Here are some things about specimens you may or may not know, which might help you in game. The specimens I am posting about are:
General
All specimens take additional damage when they are decapitated. In addition, some can be stunned if enough damage is dealt:
Decapitation:
http://forums.tripwireinteractive.com/showpost.php?p=673763&postcount=63
Stunning:
http://forums.tripwireinteractive.com/showpost.php?p=732162&postcount=8
Bloat
[ZombieBloat.uc, ZombieBloatBase.uc]
The bloat has 2 damage modifies and a charging puke attack.
Damage Multipliers
The bloat will sometimes move while doing the puking animation. The chance for this to happen increase with difficulty.
[ZombieGorefast.uc, ZombieGorefastBase.uc]
The only thing interesting about the gorefast is his charging melee attack.
Charge Chance
The gorefast may randomly do a charging melee attack when he is within range. The chance varies with difficulty and increases up to 40% on HoE.
Husk
[ZombieHusk.uc, ZombieHuskBase.uc]
Husk behavior is a tad more interesting than the bloat's. The 2 big things about a husk is how often they fire their cannon and how much flame resistance they have. These values are calculated in the PostBeginPlay() function. Note that there were only 4 difficulties when the husk was added. As such H.o.E and Suicidal share the same values.
Damage Multipliers
Of course, husks have flame resistance and it increases with difficulty. This resistance is controlled by the variable, BurnDamageScale. Multipliers are, in order of increasing difficulty:
The frequency of husk shots also vary with difficulty. As you would expect, husks fire their cannon more frequently on higher difficulties. The frequency is handled by the variable, ProjectileFireInterval. To make the shots more unpredictable, a random number between 0 and 2 is added to the base frequency when determining the time to fire the next shot. That is handled in the RangedAttack() function.
[ZombieScrake.uc, ZombieScrakeBase.uc]
Up until recently, there wasn't anything interesting about the scrake either. But with the new flinching mechanics for suicidal and HoE, they are worth looking at.
Damage Resistances
After the balance patch, Scrakes now have resistance to crossbow head shots on Suicidal and H.o.E. And no, scrakes do not have explosive resistance.
Scrake Stunning/Flinching
There is a confusion in terminology regarding scrakes. The patch notes say that scrakes can only be stunned once but anyone who plays berserker or sharpshooter knows that you can stun a scrake multiple times. Really, the patch notes should say scrakes will only flinch once on suicidal and H.o.E.
Killing Floor - Scrake Stunning 01 - YouTube
Knowing that we need to dish out at least 667 damage, the next question is what weapons can do this?
Killing Floor - Scrake Stunning 02 - YouTube
This confirms a few things I have just said about scrakes. You need to deal 667 per hit to stun and unperked xbow only does 600 to scrakes on suicidal/HoE because of their 50% resistance on those difficulties. On the other hand, a perked axe alt fire to the head does 687 damage per hit, enough to stun lock the scrake.
Fleshpound
[ZombieFleshpound.uc, ZombieFleshpoundBase.uc, FleshpoundZombieController.uc]
The most interesting specimen to look at I think. They have the rage conditions and all sorts of damage multipliers to look at.
Damage Multipliers
Pretty much everyone knows fleshpounds are weak against explosives, or neutral with regards to the LAW (no, fleshpounds don't have law resistance), and strong against everything else. So I'll just break down exactly much how stronger or weaker they are against the weapons at your disposal.
Rage Conditions
There are two ways a fleshpound will become mad: either you deal out a big chunk of damage in a short period of time, or he gets frustrated.
In the fleshpound base file, there is a nifty variable named RageDamageThreshold. This variable determines how much damage the fleshpound can take before enraging. The damage accumulator is named TwoSecondDamageTotal. These variables are used in the same TakeDamage() function.
To understand how frustration works, you will have to head over to the fleshpound's controller file. In there, the variables of interest are RageFrustrationThreshhold and RageFrustrationTimer. They are used in the Tick() and BeginState() function of the ZombieCharge state.
[ZombieBoss.uc, ZombieBossBase.uc]
The big boss of the game. Nothing too fancy about him.
Damage Multipliers
The patriarch will gain some resistance to pipe bombs if you attempt to win bomb him. The specifics are posted here and the quick version is:
The patriarch can heal up to 3 times. When he will heal is based on his current health. The hp level that triggers healing and how much he heals is set in the PostBeginPlay() function.
- Bloat
- Gorefast
- Husk
- Scrake
- Fleshpound
- Patriarch
General
All specimens take additional damage when they are decapitated. In addition, some can be stunned if enough damage is dealt:
Decapitation:
http://forums.tripwireinteractive.com/showpost.php?p=673763&postcount=63
Stunning:
http://forums.tripwireinteractive.com/showpost.php?p=732162&postcount=8
Bloat
[ZombieBloat.uc, ZombieBloatBase.uc]
The bloat has 2 damage modifies and a charging puke attack.
Damage Multipliers
- 1.5x -> Flame damage
- 0x -> Bloat Bile
The bloat will sometimes move while doing the puking animation. The chance for this to happen increase with difficulty.
- 20% -> Beginner
- 40% -> Normal
- 60% -> Hard
- 80% -> Suicidal/HoE
[ZombieGorefast.uc, ZombieGorefastBase.uc]
The only thing interesting about the gorefast is his charging melee attack.
Charge Chance
The gorefast may randomly do a charging melee attack when he is within range. The chance varies with difficulty and increases up to 40% on HoE.
- 10% -> Beginner
- 20% -> Normal
- 30% -> Hard
- 40% -> Suicidal/HoE
Husk
[ZombieHusk.uc, ZombieHuskBase.uc]
Husk behavior is a tad more interesting than the bloat's. The 2 big things about a husk is how often they fire their cannon and how much flame resistance they have. These values are calculated in the PostBeginPlay() function. Note that there were only 4 difficulties when the husk was added. As such H.o.E and Suicidal share the same values.
Damage Multipliers
Of course, husks have flame resistance and it increases with difficulty. This resistance is controlled by the variable, BurnDamageScale. Multipliers are, in order of increasing difficulty:
- 0.5x -> Beginner
- 0.25x -> Normal
- 0.1875x -> Hard
- 0.125x -> Suicidal and H.o.E
The frequency of husk shots also vary with difficulty. As you would expect, husks fire their cannon more frequently on higher difficulties. The frequency is handled by the variable, ProjectileFireInterval. To make the shots more unpredictable, a random number between 0 and 2 is added to the base frequency when determining the time to fire the next shot. That is handled in the RangedAttack() function.
- 6.875 - 8.875s -> Beginner
- 5.5 - 7.5s -> Normal
- 4.125 - 6.125s -> Hard
- 3.3 - 5.3s -> Suicidal and H.o.E
[ZombieScrake.uc, ZombieScrakeBase.uc]
Up until recently, there wasn't anything interesting about the scrake either. But with the new flinching mechanics for suicidal and HoE, they are worth looking at.
Damage Resistances
After the balance patch, Scrakes now have resistance to crossbow head shots on Suicidal and H.o.E. And no, scrakes do not have explosive resistance.
- 1.0x -> All attacks except...
- 0.5x -> Crossbow headshots on Suicidal and H.o.E
Scrake Stunning/Flinching
There is a confusion in terminology regarding scrakes. The patch notes say that scrakes can only be stunned once but anyone who plays berserker or sharpshooter knows that you can stun a scrake multiple times. Really, the patch notes should say scrakes will only flinch once on suicidal and H.o.E.
- Stun - Specimen stops moving and/or hangs his/her head down.
- Flinch - Specimen simply doesn't attack but is still mobile.
- Ex: Katana a scrake on hard or below. He won't attack you but will be right up in your face the whole time.
- Test 1 - My new crossbow deals 667 damage and stuns the scrake.
- Test 2 - Lowering the damage to 664 results in the scrake shrugging off every bolt and never stopping.
Killing Floor - Scrake Stunning 01 - YouTube
Knowing that we need to dish out at least 667 damage, the next question is what weapons can do this?
- Claymore Sword
[ClaymoreSwordFire.uc, ClaymoreSwordFireB.uc, DamTypeClaymoreSword.uc, KFMeleeFire.uc, KFVetBerserker.uc]- Alt fire head shot for level 5+ zerker
- Alt fire head shot from the back for any perk
- Not recommended unless you absolutely have to
- Alt fire backstab for level 1+ zerker
- Primary fire head shot for the back for level 3+ zerker
- Primary fire back stab for a level 3+ zerker
- Axe
[AxeFire.uc, AxeFireB.uc, DamTypeAxe.uc, KFMeleeFire.uc, KFVetBerserker.uc]- Alt fire head shot for level 5+ zerker
- Alt fire head shot from the back for any perk
- Not recommended unless you absolutely have to
- Alt fire backstab for level 2+ zerker
- Primary fire head shot for the back for level 3+ zerker
- Primary fire back stab for a level 5+ zerker
- Katana
[KatanaFire.uc, KatanaFireB.uc, DamTypeKatana.uc, KFMeleeFire.uc, KFVetBerserker.uc]- Alt fire head shot from the back for level 3+ zerker
- Alt fire backstab for level 4+ zerker
- Chainsaw
[ChainsawAltFire.uc, ChainsawFire.uc, DamTypeChainsaw.uc KFMeleeFire.uc, KFVetBerserker.uc]- Alt fire back stab from level 2+ zerker
- Alt fire and primary fire both have 1.0x head shot multiplier
- Alt fire back stab from level 2+ zerker
- Lar
[WinchesterFire.uc, DamTypeWinchester.uc, KFVetSharpshooter.uc]- Head shot for level 6 sharpshooter
- Xbow
[CrossbowArrow.uc, DamTypeCrossbowHeadShot.uc, KFVetSharpshooter.uc]- Head shot for level 1+ sharpshooter on Suicidal and HoE
- Head shot for any perk on Hard and below
- LAW
[LAWProj.uc]- Any perk can stun with body or head shot
- Hunting Shotgun
[BoomStickAltFire.uc, BoomStickFire.uc, DamTypeShotgun.uc, KFVetSupportSpec.uc]- The damage comprises of 20 (or 10 for single barrel) pellets. Each pellet only does 50 damage, which is nowhere near the 667 threshold even with perk and head shot bonuses.
- M32, M79, and M203
[M79GrenadeProjectile.uc, M32GrenadeProjectile.uc, KFVetDemolitions.uc]- Head shots will deal ~672 damage but, like the shotgun, the overall damage is a sum of smaller attacks. In this case, the individual damages being 336 a piece.
- Pipebombs
[PipeBombProjectile.uc, KFVetDemolitions.uc]- The oddball exception. Even though they deal out 1500 damage, I rarely ever see one stunned by a pipe bomb blast so I wouldn't count this as a reliable stunning method.
Killing Floor - Scrake Stunning 02 - YouTube
This confirms a few things I have just said about scrakes. You need to deal 667 per hit to stun and unperked xbow only does 600 to scrakes on suicidal/HoE because of their 50% resistance on those difficulties. On the other hand, a perked axe alt fire to the head does 687 damage per hit, enough to stun lock the scrake.
Fleshpound
[ZombieFleshpound.uc, ZombieFleshpoundBase.uc, FleshpoundZombieController.uc]
The most interesting specimen to look at I think. They have the rage conditions and all sorts of damage multipliers to look at.
Damage Multipliers
Pretty much everyone knows fleshpounds are weak against explosives, or neutral with regards to the LAW (no, fleshpounds don't have law resistance), and strong against everything else. So I'll just break down exactly much how stronger or weaker they are against the weapons at your disposal.
- 2.0x -> frags and pipebombs
- 1.25x -> M32, M79, and M203 nades
- 1.0x -> LAW
- 0.75x -> M14, LAR, Impact [from dud explosives and husk cannon] head shots
- 0.5x -> All other attacks except...
- 0.35x -> Crossbow head shot on Suicidal and H.o.E
- 0x -> Bloat Bile
Rage Conditions
There are two ways a fleshpound will become mad: either you deal out a big chunk of damage in a short period of time, or he gets frustrated.
In the fleshpound base file, there is a nifty variable named RageDamageThreshold. This variable determines how much damage the fleshpound can take before enraging. The damage accumulator is named TwoSecondDamageTotal. These variables are used in the same TakeDamage() function.
- RageDamageThreshold is set to 360
- TwoSecondDamageTotal is only reset if 2 seconds have passed since the fleshpound last received damage.
To understand how frustration works, you will have to head over to the fleshpound's controller file. In there, the variables of interest are RageFrustrationThreshhold and RageFrustrationTimer. They are used in the Tick() and BeginState() function of the ZombieCharge state.
- RageFrustrationThreshhold is initialized to be 10 seconds when the ZombieCharge state is entered
- When the fleshpound spots a target, it has a random value between 0 and 5 added to it thus giving you a range of 10-15 seconds before he rages
- RageFrustrationTimer is reset when you break line of sight, the fleshpound attacks, or it tries to avoid a tossed grenade
- The fleshpound leaves the ZombieCharge state when one of these 3 events happens
- TY Benjamin for the grenade tip
[ZombieBoss.uc, ZombieBossBase.uc]
The big boss of the game. Nothing too fancy about him.
Damage Multipliers
The patriarch will gain some resistance to pipe bombs if you attempt to win bomb him. The specifics are posted here and the quick version is:
- Takes 7.5% less damage per pipe bomb
- Can stack up to 14 pipes before they do 0 a piece
- Must wait 3 seconds in between explosions if you want to deal full damage for each pipe
The patriarch can heal up to 3 times. When he will heal is based on his current health. The hp level that triggers healing and how much he heals is set in the PostBeginPlay() function.
- 1st heal - 80% of max hp
- 2nd heal - 50% of max hp
- 3rd heal - 31.25% of max hp
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