"For most of the time known by humans during zed apocalypse, northern regions were safe from zed invasion. Canada was a quiet heaven among other countries. Most zeds can't tolerate cold, their inner electronic components start to run out of power. But this changed not long ago. New apex predator manufactured by Horzine specifically to hunt those trying to find refuge in freezing valleys and mountains. Wolf DNA merged with human, it's perfect hunting instinct is also combined with stalker cloaking technology and other tools to help for long hunting in the open. It's new fur is bioengineered to withstand cold and burns."
Werewolf is a level up from stalkers in terms of sneak attacks, big tanky zed. Tall, imposing humanoid figure with big muscle mass in arms and torso, he looks big, but simultaneously, little bit malnourished, tho still is very strong. He is equipped with the same cloaking technology as stalker's. He has a nice tail.
He is the same height as your shoulder when standing on all fours.
He is covered from head to toe with unnatural looking black fur that makes it difficult to have a good look at the creature, rendering only silhouette visible even at close range.
Face resembles a wolf. Eyes are glowing in the dark. Big retractable claws able to rip a truck. Jaws are enhanced in bite power, from Horzine tests, werewolf was able to bite fleshpound's neck and kill it instantly.
Werewolves are able to move while standing on two legs at a slower pace or run fast on all fours. Werewolf features smoke grenade launcher implanted on his shoulder to help him attack/retreat.
Creature also has long metal spikes system protruding all it's torso, they extend when werewolf is retreating, blocking damage and hurting anyone who stands in creature's way,it appears that he also has pain inhibitor system.
- Werewolf is ambush based zed, you dont find Werewolf, Werewolf finds you, apex hunting instincts allow werewolf to "sneak" past even a commando unnoticed, ambush players, and run away when injured. He has three phases, sneaking, hunting, and retreating. He has a chance to spawn instead of scrakes.
- When werewolf spawns, you hear a howl, he automatically enters sneaking phase, werewolf is technically not in the game world during that phase, Werewolfs have enhanced hunting instincts, plus they have cloaking technology, you wouldn't know the werewolf is hunting you until he already attacks you. Assume that he is cloaked, hunting you.
- Randomly during wave, werewolf can enter hunting phase, when he uncloaks near player's positions quietly, as if he was standing there the whole time. For a brief moment werewolf stands on two legs with imposing pose and growls at players, preparing to attack.
- Single Werewolf will sprint on all fours at first when attacking, but after delivering first blow, he will stand up on his legs again and continue to chase player at a slower pace. They attack by biting player's neck and doing wide slashing attacks, strength combined with big claws and jaws will probably be enough to rip your head off with combined attack.
- If you create too much distance with standing werewolf, he will temporarily switch to running on all fours without cloaking to catch up to you, then at a certain distance away from you he stands up again. Any zeds on the way of running werewolf are knocked down. While werewolves running on all fours are immune to knock down.
- Werewolf has a chance to use his smoke grenade launcher during ambush and blind players who are about to be attacked. You wouldn't want to see his silhouette coming at you in smoke cloud.
- If multiple werewolves are present, their behaviour changes, all of them will enter hunting phase simultaneously and ucloak before players, they will:
- howl before attacking as a pack, boosting their bloodthirst - pack of werewolves will always run on all fours, preferring not to stand up on their legs after attack(they are slower if they stand up).
- Werewolf pack will cloak simultaneously (visible to commando, this behaviour is exclusive for werewolf packs, lone werewolves don't cloak when hunting, only when retreating).
- Cloaked pack begins to run circles around players to confuse them or block escape.
- They alternately attack players and continue running, Werewolf that currently attacks uncloak, others stay cloaked. If there are multiple players, other werewolves will uncloak and attack them, but one player can be attacked only by one werewolf at a time. Sometimes they stop and growl at you. They can still launch smoke grenades to make players panic more. If they get you in a tight space or a corner, werewolves will stop at a certain distance and growl at you, each werewolf will take their turn to attack you, while others hold their ground and growl, attacking if you get too close. Other zeds get knocked down if cloaked werewolf crushes into them while running.
- During werewolf pack attack, spawn rate of other zeds decreases to not make it too hard and chaotic.
- Horzine enhanced fur of the creature, it makes him immune to freezing and fire.
- When werewolf takes enough damage he enters retreating phase, then, deadly metal spikes extend from his body, it appears that this complicated system is hidden behind thick fur. This is inspired by left 4 dead cut infected "haggard":
You can see those metal bars piercing all its body, the difference with werewolf is that its not just rusty broken metal bars, its nice and deadly system implanted in werewolf's torso.
- When retreating, werewolf will cloak, launch a barrage of smoke grenades and run away on all fours with increased speed, trying to lose direct line of sight, hurting anyone who is on his way with long metal spikes. Commando is essential to kill cloaked werewolf.
- Werewolf packs will not enter retreating phase and continue to fight until they die, only when one werewolf is left, he will be able to enter retreating phase
- Due to increased agility and speed, werewolves are partially resistant to Zed time meaning that they will move faster almost like in real time. This is to make it more difficult to catch and kill it, even for commando. This was actually featured in kf2, slashers are the only zeds that are 20℅ immune to Zed time
- After escaping and losing line of sight with players, werewolf will enter sneaking phase again, techically dissappearing from game world and regenerating all health. Werewolf will continue to hunt you if you don't kill him while he retreats. Commando is essential because he can see cloaked werewolf running away or at least see his health bar through the smoke cloud. It's difficult to kill it because spikes also block damage and make headshots a priority, but it's hard task with increased speed of retreating werewolf.
- If there are few zeds left, werewolf will not enter retreating phase
/ / / Werewolf will hunt you again and again until you're dead. starting to spawn in later waves, he will continue to hunt you if you dont kill him. Werewolf is immune to all freezing due to it's fur so you can't just stop it that easy, additionaly fire weapons will not trigger any DOT on him, and when he retreats he moves fast in Zed time while also cloaked. If you don't have commando, you will most likely not catch retreating werewolf, and it will comeback to ambush you again, he is also dangerous when retreating, because metal spikes will hurt players who are lost in smoke clouds and can't evade running werewolf, making others think that werewolf still attacks and doesn't retreat yet. Either way, you can't be secure, when werewolf is in his sneaking phase, even commando can't see his "cloaked mode" , because he is techically not in game world, he appears around your position as if he just uncloaked like stalker, only then he starts to exist technically.
Werewolf pack is the most difficult threat mercs can face before boss. They are much more dangerous in packs - they always run, cloak, tend to surround you and will not retreat until only one werewolf is left alive. Without commando you will not be able to guess which one of them is injured, because they all cloak and attack alternately, injured ones will stay in the battle longer due to this and cause more harm. If you are lucky to be attacked by only one werewolf, don't let it retreat, or next time they will attack as a pack, if another werewolf will spawn by that time.
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Werewolf pack is the most difficult threat mercs can face before boss. They are much more dangerous in packs - they always run, cloak, tend to surround you and will not retreat until only one werewolf is left alive. Without commando you will not be able to guess which one of them is injured, because they all cloak and attack alternately, injured ones will stay in the battle longer due to this and cause more harm. If you are lucky to be attacked by only one werewolf, don't let it retreat, or next time they will attack as a pack, if another werewolf will spawn by that time.
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