Husk (Killing Floor 2): Difference between revisions

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(Corrected link to the Gunslinger perk)
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[[File:HuskKF2.png|500 px|thumb|The new Husk]]
[[File:HuskKF2.png|500 px|thumb|The new Husk]]
=== General Husk Information ===
=== 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.  
The Husk is an uncommon specimen in Killing Floor 2. It is classified as a medium enemy. <br /> 
Husks appear as humanoid males with charred skin, usually covered in blood. They have a gas mask stitched to their faces and metal platings strewn about their bodies, as well as a fuel tank strapped to their backs. Their most distinctively feature is their right arm, which has been replaced with a cannon capable of shooting fire. Thus, Husks are one of the few specimens in the game capable of a ranged attack, and are able to dish out insanely high amounts of damage if left unchecked.


== Statistics ==
== Statistics ==
Line 20: Line 21:
|-
|-
! scope="row" | Base Health (Body)
! scope="row" | Base Health (Body)
|346||462||623||716
|346||462||462||600
|-
|-
! scope="row" | Base Health (Head)
! scope="row" | Base Health (Head)
|115||154||177||192
|150||200||200||220
|-
|-
! scope="row" | Base Health (Backpack)
! scope="row" | Base Health (Backpack)
|56||75||86||93
|56||75||75||86
|-
|}
 
== Multiplayer Scaling ==
- Husks have their health value scaled accordingly to the number of players in the game. <br />
- The Husk's base body health is 346 on Normal, 462 on Hard, 623 on Suicidal, and 716 on Hell on Earth.<br />
- The Husk's base head health is 115 on Normal, 154 on Hard, 177 on Suicidal, and 192 on Hell on Earth. <br />
- The Husk's base backpack health is 56 on Normal, 75 on Hard, 86 on Suicidal, and 93 on Hell on Earth. <br />
- 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. <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" | Body / Head / Backpack Health (1 Player)
|346 / 115 / 56||462 / 154 / 75||623 / 177 / 86||716 / 192 / 93
|-
! scope="row" | Body / Head / Backpack Health (2 Players)
|381 / 120 / 59||508 / 161 / 78||685 / 185 / 90||787 / 202 / 98
|-
! scope="row" | Body / Head / Backpack Health (3 Player)
|415 / 126 / 61||554 / 169 / 82||747 / 194 / 94||859 / 211 / 103
|-
! scope="row" | Body / Head / Backpack Health (4 Player)
|450 / 132 / 64||600 / 177 / 86||810/ 203 / 99||930 / 221 / 107
|-
! scope="row" | Body / Head / Backpack Health (5 Player)
|484 / 138 / 67||646 / 184 / 90||872 / 212 / 103||1002 / 231 / 112
|-
! scope="row" | Body / Head / Backpack Health (6 Player)
|519 / 144 / 70||692 / 192 / 93||934 / 221 / 107||1074 / 240 / 117
|-
|-
|}
|}
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- Husks will only sprint when their health drops to 15% or if they are the last 5 Zeds alive. <br />
- Husks will only sprint when their health drops to 15% or if they are the last 5 Zeds alive. <br />
- Movement speed is randomized, but is skewed towards higher values as difficulty increases. <br />
- Movement speed is randomized, but is skewed towards higher values as difficulty increases. <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 set to maximum at all times on Hell on Earth difficulty. <br />
- Movement speed is set to maximum at all times on Hell on Earth difficulty. <br />


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* 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, a healthy player character with minimal weight walks at a speed of 383, and sprints at a speed of 460. <br />
* These values are increased by 1% per level for Berserkers, Gunslingers and Medics. <br />
* These values can be modified by various perk level benefits, and skills. <br />


== Resistances ==
[[File:Zed StatsSheet Husk.jpg|The Husk]]
[[File:Zed StatsSheet Husk.jpg|The Husk]]
 
- Husks have one weakness, and an array of resistances. <br />
== Resistances ==
- Husks have no weaknesses, and greatly resists fire. <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;"
{|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" | Piercing
! scope="col" | Slashing
! scope="col" | Slashing
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! scope="col" | Microwave
! scope="col" | Microwave
! scope="col" | Explosives
! scope="col" | Explosives
! scope="col" | EMP
|-
|-
! scope="row" | Damage Taken Multipler
! scope="row" | Damage Taken Multipler
|100%||100%||100%||100%||100%||50%||100%||100%||100%
|50%||75%||85%||25%||50%||115%||75%
|-
|-
|}
|}


- 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. <br />
- Husks are vulnerable to shotguns, while being resistance to every other ballistic weaponry. <br />
- Husks have special resistance values for the 9mm Pistol and Remington 1858 Revolver. <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" | Sub-machine Gun
! scope="col" | Assault Rifle
! scope="col" | Shotgun
! scope="col" | Handgun
! scope="col" | Rifle
! scope="col" | Handgun - 9MM
! scope="col" | Handgun - Rem1858
|-
! scope="row" | Ballistic Damage Multiplier
|75%||60%||100%||85%||70%||100%||100%
|-
|}
 
 
- Interestingly, the Husk's head is not a weak spot - it's the fuel tank on its back. <br />
- Their arm cannon deflects attacks. <br />
- Their arm cannon deflects attacks. <br />
- 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. <br />


{|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;"
{|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="row" | Head
! scope="row" | Head
|110%
|100%
|-
|-
! scope="row" | Backpack
! scope="row" | Backpack
|50%
|150%
|-
|-
! scope="row" | Arm Cannon
! scope="row" | Arm Cannon
Line 147: Line 129:
|}
|}


== Behavior and Extermination Tactics ==
==Behavior==
- 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. <br />
- The Husk is a ranged capable, support damage Zed. <br />
- 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. <br />
- Upon spawning, it will walk towards the nearest player. Upon sighting the team, they will start to bombard players with their Arm Cannons, shooting fire projectiles that deal splash damage. On Hell On Earth difficulty, the fireballs can set the ground on fire, causing damage to players who step in the fire. <br />
- 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. <br />
- The Husk takes a second to wind up the arm cannon before firing. During this time, it leans in such a way that the side of its fuel tank is exposed to the front. This fuel tank is the Husk's real weak spot, not the head. <br />
- 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. <br />
- If the fuel tank is successfully destroyed, the Husk will explode violently, killing it and other lesser Zeds nearby. <br />
- 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. <br />
- The fireballs also have knockback power and will cause splash damage at the point where they land, pushing players away from the impact point and dealing minor splash damage. <br />
- When critically damaged, Husks will begin sprinting in an attempt to get into melee range to attack players. <br />
- Husks have a short cooldown before they can fire their arm cannon again. <br />
 
- Husks are capable of tracking players and leading their shots while they are taking aim. Moving in a straight line will get you hit; Instead dodge in zig-zags. <br />
 
- Husks walk slowly until their HP drops to 15% or lower, at which point they begin to sprint at players. <br />
----
- Depending on difficulty, the Husks' behavior in close range changes. <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 />
- [[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 />
- [[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 />
 


----
- On Normal and Hard, Husks will attempt to bludgeon players with their armored arm cannon and claw at them in melee range. <br />
- On Suicidal and Hell On Earth, Husks will instead use their arm cannon to spray fire, like a Flamethrower. This attack deals massive damage in a cone, and the damage fluctuates based on proximity; Generally, the closer you are to the Husk, the more damage you take. <br />
- Players or Zeds hit by the fireball or Flamethrower will be set on fire and take potent damage over-time for a few seconds. <br />
- On all difficulties, Husks can perform a suicide explosion attack by pointing their arm cannons at the ground and blowing themselves up at melee range. This deals massive damage (190) and will kill anyone short of a [[Demolitionist_(Killing_Floor_2)|Demolitionist]] with explosive resistance. <br />
- The higher the difficulty, the more likely Husks will choose to suicide instead of meleeing. <br />


==Extermination Tactics==
- The Husk is an interesting specimen with multiple behavior patterns and a wide range of attacks, all of which deal extreme damage. One can look at the Husk as the damage dealer of the Zed line-up. <br />
- The Husk's fireball can be dodged. Move in a zig-zag to throw off the Husk's aim, and change directions when the fireball is released. Players can jump as well if they get a running start to let the fireball pass through below them. You may still take splash damage when dodging the fireball, but it is infinitely preferred to being hit directly which deals far more damage. <br />
- Husks should be killed from a distance before they can cause too much damage with fireballs. A player with fast reactions can exterminate them quickly as they begin to charge up their arm cannons for a fireball attack, as they leave their fuel tanks exposed during this small window. <br />
- Husks are particularly dangerous in wide open areas where there is no cover to break line of sight, and they are able to repeatedly snipe players while the horde keeps the team occupied. <br />
- The perks most suited for exterminating Husks are the ballistic weapon perks. They are all able to destroy the Husk's backpack in one or two shots quickly; a more skilled player can take out the backpack while Husks are winding up for a shot or spraying fire. <br />
- If the Husk needs to be exterminated quickly and its fireball attack is cooling down, the head is still a viable weak spot. Killing it via decapitation requires more ammunition, however. The player can then use the headless body as a grenade by shooting the fuel tank before it bleeds out. <br />
- Do not let Husks get into close range as they are capable of doing a fiendishly high amount of damage; This is especially true for the Flamethrower attack, which can kill the fully armored and healed [[Berserker_(Killing_Floor_2)|Berserker]] in seconds. Only the [[Firebug_(Killing_Floor_2)|Firebug]] has any hope of surviving the Flamethrower at melee range due to their high fire resistance. <br />
- Likewise, do not let Husks fall below 15% HP. This usually only happens on body shots, as quick kills via decapitation or fuel tank destruction will drop them long before their HP can hit 15%. Sprinting Husks can cause players to panic due to their extreme damage potential. <br />
- Interestingly though, the Husk is most vulnerable to Shotguns. This is likely to encourage and reward skilled play from [[Support_(Killing_Floor_2)|Support Specialists]], who are daring enough to get close to a Husk and perform a quick decapitation kill while they are winding up for a shot, and before they can finish the attack to use their Flamethrower. <br />
- Similarly, while the [[Berserker_(Killing_Floor_2)|Berserker]] may have trouble engaging a Husk at close range, their weapons are usually strong enough to take out the Husk's head in one blow. Alternatively, they can go for a trick swing which allows them to use the arc of their weapon attacks to hit the Husk's fuel tank behind them at close range. <br />
- Failure to kill the Husk at close range will result in an enraged, sprinting Husk who will retaliate with the Flamethrower immediately, which is highly dangerous. <br />


- 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. <br />
- 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_(Killing_Floor_2)|Berserker]] or [[Demolitionist_(Killing_Floor_2)|Demolitionist]] with Explosive Resistance. The higher the difficulty, the more likely the Husk will choose to suicide instead of meleeing.<br />
- 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. <br />
- 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. <br />
- 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. <br />


== Gallery ==
== Gallery ==

Revision as of 07:20, 22 September 2016

This page is under construction.
The contents are not final and information may be incorrect or temporary.
You are welcome to assist in the construction.
The new Husk

General Husk Information

The Husk is an uncommon specimen in Killing Floor 2. It is classified as a medium enemy.
Husks appear as humanoid males with charred skin, usually covered in blood. They have a gas mask stitched to their faces and metal platings strewn about their bodies, as well as a fuel tank strapped to their backs. Their most distinctively feature is their right arm, which has been replaced with a cannon capable of shooting fire. Thus, Husks are one of the few specimens in the game capable of a ranged attack, and are able to dish out insanely high amounts of damage if left unchecked.

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) 346 462 462 600
Base Health (Head) 150 200 200 220
Base Health (Backpack) 56 75 75 86

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 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.

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 can be modified by various perk level benefits, and skills.

Resistances

The Husk - Husks have one weakness, and an array of resistances.

Piercing Slashing Bludgeon Toxic Fire Microwave Explosives
Damage Taken Multipler 50% 75% 85% 25% 50% 115% 75%

- Husks are vulnerable to shotguns, while being resistance to every other ballistic weaponry.
- Husks have special resistance values for the 9mm Pistol and Remington 1858 Revolver.

Sub-machine Gun Assault Rifle Shotgun Handgun Rifle Handgun - 9MM Handgun - Rem1858
Ballistic Damage Multiplier 75% 60% 100% 85% 70% 100% 100%


- Interestingly, the Husk's head is not a weak spot - it's the fuel tank on its back.
- Their arm cannon deflects attacks.

Hit Zone Damage Factor
Head 100%
Backpack 150%
Arm Cannon 50%
All other 100%

Behavior

- The Husk is a ranged capable, support damage Zed.
- Upon spawning, it will walk towards the nearest player. Upon sighting the team, they will start to bombard players with their Arm Cannons, shooting fire projectiles that deal splash damage. On Hell On Earth difficulty, the fireballs can set the ground on fire, causing damage to players who step in the fire.
- The Husk takes a second to wind up the arm cannon before firing. During this time, it leans in such a way that the side of its fuel tank is exposed to the front. This fuel tank is the Husk's real weak spot, not the head.
- If the fuel tank is successfully destroyed, the Husk will explode violently, killing it and other lesser Zeds nearby.
- The fireballs also have knockback power and will cause splash damage at the point where they land, pushing players away from the impact point and dealing minor splash damage.
- Husks have a short cooldown before they can fire their arm cannon again.
- Husks are capable of tracking players and leading their shots while they are taking aim. Moving in a straight line will get you hit; Instead dodge in zig-zags.
- Husks walk slowly until their HP drops to 15% or lower, at which point they begin to sprint at players.
- Depending on difficulty, the Husks' behavior in close range changes.

- On Normal and Hard, Husks will attempt to bludgeon players with their armored arm cannon and claw at them in melee range.
- On Suicidal and Hell On Earth, Husks will instead use their arm cannon to spray fire, like a Flamethrower. This attack deals massive damage in a cone, and the damage fluctuates based on proximity; Generally, the closer you are to the Husk, the more damage you take.
- Players or Zeds hit by the fireball or Flamethrower will be set on fire and take potent damage over-time for a few seconds.
- On all difficulties, Husks can perform a suicide explosion attack by pointing their arm cannons at the ground and blowing themselves up at melee range. This deals massive damage (190) and will kill anyone short of a Demolitionist with explosive resistance.
- The higher the difficulty, the more likely Husks will choose to suicide instead of meleeing.

Extermination Tactics

- The Husk is an interesting specimen with multiple behavior patterns and a wide range of attacks, all of which deal extreme damage. One can look at the Husk as the damage dealer of the Zed line-up.
- The Husk's fireball can be dodged. Move in a zig-zag to throw off the Husk's aim, and change directions when the fireball is released. Players can jump as well if they get a running start to let the fireball pass through below them. You may still take splash damage when dodging the fireball, but it is infinitely preferred to being hit directly which deals far more damage.
- Husks should be killed from a distance before they can cause too much damage with fireballs. A player with fast reactions can exterminate them quickly as they begin to charge up their arm cannons for a fireball attack, as they leave their fuel tanks exposed during this small window.
- Husks are particularly dangerous in wide open areas where there is no cover to break line of sight, and they are able to repeatedly snipe players while the horde keeps the team occupied.
- The perks most suited for exterminating Husks are the ballistic weapon perks. They are all able to destroy the Husk's backpack in one or two shots quickly; a more skilled player can take out the backpack while Husks are winding up for a shot or spraying fire.
- If the Husk needs to be exterminated quickly and its fireball attack is cooling down, the head is still a viable weak spot. Killing it via decapitation requires more ammunition, however. The player can then use the headless body as a grenade by shooting the fuel tank before it bleeds out.
- Do not let Husks get into close range as they are capable of doing a fiendishly high amount of damage; This is especially true for the Flamethrower attack, which can kill the fully armored and healed Berserker in seconds. Only the Firebug has any hope of surviving the Flamethrower at melee range due to their high fire resistance.
- Likewise, do not let Husks fall below 15% HP. This usually only happens on body shots, as quick kills via decapitation or fuel tank destruction will drop them long before their HP can hit 15%. Sprinting Husks can cause players to panic due to their extreme damage potential.
- Interestingly though, the Husk is most vulnerable to Shotguns. This is likely to encourage and reward skilled play from Support Specialists, who are daring enough to get close to a Husk and perform a quick decapitation kill while they are winding up for a shot, and before they can finish the attack to use their Flamethrower.
- Similarly, while the Berserker may have trouble engaging a Husk at close range, their weapons are usually strong enough to take out the Husk's head in one blow. Alternatively, they can go for a trick swing which allows them to use the arc of their weapon attacks to hit the Husk's fuel tank behind them at close range.
- Failure to kill the Husk at close range will result in an enraged, sprinting Husk who will retaliate with the Flamethrower immediately, which is highly dangerous.


Gallery