- For the AI counterpart, see Stalker (Killing Floor 2).
- Specimens (Killing Floor 2) - Killing Floor 2 Wiki
- See Full List On Killingfloor.fandom.com
- Killing Floor 2 Stalkers Full
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- 2) Run the game, wait for it to say it's been downloaded, then close the game. 3) Go to your Killing Floor directory in your Steam folder found: Steam steamapps common KillingFloor 4) Open the Uncensored Stalkers And Sirens Skins.rar found in your Killing Floor directory and follow the instructions.
- The Stalker is also a weak specimen, But is also a fast one as well, They have the ability to make themself invisible for awhile. Killing Floor is a first-person co-op survival horror, set in.
- Most dangerous thing in the game on SUI and up. I think they actually do too much damage per hit considering their individual attack rate + their ability to swarm. Not to mention the matrix dodge BS the stalkers pull off and the weirdness on hitboxes on the crawlers. It's somewhat annoying to have 10 plus of these guys spawn behind you/within 5 feet around a corner and be dead pretty mch.
- Aug 19, 2020 Specimens (aka ZEDs) are the main antagonists of Killing Floor and Killing Floor 2. While they are widely referred to as zombies they are in fact failed experimental clones created by Horzine Biotech, a biotechnology company in London, England. It is not necessarily wrong to label them as zombies, however, as they behave in such a fashion.
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.
- 2Damage Resistance
- 5Attacks and Moves
Base Statistics
Killing Floor 2. Tripwire Interactive First Party Games. News And Announcements New. 329 Threads 14.7K Messages. Player Survey for Halloween.
Stat type | Normal difficulty |
---|---|
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 | EMP | |
---|---|---|---|---|---|---|---|---|---|---|
Damage Multiplier | x0.4 | x0.75 | x0.75 | x1 | x0.8 | x0.35 | x0.2 | x1 | 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
Vulnerability mask = (Torso, Head, Legs, Arms, Special). | ||
---|---|---|
Stun = (Vulnerability = (0.5, 0.5, 0.1, 0.1, 0.1), Cooldown=3.0, Duration=2.0) | ||
Knockdown = (Vulnerability = (0.5), Cooldown=3.0) | ||
Stumble = (Vulnerability = (0.1), Cooldown=3.0) | ||
GunHit = (Vulnerability = (1.0), Cooldown=0.75) | ||
MeleeHit = (Vulnerability = (1.0), Cooldown=0.5) | ||
Poison = (Vulnerability = (1), Cooldown=5.0, Duration=2.0) | ||
Microwave = (Vulnerability = (0.25), Cooldown=5.0, Duration=2.0) | ||
FirePanic = (Vulnerability = (0.5), Cooldown=7.0, Duration=3) | ||
EMP = (Vulnerability = (2.5), Cooldown=5.0, Duration=3.0) | ||
Freeze = (Vulnerability = (1.0), Cooldown=1.5, Duration=2.0) | ||
Snare = (Vulnerability = (0.7, 0.7, 1, 0.7), Cooldown=8.5, Duration=1.5) | ||
Bleed = (Vulnerability = (0.25)) |
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.
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The Stalker is a common specimen in Killing Floor 2. It is classified as a lesser enemy, and therefore, cannon fodder. Stalkers are unique in that they possess a cloaking device which renders them nigh-invisible to players (except Commandos, who can see and call them out).
- 1Base Statistics
- 2Speed
- 3Resistances and Weaknesses
Base Statistics
Normal | Hard | Suicidal | Hell on earth | |
---|---|---|---|---|
Kill Reward | 15 | 15 | 15 | 15 |
XP | 8 | 10 | 10 | 10 |
Health (body) | 56 | 75 | 75 | 75 |
Health (head) | 15 | 20 | 20 | 20 |
For kill reward calculations read Dosh Mechanics.
Attacks
Melee (base damage) | 9 | ||||
Melee (damage multipliers vs. doors) | 1/3 | ||||
Melee (damage multipliers vs. players) | 0.5/0.75/1 | ||||
Melee (range) | 180 |
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
Stalkers move slowly when docile, and sprint when enraged.
On higher difficulties, Stalkers have a chance to enrage upon sighting the players, and have a chance to enrage when shot.
Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty.
Walking speed (per difficulty) | (360 - 440) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.3 / 1.4) | |||||
Running speed (per difficulty) | (450 - 550) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1.3 / 1.4) | |||||
Hidden speed | 600 | |||||
Sprint chance | Normal - 0 / Hard - 0 / Suicidal - 0.6 / HOE - 0.75 | |||||
Sprint chance (when damaged) | Normal - 0 / Hard - 0.05 / Suicidal - 1 / HOE - 1 |
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.
Sprint Conditions
Should sprint if can sprint OR (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.
Resistances and Weaknesses
Damage Resistance
Stalkers have resistances to some forms of damage types, and do not have any weaknesses to damage types.
Piercing | Slashing | Bludgeon | Toxic | Fire | Microwave | Explosives | Freeze | Shells | |
---|---|---|---|---|---|---|---|---|---|
Damage Multipler | x1 | x1 | x1 | x1 | x0.75 | x0.2 | x0.75 | x1 | x1 |
Specimens (Killing Floor 2) - Killing Floor 2 Wiki
Ballistic Resistance
Stalkers have minor resistances to certain ballistic weaponry and are extremely vulnerable to assault rifles.
Sub-machine Gun | Assault Rifle | Shotgun | Handgun | Rifle | |
---|---|---|---|---|---|
Damage Multipler | x0.9 | x1.5 | x1 | x1 | x0.85 |
Hitzones
Stalker only have one weak spot, which is the head.
Damage Multiplier | |
---|---|
Head | x1.1 |
All other | x1 |
Incapacitation Resistance
Affliction: | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare |
---|---|---|---|---|---|---|
Torso vulnerability: | x2 | x1.5 | x1 | x0.75 | x2 | x10 |
Head vulnerability: | x2 | x1.5 | x1 | x0.75 | x2 | x10 |
Legs vulnerability: | x1 | x1.5 | x1 | x0.75 | x2 | x10 |
Arms vulnerability: | x1 | x1.5 | x1 | x0.75 | x2 | x10 |
Special zone vulnerability: | x1 | x1.5 | x1 | x0.75 | x2 | x10 |
- Incap cooldown | 5s | 1s | 0.5s | 0s | 0s | 5.5s |
- Incap duration | 3s | --- | --- | --- | --- | 4s |
- Dissipation rate | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s |
- Incap threshold | 100 | |||||
Affliction: | Poison | Microwave | Fire panic | EMP | Freeze | Bleed |
- Vulnerability | x10 | x0.5 | x3 | x2.5 | x2.5 | x2 |
- Incap cooldown | 7.5s | 20.5s | 3s | 5s | 1.5s | --- |
- Incap duration | 5.5s | 5s | 4s | 5s | 4s | --- |
- Dissipation rate | -10/s | -20/s | -10/s | -50/s | -20/s | -20/s |
- Incap threshold | 100 (EMP Disrupt - 25, Bleed - 65) | |||||
Knockdown (getup duration) | 1.33s | |||||
Stun (time + wakeup duration) | 3s + 1.2s, for PvP ZEDs - 2s + 1.2s | |||||
Freeze (time + thaw duration) | 4s + 1.2s, for PvP ZEDs - 2s + 1.2s | |||||
Stumble (duration) | Between (0.87-1.33)s | |||||
Parry (duration) | Between (0.93-1.2)s |
See Full List On Killingfloor.fandom.com
Behavior
The Stalker is an ambush-based, melee-only ZED.
Upon spawning, it will walk or sprint towards the nearest player and attempt to attack them.
Stalkers tend to spawn from unusual locations such as ventilation shafts, high ceilings or open manholes. This allows them to attack from multiple angles and slip past defenses undetected.
Stalkers also tend to use their invisibility to sneak past front lines and attack players in the back more often.
Stalkers have the ability to dodge gunfire. When shot at, Stalkers will quickly backflip to the left or the right, or jump backwards to approach from another angle. On Suicidal and Hell On Earth, Stalkers will always dodge when shot at.
On Suicidal and Hell On Earth, Stalkers gain a huge boost in movement speed, as well as new attack animations that they will use when enraged. They easily become the fastest ZEDs in the game, only beaten by the bosses themselves in speed.
On Suicidal and Hell On Earth, Stalkers will begin to use more acrobatic attack animations, such as drop kicks and axe kicks, making their heads harder to hit once they get into attacking range.
Miscellaneous Information
Teleportation:
Frustration delay | Random (2.5-5)s | |||||
Disabled, when total AI remains | 0 | |||||
Cooldown | 5s | |||||
When hidden, can use after | 5s | |||||
When spawned, can use after | 10s |
Unlike the other ZEDs, Stalkers are able to teleport regardless from amount of the remaining AIs, while for other lesser ZEDs teleportation being completely disabled when less than 12 ZEDs remain throughout the wave.
Killing Floor 2 Stalkers Full
Various information:
- (PvP) Rally boost: forces AI Stalkers to sprint, players do x1.2 more damage.
- Damage to doors (possible values) = 9 / 27.
- ZED mass = 50.
- Should sprint if can sprint OR (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.
- Stalker has a chance to evade upon taking damage. Stalker has a chance to evade certain damage sources. Chance to evade after taking damage: Normal - 0.1, Hard - 0.4, Suicidal - 1, HOE - 1. Health loss percentage to trigger evade: all difficulties - 0.01.
- Once hit in the head (at least 1 piece of skull chunk lost) Stalker will lose its ability to cloak.
- When shot Stalker will re-cloak, after 0.35 seconds, if weapon featuring Melee hit power - after 1 second.
Extermination Tactics
Stalkers are extremely fragile. just about any form of weaponry will take them out very quickly.
Stalkers are invisible to all players except the Commando. The Commando is able to see Stalkers as a red silhouette that glows no matter what the lighting condition is. Other players will also be able to see Stalkers that the Commando is able to see, depending on the level of the Commando (2m to 50m distance).
Stalkers only break invisibility to attack or when shot. They can be seen as a faint, shimmering outline when they are invisible when the team does not have a Commando.
A less reliable way to find Stalkers is to look for them among groups of Crawlers, as Stalkers and Crawlers tend to spawn together in the same spots, though this isn't always the case. Stalkers are more unpredictable.
If the Stalker sustains a non-fatal headshot, it will lose the ability to cloak.
Ammunition can be saved in early waves by switching to the knife and cutting their heads off, though this is significantly more difficult compared to Clots, given their acrobatic attack animations. They also output significantly more damage, making knifing them a lot riskier, plus they are invisible, thus it is harder to see and anticipate their approach.
Extremely weak to Assault Rifles, making the Commando the best perk for quickly exterminating huge groups of Stalkers at a distance. Commandos are also the most likely to kill them as they can see cloaked Stalkers the best.
Be careful when throwing grenades or using explosives without a Commando on the team, as Stalkers can show up in front of you and block grenades, causing them to drop at your feet, and block explosives from going off entirely as the projectile connects with them within the arming safety distance.
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