commando_(Killing_Floor_2)|Commandos]] have high powered, long range ballistic weapons that can take out a Husk from long range with headshots before they can cause too much damage. [[Demolitionist_(Killing_Floor_2)|Demolitionists]] can exterminate Husks as well, but due to their high body health, projectiles must be a direct hit in order to kill them. <br />
- [[Gunslinger|Gunslingers]] and [[Commando_(Killing_Floor_2)|Commandos]] have high powered, long range ballistic weapons that can take out a Husk from long range with headshots before they can cause too much damage. [[Demolitionist_(Killing_Floor_2)|Demolitionists]] can exterminate Husks as well, but due to their high body health, projectiles must be a direct hit in order to kill them. <br />
- [[Support_(Killing_Floor_2)|Supports]], and [[Berserker_(Killing_Floor_2)|Berserkers]] are capable of killing Husks very quickly with their high tier weapons at close range. High level Berserkers can kill Husks in a single strong attack to the head with many weapons, while Supports can reliably decapitate Husks with a well-placed burst from any Tier 2 or higher Shotgun. Caution must be exercised on higher difficulties as failing to kill the Husk in a single attack will prompt it to use it's flamethrower attack or suicide explosion.<br />
- [[Support_(Killing_Floor_2)|Supports]], and [[Berserker_(Killing_Floor_2)|Berserkers]] are capable of killing Husks very quickly with their high tier weapons at close range. High level Berserkers can kill Husks in a single strong attack to the head with many weapons, while Supports can reliably decapitate Husks with a well-placed burst from any Tier 2 or higher Shotgun. Caution must be exercised on higher difficulties as failing to kill the Husk in a single attack will prompt it to use it's flamethrower attack or suicide explosion.<br />
- [[Firebug_(Killing_Floor_2)|Firebugs]] are nearly immune to the Husk's fire attacks, with an impressive 80% fire resistance. This allows them to safely stand in the Husk's flamethrower attack and decapitate them with the [[Incendiary Trench Gun]] or kill them with the [[Microwave Gun]]. Using fire against Husks is ineffective. <br />
- [[Firebug_(Killing_Floor_2)|Firebugs]] are nearly immune to the Husk's fire attacks, with an impressive 80% fire resistance. This allows them to safely stand in the Husk's flamethrower attack and decapitate them with the [[Incendiary Trench Gun]] or kill them with the [[Microwave Gun]]. Using fire against Husks is ineffective. <br />

Revision as of 14:27, 5 September 2016

This page is under construction.
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The new Husk

General Husk Information

The Husk is a slow moving ranged Zed that attempts to shoot fire at the players. The Husk will attempt to lead the target if possible. If a player or Zed is struck by the projectile, he will light on fire and take health and armor damage over time. If close enough to the Husk when fired upon, some Zeds may turn on him and attempt to kill him themselves. Take extreme caution when engaging this foe as if he gets low on HP he will charge the player and overcharge his gun for a suicide instant kill. The Husk is considered to be of severe threat to players due to his accurate ranged attack, damage over time, and moderate health. While clever movements and positioning may mitigate his presence for a time, he should be eliminated at the soonest opportunity.

Statistics

- Unlike other enemies, the Husk has a third health value for the fuel tank on his back.

Normal Hard Suicidal Hell on earth
Bounty £19 £17 £14 £11
XP 15 20 27 31
Base Health (Body) 346 462 623 716
Base Health (Head) 115 154 177 192
Base Health (Backpack) 56 75 86 93

Multiplayer Scaling

- Husks have their health value scaled accordingly to the number of players in the game.
- The Husk's base body health is 346 on Normal, 462 on Hard, 623 on Suicidal, and 716 on Hell on Earth.
- The Husk's base head health is 115 on Normal, 154 on Hard, 177 on Suicidal, and 192 on Hell on Earth.
- The Husk's base backpack health is 56 on Normal, 75 on Hard, 86 on Suicidal, and 93 on Hell on Earth.
- These values are increased for every additional living player in the game, meaning the health values are determined by the number of players that are alive when they are spawned.


Normal Hard Suicidal Hell on earth
Body / Head / Backpack Health (1 Player) 346 / 115 / 56 462 / 154 / 75 623 / 177 / 86 716 / 192 / 93
Body / Head / Backpack Health (2 Players) 381 / 120 / 59 508 / 161 / 78 685 / 185 / 90 787 / 202 / 98
Body / Head / Backpack Health (3 Player) 415 / 126 / 61 554 / 169 / 82 747 / 194 / 94 859 / 211 / 103
Body / Head / Backpack Health (4 Player) 450 / 132 / 64 600 / 177 / 86 810/ 203 / 99 930 / 221 / 107
Body / Head / Backpack Health (5 Player) 484 / 138 / 67 646 / 184 / 90 872 / 212 / 103 1002 / 231 / 112
Body / Head / Backpack Health (6 Player) 519 / 144 / 70 692 / 192 / 93 934 / 221 / 107 1074 / 240 / 117

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 Katana currently does not grant XP towards any perk.
  • The bash attack (default v) does not count as Berserker damage for Berserker XP, meaning it grants the XP to your current perk.

Speed

- Husks will only sprint when their health drops to 15% or if they are the last 5 Zeds alive.
- 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) 153 - 187 153 - 187 153 - 187 153 - 187
Speed (Enraged) 405 - 495 405 - 495 405 - 495 405 - 495
Chance to Rage on Sight 0% 0% 0% 0%
Chance to Rage when Shot 0% 0% 5% 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 are increased by 1% per level for Berserkers, Gunslingers and Medics.

The Husk

Resistances

- Husks have no weaknesses, and greatly resists fire.

Ballistics Piercing Slashing Bludgeon Toxic Fire Microwave Explosives EMP
Damage Taken Multipler 100% 100% 100% 100% 100% 50% 100% 100% 100%

- Husks have 2 weak spots, which are the head and the fuel tank on it's back. The backpack has it's own health value.
- Their arm cannon deflects attacks.
- While the backpack has a damage factor of 50%, it still has less effective health than the head, and is thus the best spot to aim at when engaging a Husk.

Hit Zone Damage Factor
Head 110%
Backpack 50%
Arm Cannon 50%
All other 100%

Behavior and Extermination Tactics

- Husks are interesting specimens, having a wide array of attacks and behavioral patterns. They prefer to move slowly towards their targets and snipe them with their arm cannon. However, once they get into melee range they will start swiping mercilessly with their hand, and bludgeoning with their arm cannon.
- Husks should be treated as high priority targets and killed at a distance before they can take too many pot shots with their sniping cannon. Their attacks do respectable damage and can set targets hit on fire, dealing damage over time.
- When Husks begin charging their arm cannon for a shot, Zeds that are in the line of fire will move out of the way. Use this cue to dodge as well.
- Husks are capable of tracking players with their shots. Running in a straight line will get you hit. Instead, Strafe from side to side to throw off the Husk's aim, and attempt to jump over the fireball as it travels towards you.
- It should be noted that the explosion of the fireball impact creates a knockback effect that will knock players away from the blast. This can send players falling off high ledges if they are standing at the edge.
- When critically damaged, Husks will begin sprinting in an attempt to get into melee range to attack players.




- When possible, critically damaging the fuel tank on it's back will cause the Husk to explode violently, killing it and other lesser Zeds in close proximity.
- Gunslingers and Commandos have high powered, long range ballistic weapons that can take out a Husk from long range with headshots before they can cause too much damage. Demolitionists can exterminate Husks as well, but due to their high body health, projectiles must be a direct hit in order to kill them.
- Supports, and Berserkers are capable of killing Husks very quickly with their high tier weapons at close range. High level Berserkers can kill Husks in a single strong attack to the head with many weapons, while Supports can reliably decapitate Husks with a well-placed burst from any Tier 2 or higher Shotgun. Caution must be exercised on higher difficulties as failing to kill the Husk in a single attack will prompt it to use it's flamethrower attack or suicide explosion.
- Firebugs are nearly immune to the Husk's fire attacks, with an impressive 80% fire resistance. This allows them to safely stand in the Husk's flamethrower attack and decapitate them with the Incendiary Trench Gun or kill them with the Microwave Gun. Using fire against Husks is ineffective.




- On higher difficulties, Husks become walking time bombs (literally). While they do considerable damage at range, letting them into close proximity is a death sentence.
- On Hard and above difficulties, instead of meleeing players, the Husk will point his arm cannon at the ground and kill himself in a suicide explosion attack. This deals massive damage (190) and will kill anyone short of a fully armored Berserker or Demolitionist with Explosive Resistance. The higher the difficulty, the more likely the Husk will choose to suicide instead of meleeing.
- Extra care should be taken whilst shooting at Husks as the failure to decapitate them quickly will cause them to sprint at the team and do massive close range damage.
- On Suicidal and Hell on Earth, the Husk gains the ability to spray fire out of his arm cannon, like a flamethrower. This does damage in a cone and increases the closer you are to the Husk - A fully armored and healed Berserker standing at point-blank range can be killed in seconds.
- The flamethrower will also set the ground on fire and burn any Zed standing in the way. Any Zeds that survive the carnage will retaliate against the Husk.

Gallery