Stalker (Killing Floor 2 VS): Difference between revisions

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[[File:KF2_Specimen_VS_Stalker.jpg|500px|frame]]
[[File:KF2_Specimen_VS_Stalker.jpg|474px|frame]]
 
=== General Information ===
{{For|the AI counterpart|Stalker (Killing Floor 2)}}
Stalkers are one of the playable Zeds in Killing Floor 2's Versus mode. The Stalker's role in the Zed team is to ambush the Survivors from unusual angles of attack. The Stalker retains her cloaking ability, but unlike the AI Stalker, is invisible to Commandos as long as they are not sprinting. Stalkers are also agile and able to quickly somersault repeatedly to avoid gunfires, utilizing hit-and-run tactics with her dodges and invisibility rather than straight up brute force like the other Zeds.
 
The player-controlled '''Stalker''' is one of the playable ZEDs in Killing Floor 2's Versus Mode. The Stalker's role in the ZED team is to ambush the Survivors from unusual angles of attack. The Stalkers retains their cloaking ability, but unlike the AI Stalkers, are invisible to Commandos as long as they are not sprinting. Stalkers are also agile and able to quickly somersault repeatedly to avoid gunfires, utilizing hit-and-run tactics with their dodges and invisibility rather than straight up brute force like the other ZEDs.
 
==Base Statistics==


== PvP 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;"
!  
!  
! scope="col" | PvP Statistics
! scope="col" | Normal
|-
|-
! scope="row" | Bounty
! scope="row" | Kill Reward
| £60
| 30
|-
|-
! scope="row" | Speed (Walking)
! scope="row" | XP Reward
| 390
| 32
|-
|-
! scope="row" | Speed (Sprinting)
! scope="row" | Speed (walking)
| 620
| 500
|-
|-
! scope="row" | Health (Body)
! scope="row" | Speed (sprinting)
| 200
| 700
|-
|-
! scope="row" | Health (Head)
! scope="row" | Health (body)
| 75
| 130
|-
! scope="row" | Health (head)
| 100
|-
|-
|}
|}


- Player Stalkers have their speed modified based on the average level of the Survivor team. This percentage value varies between '''-10% to +10% speed.''' <br />
For kill reward calculations read [[Mechanics_(Killing_Floor_2)#Gameplay_-_Dosh|Dosh Mechanics]].
- Player Stalkers have their head health and body health modified based on the average level of the Survivor team. This multiplier ranges from '''x0.7 to x1.18.''' <br />
 
Due to [[Mechanics_(Killing_Floor_2)#Gameplay_-_Game_Conductor|Game Conductor]] mechanics, player-controlled Stalkers have their health modified based on the average level of the Survivor team. Values vary within (x0.85 - x2) range.
 
==Damage Resistance==


== Resistances ==
Player-controlled Stalkers have a wide variety of damage type resistances as well as some weaknesses. They are most notablty weak against SMGs and resistant to Shotgun damage types. Stalkers are also less resistant to damage from certain ''tier 1'' weapons.
Player Stalkers have no weaknesses
 
===Common Modifiers===
 
Stalkers are neutral to Toxic and are significantly resistant to Microwave, Explosive and Piercing damage types.


{|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
Line 42: Line 52:
! scope="col" | Microwave
! scope="col" | Microwave
! scope="col" | Explosives
! scope="col" | Explosives
! scope="col" | EMP
! scope="col" | Freeze
! scope="col" | [[Mechanics_(Killing_Floor_2)#Weapons_-_Ballistic-explosive_tracing|Shells]]
|-
! scope="row" | Damage Multiplier
|x0.4||x0.75||x0.75||x1||x0.8||x0.35||x0.2||x1||x1
|-
|}
 
Stalkers resist to every type of ballistic weaponry except [[SWAT|SMGs]] and are significantly resistant against [[Support_(Killing_Floor_2)|shotguns]].
 
{|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="row" | Damage Multiplier
|x1.1||x0.7||x0.3||x0.4||x0.4
|-
|}
 
===Weapon-specific Modifiers===
 
Stalkers are notably vulnerable against [[Firebug_(Killing_Floor_2)|Firebug]]'s [[Caulk_n%27_Burn|Caulk n' Burn]] and heavy (blunt) attacks of [[Berserker_(Killing_Floor_2)|Berserker]]'s [[Crovel Survival Tool]].
 
{|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" | CaulkBurn
! scope="col" | HX25
! scope="col" | Eviscerator
! scope="col" | Crovel (bludgeon)
|-
|-
! scope="row" | Damage Taken Multipler
! scope="row" | Damage Multiplier
|100%||100%||100%||100%||50%||100%||50%||100%||100%
|x1.5||x0.5||x0.3||x1.2
|-
|-
|}
|}


Player Stalkers only have one weak spot, which is the head.  
Stalkers are weak against [[Commando_(Killing_Floor_2)| Commando]]'s [[AR-15 Varmint Rifle|AR-15]], default [[9mm_Pistol_(Killing_Floor_2)|9mm Pistol]] and [[Field_Medic_(Killing_Floor_2)|Field Medic]]'s [[HMTech-101_Pistol|HMTech-101 Pistol]].
 
{|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" | AR15
! scope="col" | MB500
! scope="col" | Rem1858
! scope="col" | Colt1911
! scope="col" | Medic Pistol
! scope="col" | Winchester
! scope="col" | 9mm
|-
! scope="row" | Damage Multiplier
|x1.2||x0.5||x0.75||x0.65||x1.5||x0.6||x1.6
|-
|}
 
==Hitzones==
 
Stalkers have only one weak [[Mechanics_(Killing_Floor_2)#ZEDs_-_Hitzones|spot]], which is the head. Although the damage multiplier is miserable.


{|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;"
!  
!  
! scope="col" | Hit Zone Damage Factor
! scope="col" | Damage Multiplier
|-
|-
! scope="row" | Head
! scope="row" | Head
|110%
|x1.001
|-
|-
! scope="row" | All other
! scope="row" | All other
|100%
|x1
|-
|-
|}
|}


== Movelist ==
==[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Incapacitation]] Resistance==
- '''LMB:''' 2-hit clawing attack, can be done while moving <br />
 
- '''LMB+w (while sprinting):''' 2-hit combo consisting of an axe kick followed by a roundhouse <br />
[[File:Kf2_stalker_versus_incaps.png]]
- '''RMB:''' Performs a quick somersault kick <br />  
 
- '''RMB+w: (while sprinting):''' Claws with arms, then performs a drop-kick, dealing multiple hits <br />
==Attacks and Moves==
- '''V:''' Evade by quickly somersaulting towards the direction the Stalker is facing, has no cooldown <br />
 
- '''Primary:''' 2-hit clawing attack, can be done while moving.<br />
- '''Primary + Sprint:''' 2-hit combo consisting of an axe kick followed by a roundhouse.<br />
- '''Secondary:''' Performs a quick somersault kick.<br />  
- '''Secondary + Sprint::''' Claws with arms, then performs a drop-kick, dealing multiple hits.<br />
- '''Bash:''' Evade by quickly somersaulting towards the direction the Stalker is facing.<br />
- '''Passive:''' Automatically cloaks when not attacking, exits cloak upon performing an attack or evade. Unlike AI Stalkers, player-controlled Stalkers remain invisible to Commandos while they are standing still or walking. <br />
- '''Passive:''' Automatically cloaks when not attacking, exits cloak upon performing an attack or evade. Unlike AI Stalkers, player-controlled Stalkers remain invisible to Commandos while they are standing still or walking. <br />


== Gameplay Tips and Strategies ==
Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team.<br />
Heavy attack. Damage - 20. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 1s.<br />
Light attacks. Damage - 20. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 0.25s.<br />
 
===Damage Scale===
 
Heavy attack (running) - x0.5 (2 hits per attack).<br />
Heavy attack (walking / stationary) - x0.75 (2 hits per attack).<br />
Light attack (running) - x0.75 (7 hits per attack).<br />
Light attack (walking / stationary) - x0.75 (2 hits per attack).<br />
Light attack and heavy attack (jumping) - x1.<br />
Jump attack - x1 (1 hit per attack).<br />
 
==Miscellaneous Information==
 
Jump cooldown - 1s. JumpZ - 1100. Dodge cooldown - 0.35s.


== Gallery ==
Player-controlled Stalkers start spawning at the second wave of the normal versus game.
<gallery>
</gallery>


{{KF2NavBox}}
{{KF2NavBox}}

Latest revision as of 16:21, 11 December 2017

For the AI counterpart, see Stalker (Killing Floor 2).


The player-controlled Stalker is one of the playable ZEDs in Killing Floor 2's Versus Mode. The Stalker's role in the ZED team is to ambush the Survivors from unusual angles of attack. The Stalkers retains their cloaking ability, but unlike the AI Stalkers, are invisible to Commandos as long as they are not sprinting. Stalkers are also agile and able to quickly somersault repeatedly to avoid gunfires, utilizing hit-and-run tactics with their dodges and invisibility rather than straight up brute force like the other ZEDs.

Base Statistics

Normal
Kill Reward 30
XP Reward 32
Speed (walking) 500
Speed (sprinting) 700
Health (body) 130
Health (head) 100

For kill reward calculations read Dosh Mechanics.

Due to Game Conductor mechanics, player-controlled Stalkers have their health modified based on the average level of the Survivor team. Values vary within (x0.85 - x2) range.

Damage Resistance

Player-controlled Stalkers have a wide variety of damage type resistances as well as some weaknesses. They are most notablty weak against SMGs and resistant to Shotgun damage types. Stalkers are also less resistant to damage from certain tier 1 weapons.

Common Modifiers

Stalkers are neutral to Toxic and are significantly resistant to Microwave, Explosive and Piercing damage types.

Piercing Slashing Bludgeon Toxic Fire Microwave Explosives Freeze Shells
Damage Multiplier x0.4 x0.75 x0.75 x1 x0.8 x0.35 x0.2 x1 x1

Stalkers resist to every type of ballistic weaponry except SMGs and are significantly resistant against shotguns.

Sub-machine Gun Assault Rifle Shotgun Handgun Rifle
Damage Multiplier x1.1 x0.7 x0.3 x0.4 x0.4

Weapon-specific Modifiers

Stalkers are notably vulnerable against Firebug's Caulk n' Burn and heavy (blunt) attacks of Berserker's Crovel Survival Tool.

CaulkBurn HX25 Eviscerator Crovel (bludgeon)
Damage Multiplier x1.5 x0.5 x0.3 x1.2

Stalkers are weak against Commando's AR-15, default 9mm Pistol and Field Medic's HMTech-101 Pistol.

AR15 MB500 Rem1858 Colt1911 Medic Pistol Winchester 9mm
Damage Multiplier x1.2 x0.5 x0.75 x0.65 x1.5 x0.6 x1.6

Hitzones

Stalkers have only one weak spot, which is the head. Although the damage multiplier is miserable.

Damage Multiplier
Head x1.001
All other x1

Incapacitation Resistance

Attacks and Moves

- Primary: 2-hit clawing attack, can be done while moving.
- Primary + Sprint: 2-hit combo consisting of an axe kick followed by a roundhouse.
- Secondary: Performs a quick somersault kick.
- Secondary + Sprint:: Claws with arms, then performs a drop-kick, dealing multiple hits.
- Bash: Evade by quickly somersaulting towards the direction the Stalker is facing.
- Passive: Automatically cloaks when not attacking, exits cloak upon performing an attack or evade. Unlike AI Stalkers, player-controlled Stalkers remain invisible to Commandos while they are standing still or walking.

Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team.
Heavy attack. Damage - 20. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 1s.
Light attacks. Damage - 20. Maximum hit range - 1.8m. Vs doors - x5 more. Cooldown - 0.25s.

Damage Scale

Heavy attack (running) - x0.5 (2 hits per attack).
Heavy attack (walking / stationary) - x0.75 (2 hits per attack).
Light attack (running) - x0.75 (7 hits per attack).
Light attack (walking / stationary) - x0.75 (2 hits per attack).
Light attack and heavy attack (jumping) - x1.
Jump attack - x1 (1 hit per attack).

Miscellaneous Information

Jump cooldown - 1s. JumpZ - 1100. Dodge cooldown - 0.35s.

Player-controlled Stalkers start spawning at the second wave of the normal versus game.