Siren (Killing Floor 2): Difference between revisions

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{{Under_construction_KF2}}
[[File:SirenKF2.png|500 px|thumb|The Siren]]
[[File:SirenKF2.png|500 px|thumb|The Siren in [[Killing Floor 2|Killing Floor 2]] ]]
 
=== General Information ===
The '''Siren''' is an uncommon specimen in Killing Floor 2. It is classified as a medium enemy. Sirens appear as anorexic and skeletal females, lacking eyes and features. They also wear a metallic harness over their body, which serves as a crude bulletproof vest. Most distinctively, they have a sonic amplifier device embedded in their throats, allowing them to unleash bone-chilling screeches that damages and visually disorients players within range.  
The Siren is an uncommon specimen in Killing Floor 2. It is classified as a medium enemy. <br />
 
Sirens appear as anorexic and skeletal females, lacking eyes and features. They also wear a metallic harness over their body, which serves as a crude bulletproof vest. Most distinctively, they have a sonic amplifier device embedded in their throats, allowing them to unleash bone-chilling screeches that damages and visually disorients players within range.  
==Base Statistics==


== Statistics ==
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!  
!  
Line 13: Line 12:
! scope="col" | Hell on earth
! scope="col" | Hell on earth
|-
|-
! scope="row" | Bounty
! scope="row" | Kill Reward
| £28  || £25  || £21  || £16
| 25 || 25 || 25 || 25
|-
|-
! scope="row" | XP
! scope="row" | XP
| 11 || 15 || 15 || 15
| 11 || 15 || 15 || 15
|-
|-
! scope="row" | Base Health (Body)
! scope="row" | Base Health (body)
|172||230||276||299
|230||230||230||230
|-
|-
! scope="row" | Base Health (Head)
! scope="row" | Base Health (head)
|116||155||155||170
|155||155||155||155
|-
|-
|}
|}


'''Notes on [[Perks (Killing Floor 2)|''XP'']]'''
For kill reward calculations read [[Mechanics_(Killing_Floor_2)#Gameplay_-_Dosh|Dosh Mechanics]].
* XP rewarded for your on-perk weapons.
 
===Attacks===
 
[[File:Kf2_siren_damage_values.png]]
 
Siren will not initiate a new scream if player get closer than 130 units.<br />
Scream attack can be interrupted.
 
The base damage value further modified by the difficulty-specific [[Mechanics_(Killing_Floor_2)#ZEDs_-_Damage_multipliers|multipliers]].
 
===[[Perks (Killing Floor 2)|XP]] Notes===
 
* Killing with weapons other than your current perk grants the XP to the perk that weapons belongs to.
* 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 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.
* Assist kills grants full XP.
* The bash attack (default v) does not count as Berserker damage for Berserker XP, meaning it grants the XP to your current perk.


== Speed ==
==Speed==
- Sirens never sprint, they are only able to walk. <br />
 
- Movement speed is randomized, but is skewed towards higher values as difficulty increases. <br />
Sirens always walk and has nearly nonexistent change to sprint when damaged. They also sprint when [[Mechanics_(Killing_Floor_2)#Gameplay_-_ZED_frustration|frustrated]], however it should be noted that their sprint speed as fast as walk which makes sprinting for this ZED completely decorative.<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 randomized within ± 10% range and 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 />


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! scope="col" | Hell on earth
! scope="col" | Hell on earth
|-
|-
! scope="row" | Speed (Walking)
! scope="row" | Speed (walking)
|180 - 220||180 - 220||180 - 220||180 - 220
|157 - 191||180 - 220||180 - 220||189 - 231
|-
|-
! scope="row" | Speed (Enraged)
! scope="row" | Speed (sprinting)
|180 - 220||180 - 220||180 - 220||180 - 220
|157 - 191||180 - 220||180 - 220||189 - 231
|-
|-
! scope="row" | Chance to Rage on Sight
! scope="row" | Chance to Sprint on Sight
|0%||0%||0%||0%
|0%||0%||0%||0%
|-
|-
! scope="row" | Chance to Rage when Shot
! scope="row" | Chance to Sprint when Shot
|0%||0%||5%||10%
|0%||0%||5%||10%
|-
|-
|}
|}


* 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, 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.
* These values can be modified by various perk level benefits, and skills. <br />
 
==Resistances and Weaknesses==


== Resistances ==
[[File:Zed StatsSheet Siren.jpg|The Siren]]
[[File:Zed StatsSheet Siren.jpg|The Siren]]


- Sirens have a wide range of resistances, and no weaknesses. <br />
===Damage Resistance===
 
Sirens have a wide range of resistances, and no weaknesses.


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! scope="col" | Explosives
! scope="col" | Explosives
|-
|-
! scope="row" | Damage Taken Multipler
! scope="row" | Damage Multipler
|50%||100%||100%||25%||50%||85%||85%
|x0.5||x1||x1||x0.25||x0.5||x0.85||x0.85
|-
|-
|}
|}


- Sirens have no ballistic weaponry resistances, but interestingly, have one special weakness to the Double-Barreled Shotgun. <br />
===Ballistic Resistance===
 
Sirens have no ballistic weaponry resistances, but interestingly, have one special weakness to the [[Double-barreled_Boomstick|Double-Barreled Shotgun]].


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! scope="col" | Shotgun - DBS
! scope="col" | Shotgun - DBS
|-
|-
! scope="row" | Ballistic Damage Multiplier  
! scope="row" | Damage Multiplier  
|100%||100%||100%||100%||100%||110%
|x1||x1||x1||x1||x1||x1.1
|-
|-
|}
|}


- Sirens have 2 weak spots, which are the head and the neck. <br />
===Hitzones===
- Sirens wear a metallic plating over their bodies, which reduces the damage when they are shot in the chest and hips, acting as a crude bullet-proof vest. <br />
 
- Note that damaging them in the neck is not the same as damaging the head; Damaging the neck will subtract from the body health, not the head health. <br />
Sirens have 2 weak [[Mechanics_(Killing_Floor_2)#ZEDs_-_Hitzones|spots]], which are the head and the neck. Sirens wear a metallic plating over their bodies, which reduces the damage when they are shot in the chest and hips, acting as a crude bullet-proof vest. Note that damaging them in the neck is not the same as damaging the head; Damaging the neck will subtract from the body health, not the head health.


{|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="col" | Hit Zone Damage Factor
! scope="col" | Damage Multiplier
|-
|-
! scope="row" | Head
! scope="row" | Head
|110%
|x1.1
|-
|-
! scope="row" | Neck
! scope="row" | Neck
|110%
|x1.1
|-
|-
! scope="row" | Chest
! scope="row" | Chest
|50%
|x0.5
|-
|-
! scope="row" | Hips
! scope="row" | Hips
|50%
|x0.5
|-
|-
! scope="row" | All other
! scope="row" | All other
|100%
|x1
|-
|-
|}
|}
===[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Incapacitation]] Resistance===
[[File:Siren_afflictions.png]]


==Behavior==
==Behavior==
- The Siren is a glass cannon. It is a slow-moving, area of effect damage Zed. <br />
- Upon spawning, it will walk towards the nearest player. Upon getting close to a target, they will begin to attack by screaming. <br />
- Sirens cannot sprint. <br />
- Siren screams deal massive damage which increases based on how close they are to the player. <br />
- Siren screams ignore armor. <br />
- Siren screams will stack with other Sirens and deal damage separately. <br />
- Siren screams visually distort the area around them and cause players' screens to shake violently depending on how close they are to players. <br />
- Siren screams destroy grenades and explosives (including C4 that has been placed on the ground), unless used by a [[Demolitionist_(Killing_Floor_2)|Demolitionist]] with the Siren Resistance skill. <br />
- After screaming, the Siren has a short cooldown time before it can scream again. <br />
- If a player is standing right in melee range of a Siren, it will attempt to scratch or bite instead of scream, though sometimes it will scream regardless. <br />


- On Suicidal and Hell On Earth, Sirens do not gain any additional abilities. <br />
The Siren is a glass cannon. It is a slow-moving, area of effect damage ZED.<br />
Upon spawning, it will walk towards the nearest player. Upon getting close to a target, they will begin to attack by screaming.<br />
Siren screams deal massive damage which increases based on how close they are to the player.<br />
Siren screams ignore armor.<br />
Siren screams will stack with other Sirens and deal damage separately.<br />
Siren screams visually distort the area around them and cause players' screens to shake violently depending on how close they are to players.<br />
Siren screams destroy grenades and explosives (including C4 that has been placed on the ground), unless used by a [[Demolitionist_(Killing_Floor_2)|Demolitionist]] with the ''Siren Resistance'' skill.<br />
After screaming, the Siren has a short cooldown time before it can scream again.<br />
If a player is standing right in melee range of a Siren, it will attempt to scratch or bite instead of scream, though sometimes it will scream regardless.<br />
On Suicidal and Hell On Earth, Sirens do not gain any additional abilities.<br />
 
==Miscellaneous Information==
 
Affliction handling:
 
[[File:Kf2_siren_misc_1.png]]
 
Teleportation:
 
[[File:Kf2_siren_misc_2.png]]
 
* Siren cannot teleport.
* (PvP) Rally boost: forces AI Sirens to sprint, players do x1.2 more damage.
* Damage to doors = 39.
* ZED mass = 50.
* Should sprint if can sprint when damaged AND damaged (i.e. if sprint chance met its value) AND if distance to player laying between 6 and 12 meters (600 units < distance < 1200 units). Should sprint when frustrated. The sprint speed is equal to the walking speed.
* [[EMP_Grenade|EMP]] effect (disrupt) prevents Siren's scream attack.
* Scream attack considered as an explosion with the "Sonic" damage type.
* Each scream attack is a group of 4 sub-attacks performed in waves.
* Each sub-attack creates an anti-projectile shield that lasts for 2.2 seconds.
* Scream cooldown timer begin with the first wave of each scream attack.
* Scream attack completely ignore the [[Combat_Armor|armor]] and does damage to the actual health.


==Extermination Tactics==
==Extermination Tactics==
- The Siren is deceptively durable despite its lanky build and looks. This is largely due to the metallic harness that they wear over their bodies which absorb damage. <br />
- Sirens are extremely dangerous specimens and are capable of killing entire teams quickly when too many of them are left alive to scream in melee range. <br />
- Sirens move very slowly, and therefore should be taken care of from a distance long before they have a chance to scream. <br />
- The presence of Sirens also disables the use of explosives, which can prove deadly when a horde of Zeds are traveling with Sirens in the pack, who can scream to prevent explosives from easily taking out a group of Zeds. <br />
- Sirens can be easily killed by perks that use high powered ballistic weaponry from a distance. Namely, the [[Commando_(Killing_Floor_2)|Commando]] and the [[Sharpshooter_(Killing_Floor_2)|Sharpshooter]], who both excel at killing Sirens from a long distance safely. <br />
- The [[Support_(Killing_Floor_2)|Support Specialist]] can take out Sirens relatively well at medium to close range, but they risk taking damage from screams. However, one shotgun blast to the head usually decapitates them instantly. Interestingly, the game encourages Support Specialists to get up close and personal with the Siren, especially with the Double Barreled Shotgun's increased damage multiplier, to kill them. <br />
- The [[Berserker_(Killing_Floor_2)|Berserker]] has no choice but to tank the scream if they are engaging Sirens. However, one well-placed strong attack to the head usually kills them instantly as well, stopping the scream immediately. Berserkers can also wait for the cooldown between Screams to attack. <br />
- The [[Demolitionist_(Killing_Floor_2)|Demolitionist]] can exterminate Sirens the quickest with their powerful explosive weapons that do not require perfect aim. Once a Demolitionist acquires the Siren Resistance skill, they can quickly and reliably dispatch even groups of Sirens with their high powered explosive weapons. Before then, try to only shoot at Sirens in between their screams. <br />
- When faced with groups of Sirens, it is often wiser to clear a path and back off so you can kill the Sirens safely from a distance, rather than risk getting surrounded by Sirens in every direction. A wipe is almost guaranteed if there are multiple Sirens screaming at the same time among the team, as the damage done by multiple Sirens stack. <br />


== Gallery ==
The Siren is deceptively durable despite its lanky build and looks. This is largely due to the metallic harness that they wear over their bodies which absorb damage.<br />
Sirens are extremely dangerous specimens and are capable of killing entire teams quickly when too many of them are left alive to scream in melee range.<br />
Sirens move very slowly, and therefore should be taken care of from a distance long before they have a chance to scream.<br />
The presence of Sirens also disables the use of explosives, which can prove deadly when a horde of ZEDs are traveling with Sirens in the pack, who can scream to prevent explosives from easily taking out a group of ZEDs.<br />
Sirens can be easily killed by perks that use high powered ballistic weaponry from a distance. Namely, the [[Commando_(Killing_Floor_2)|Commando]] and the [[Sharpshooter_(Killing_Floor_2)|Sharpshooter]], who both excel at killing Sirens from a long distance safely.<br />
[[Support_(Killing_Floor_2)|Support Specialist]] can take out Sirens relatively well at medium to close range, but they risk taking damage from screams. However, one shotgun blast to the head usually decapitates them instantly. Interestingly, the game encourages Support Specialists to get up close and personal with the Siren, especially with the Double Barreled Shotgun's increased damage multiplier, to kill them.<br />
The [[Berserker_(Killing_Floor_2)|Berserker]] has no choice but to tank the scream if they are engaging Sirens. However, one well-placed strong attack to the head usually kills them instantly as well, stopping the scream immediately. Berserkers can also wait for the cooldown between Screams to attack.<br />
[[Demolitionist_(Killing_Floor_2)|Demolitionist]] can exterminate Sirens the quickest with their powerful explosive weapons that do not require perfect aim. Once a Demolitionist acquires the ''Siren Resistance'' skill, they can quickly and reliably dispatch even groups of Sirens with their high powered explosive weapons. Before then, try to only shoot at Sirens in between their screams.<br />
When faced with groups of Sirens, it is often wiser to clear a path and back off so you can kill the Sirens safely from a distance, rather than risk getting surrounded by Sirens in every direction. A wipe is almost guaranteed if there are multiple Sirens screaming at the same time among the team, as the damage done by multiple Sirens stack.<br />
 
==Gallery==
 
<gallery>
<gallery>
File:Kf2_siren_gallery_1.png|Artbook concept 1|alt=Artbook
File:Kf2_siren_gallery_2.png|Artbook concept 2|alt=Artbook
File:Kf2_siren_gallery_3.png|Artbook renders|alt=Artbook
</gallery>
</gallery>


{{KF2NavBox}}
{{KF2NavBox}}

Revision as of 15:41, 14 March 2017

The Siren

The Siren is an uncommon specimen in Killing Floor 2. It is classified as a medium enemy. Sirens appear as anorexic and skeletal females, lacking eyes and features. They also wear a metallic harness over their body, which serves as a crude bulletproof vest. Most distinctively, they have a sonic amplifier device embedded in their throats, allowing them to unleash bone-chilling screeches that damages and visually disorients players within range.

Base Statistics

Normal Hard Suicidal Hell on earth
Kill Reward 25 25 25 25
XP 11 15 15 15
Base Health (body) 230 230 230 230
Base Health (head) 155 155 155 155

For kill reward calculations read Dosh Mechanics.

Attacks

Siren will not initiate a new scream if player get closer than 130 units.
Scream attack can be interrupted.

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

Sirens always walk and has nearly nonexistent change to sprint when damaged. They also sprint when frustrated, however it should be noted that their sprint speed as fast as walk which makes sprinting for this ZED completely decorative.
Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty. This value is 0.87 on Normal and 1.05 on Hell On Earth.

Normal Hard Suicidal Hell on earth
Speed (walking) 157 - 191 180 - 220 180 - 220 189 - 231
Speed (sprinting) 157 - 191 180 - 220 180 - 220 189 - 231
Chance to Sprint on Sight 0% 0% 0% 0%
Chance to Sprint when Shot 0% 0% 5% 10%

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.

Resistances and Weaknesses

The Siren

Damage Resistance

Sirens have a wide range of resistances, and no weaknesses.

Piercing Slashing Bludgeon Toxic Fire Microwave Explosives
Damage Multipler x0.5 x1 x1 x0.25 x0.5 x0.85 x0.85

Ballistic Resistance

Sirens have no ballistic weaponry resistances, but interestingly, have one special weakness to the Double-Barreled Shotgun.

Sub-machine Gun Assault Rifle Shotgun Handgun Rifle Shotgun - DBS
Damage Multiplier x1 x1 x1 x1 x1 x1.1

Hitzones

Sirens have 2 weak spots, which are the head and the neck. Sirens wear a metallic plating over their bodies, which reduces the damage when they are shot in the chest and hips, acting as a crude bullet-proof vest. Note that damaging them in the neck is not the same as damaging the head; Damaging the neck will subtract from the body health, not the head health.

Damage Multiplier
Head x1.1
Neck x1.1
Chest x0.5
Hips x0.5
All other x1

Incapacitation Resistance

Behavior

The Siren is a glass cannon. It is a slow-moving, area of effect damage ZED.
Upon spawning, it will walk towards the nearest player. Upon getting close to a target, they will begin to attack by screaming.
Siren screams deal massive damage which increases based on how close they are to the player.
Siren screams ignore armor.
Siren screams will stack with other Sirens and deal damage separately.
Siren screams visually distort the area around them and cause players' screens to shake violently depending on how close they are to players.
Siren screams destroy grenades and explosives (including C4 that has been placed on the ground), unless used by a Demolitionist with the Siren Resistance skill.
After screaming, the Siren has a short cooldown time before it can scream again.
If a player is standing right in melee range of a Siren, it will attempt to scratch or bite instead of scream, though sometimes it will scream regardless.
On Suicidal and Hell On Earth, Sirens do not gain any additional abilities.

Miscellaneous Information

Affliction handling:

Teleportation:

  • Siren cannot teleport.
  • (PvP) Rally boost: forces AI Sirens to sprint, players do x1.2 more damage.
  • Damage to doors = 39.
  • ZED mass = 50.
  • Should sprint if can sprint when damaged AND damaged (i.e. if sprint chance met its value) AND if distance to player laying between 6 and 12 meters (600 units < distance < 1200 units). Should sprint when frustrated. The sprint speed is equal to the walking speed.
  • EMP effect (disrupt) prevents Siren's scream attack.
  • Scream attack considered as an explosion with the "Sonic" damage type.
  • Each scream attack is a group of 4 sub-attacks performed in waves.
  • Each sub-attack creates an anti-projectile shield that lasts for 2.2 seconds.
  • Scream cooldown timer begin with the first wave of each scream attack.
  • Scream attack completely ignore the armor and does damage to the actual health.

Extermination Tactics

The Siren is deceptively durable despite its lanky build and looks. This is largely due to the metallic harness that they wear over their bodies which absorb damage.
Sirens are extremely dangerous specimens and are capable of killing entire teams quickly when too many of them are left alive to scream in melee range.
Sirens move very slowly, and therefore should be taken care of from a distance long before they have a chance to scream.
The presence of Sirens also disables the use of explosives, which can prove deadly when a horde of ZEDs are traveling with Sirens in the pack, who can scream to prevent explosives from easily taking out a group of ZEDs.
Sirens can be easily killed by perks that use high powered ballistic weaponry from a distance. Namely, the Commando and the Sharpshooter, who both excel at killing Sirens from a long distance safely.
Support Specialist can take out Sirens relatively well at medium to close range, but they risk taking damage from screams. However, one shotgun blast to the head usually decapitates them instantly. Interestingly, the game encourages Support Specialists to get up close and personal with the Siren, especially with the Double Barreled Shotgun's increased damage multiplier, to kill them.
The Berserker has no choice but to tank the scream if they are engaging Sirens. However, one well-placed strong attack to the head usually kills them instantly as well, stopping the scream immediately. Berserkers can also wait for the cooldown between Screams to attack.
Demolitionist can exterminate Sirens the quickest with their powerful explosive weapons that do not require perfect aim. Once a Demolitionist acquires the Siren Resistance skill, they can quickly and reliably dispatch even groups of Sirens with their high powered explosive weapons. Before then, try to only shoot at Sirens in between their screams.
When faced with groups of Sirens, it is often wiser to clear a path and back off so you can kill the Sirens safely from a distance, rather than risk getting surrounded by Sirens in every direction. A wipe is almost guaranteed if there are multiple Sirens screaming at the same time among the team, as the damage done by multiple Sirens stack.

Gallery