Killing floor 2
Содержание:
Berserker
|
200 |
4 |
Crovel Survival Tool | ||
|
600 |
3 |
Piranha Pistol (DLC) | ||
|
750 |
5 |
VLAD-1000 Nailgun | ||
|
850 |
4 |
Katana | ||
|
850 |
5 |
Road Redeemer (DLC) | ||
|
850 |
5 |
Fire Axe | ||
|
1200 |
4 |
Hemoclobber | ||
|
1200 |
6 |
Dual Piranha Pistols (DLC) | ||
|
1300 |
7 |
Zweihander (DLC) | ||
|
1500 |
7 |
HRG Teslauncher | ||
|
1300 |
6 |
Pulverizer | ||
|
1600 |
9 |
Eviscerator | ||
|
1600 |
8 |
Bone Crusher | ||
|
1600 |
7 |
Static Strikers | ||
|
2000 |
10 |
Battleaxe | ||
|
2000 |
8 |
Ion Thruster (DLC) | ||
|
1300 |
7 |
Frost Fang (DLC) | ||
|
{`WeaponPricing_17`} |
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] | ||
|
— |
— |
Lawn Mower Blade | ||
|
40 |
— |
EMP Grenade | ||
|
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|
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Miscellaneous Information
Teleportation:
| Frustration delay | Random (2.5-5)s |
| Disabled, when total AI remains | 12 |
| Cooldown | 7s |
| When hidden, can use after | 5s |
| When spawned, can use after | 10s |
Miscellaneous:
| Penetration resistance | 1 |
| Parry resistance | |
| AI pause, on gun / melee hit | 0.85s |
Various information:
- (PvP) Rally boost: forces AI Cysts to sprint.
- Distance to perform grab = 1.88m.
- Maximum grab range = 2.1m.
- Grab attack can be interrupted.
- Damage to doors (possible values) = 18 / 36 / 48.
- ZED mass = 50.
- Should sprint if can sprint OR (if can sprint when damaged AND damaged) (i.e. if sprint chance met its value). Should sprint when frustrated.
- Cyst cannot grab the player for 1 second after grenade throw. Cyst cannot grab the player for 0.5 seconds after shooting the healing dart.
- This ZED can be knocked down when jumped on.
- Cyst has a chance to evade certain damage sources.
Linedia
Linedia — вики-подобная энциклопедия и база знаний Lineage II.
В отличии от большинства других, моя база Lineage 2 построена на вики-движке и позволяет любому пользователю как добавлять свои гайды, квесты и другие статьи о Lineage, так и править или уточнять уже существующие. Вот только некоторые из возможностей базы знаний:
- Поиск на карте NPC или локации прямо в квесте. Для этого нажмите на стрелку рядом с названием
- В описаниях локаций, монстров, NPC и предметов удобная таблица квестов, связанных с ними
- Скриншоты монстров, NPC и локаций
- Группировка квестов по типам, ресурсам, локациям, НПС
- Категоризация статей и поиск по первым символам
- Социальные закладки на любую страницу
- Дроп и спойл ресурсов и предметов
Сервера Lineage
Все сервера Lineage 2, доступные для сетевой игры, можно разделить на три группы:
- Официальные европейские и североамериканские сервера (EU и NA сервера) — игра платная, месячная подписка стоит около 13 евро;
- Официальные российские сервера (РуОфф) — игра бесплатная, но за специальные монеты 4GAME можно оплатить премиум аккаунт и приобрести некоторые вещи в Итеммоле;
- Неофициальные сервера (фришарды) — бесплатные частные сервера двух типов: Java-сервер (ява) или PTS-сервер (птс) на основе украденных у NCSoft исходных кодов.
Speed
Fleshpounds move slowly when docile, and sprint when enraged. Fleshpounds have specific conditions that have to be met before they enrage:
— After a Fleshpound has a player in his line of sight for 10-14 seconds; Getting hit by a Fleshpound while it is docile will NOT reset this timer.
— After a Fleshpound has taken 276 points of damage.
Once enraged, Fleshpounds will not stop raging until they successfully land an attack on a player, or 30 seconds after they have lost sight of players.
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) | 204 — 249 | 234 — 286 | 234 — 286 | 246 — 300 |
| Speed (sprinting) | 470 — 574 | 540 — 660 | 540 — 660 | 567 — 693 |
| Chance to Sprint on Sight | 100% | 100% | 100% | 100% |
| Chance to Sprint when Shot | 100% | 100% | 100% | 100% |
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.
Other
|
— |
— |
9mm Pistol | ||
|
150 |
2 |
Dual 9mm Pistols | ||
|
600 |
4 |
Doshinegun | ||
|
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|
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|
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|
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|
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] | ||
|
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] |
KILLING FLOOR MOD
|
|---|
|
KILLING FLOOR
|
|---|
Extermination Tactics
The Husk is an interesting specimen with multiple behavior patterns and a wide range of attacks, all of which deal extreme damage. One can look at the Husk as the damage dealer of the ZED line-up.The Husk’s fireball can be dodged. Move in a zig-zag to throw off the Husk’s aim, and change directions when the fireball is released. Players can jump as well if they get a running start to let the fireball pass through below them. You may still take splash damage when dodging the fireball, but it is infinitely preferred to being hit directly which deals far more damage.Husks should be killed from a distance before they can cause too much damage with fireballs. A player with fast reactions can exterminate them quickly as they begin to charge up their arm cannons for a fireball attack, as they leave their fuel tanks exposed during this small window.Husks are particularly dangerous in wide open areas where there is no cover to break line of sight, and they are able to repeatedly snipe players while the horde keeps the team occupied.The perks most suited for exterminating Husks are the ballistic weapon perks. They are all able to destroy the Husk’s backpack in one or two shots quickly; a more skilled player can take out the backpack while Husks are winding up for a shot or spraying fire.If the Husk needs to be exterminated quickly and its fireball attack is cooling down, the head is still a viable weak spot. Killing it via decapitation requires more ammunition, however. The player can then use the headless body as a grenade by shooting the fuel tank before it bleeds out.Do not let Husks get into close range as they are capable of doing a fiendishly high amount of damage; This is especially true for the Flamethrower attack, which can kill the fully armored and healed Berserker in seconds. Only the Firebug has any hope of surviving the Flamethrower at melee range due to their high fire resistance.Likewise, do not let Husks fall below 15% HP. This usually only happens on body shots, as quick kills via decapitation or fuel tank destruction will drop them long before their HP can hit 15%. Sprinting Husks can cause players to panic due to their extreme damage potential.Interestingly though, the Husk is most vulnerable to Shotguns. This is likely to encourage and reward skilled play from Support Specialists, who are daring enough to get close to a Husk and perform a quick decapitation kill while they are winding up for a shot, and before they can finish the attack to use their Flamethrower.Similarly, while the Berserker may have trouble engaging a Husk at close range, their weapons are usually strong enough to take out the Husk’s head in one blow. Alternatively, they can go for a trick swing which allows them to use the arc of their weapon attacks to hit the Husk’s fuel tank behind them at close range.Failure to kill the Husk at close range will result in an enraged, sprinting Husk who will retaliate with the Flamethrower immediately, which is highly dangerous.
Gunslinger

Gunslinger Perk Overview, Killing Floor 2
Target Priority
High
- Siren
- Husk
- Scrake
- Fleshpound
- Quarter Pound
Medium
- Alpha CLot
- Bloat
- Slasher
- Rioter
- E.D.A.R. Blaster
- E.D.A.R. Bomber
- E.D.A.R. Trapper
- Gorefiend
- Gorefast
Low
- Crawler
- Elite Crawlers
- Stalker
A Gunslinger can be considered as a close-range Sharpshooter, on a higher fire rate. He is the kiting material of the team, lining up the Zeds, head-shooting them one after the other, cleaning the battlefield dorm the most dangerous Zeds. He has a good amount of ammunition, except the 9mm, which recently got nerfed. Better use your ammo wisely, as if you get yourself to have fun with Clots and Slashers, you won’t have enough ammunition to deal with something more deadly and enraged that might get you off guard.
Gunslinger is the fastest perk, which makes him the no.1 enemy of an enraged Scrake, Fleshpound, or even Bosses. His weapon shots are most effective when you aim for the head, otherwise, you will be left with no ammo before the wave comes to an end. His grenades stun Zeds for a brief time, giving you the space to reload or to escape from a harsh situation, and start to line ’em up again.
He is mostly in the frontlines, lining up in the zeds, so he can achieve multiple headshots, and helping Demolitionists and Sharpshooters to have a clear view of their shots. Even if he is effective for almost all Zeds, and as we said, his ammunition capacity is pretty high, a Gunslinger must keep his bullets for harsh situations. Don’t bother with Crawlers, no matter how good of an aimer you are!
Weapon Strategy
Since 1858 Revolver, the starting weapon of Gunslinger, recently got buffed, and they’re much more capable of holding you up for the first rounds. The first pick should be the Dual M1911 Pistols. These handguns have pretty low recoil and a high enough fire rate, to help you deal with the trash that overwhelms the place on fresh starts.
Next choice should be the Dual .50 Desert Eagles, that I usually use on medium-power Zeds, like Gorefiends, Rioters or Husks. They are also capable of taking down Scrakes or Fleshpounds, but this is a job better done by Dual .500 Magnums.
Since your Dosh will be enough to equip yourself with finer weaponry, it’s time to get the all-time favorite and previously mentioned Dual .500 Magnums. Their damage output is not something that a large Zed will be able to deal with. Always remember to aim for every Zed’s weak spot.
For Boss wave, equip yourself with just an HMTech-101 Pistol, to give a helping hand if needed. Also, even if I will suggest Rack Em Up ability in the following build strategy, i prefer to use Bone Breaker for Boss, as if Patriarch comes out, headshots cant come easy and frequent.
Suggested Build
- Quick Draw: Reduce recoil penalty for shooting from the hip, increase movement speed 5%, and switch perk weapons 50% faster.
- Rack ’em Up: Consecutive headshots with perk weapons increases damage 10%, to a maximum of 50%.
- Speedloader: Increase reload speed with perk weapons.
- Skullcraker: Headshots with perk weapons slow ZEDs 30%.
- ZED TIME – Whirlwind of Lead: During ZED Time, your perk weapons can’t run out of ammo.
KILLING FLOOR MOD
|
|---|
|
KILLING FLOOR
|
|---|
Support

Support Perk Overview, Killing Floor 2
Target Priority
High
- Gorefast
- Gorefiend
- Rioter
- Siren
- Husk
Medium
- Alpha Clot
- Slasher
- Scrake
- Fleshpound
- Quarter Pound
- E.D.A.R. Blaster
- E.D.A.R. Bomber
- E.D.A.R. Trapper
Low
- Crawler
- Elite Crawler
- Stalker
- Bloat
Supports are armed with high-penetration shotguns, which allows them to a line-shot big group of Zeds. They have increased weight and ammo capacity, and they are considered as a top priority in team compositions, as he can provide ammunition to allies once per round.
Their ability to weld doors faster and repair them makes them the leader of positioning in a team, as he should be the one who decides which doors need to be weld. Welding doors can lead either to a massive Zed killing either to a big team massacre. Support should be really careful of the doors he is welding, as he has to always secure that there are exits available. Don’t weld doors without having a good knowledge of the map you’re playing on.
Supports should measure their priorities due to situations. When the trash-Zeds overwhelm the place, it’s a damn wrong choice to chase down and rage that Scrake. Better focus getting Zeds lined up for multiple headshots, and keep the area clean from Rioters that enrage Zeds or that death-threat-spinning Gorefiend.
Keep focusing on holding Zeds back to enter your territory by fighting in front of doors and corridors. If a passage you are holding gets out of hand, just weld it quickly and prepare your explosives. Demolitionists can also add their specialty on trapping the doors, so they can insta-explode when the door breaks down.
Weapon Strategy
Support’s should first consider buying a Double-barreled Boomstick for starters, as it can surely do the job on either large or small/medium Zeds. Therefore, you should focus on getting an AA-12 Auto Shotgun, and starting to use Double-barreled Boomstick, as a secondary weapon, and start to feel more confident in fighting with large zeds with the auto-shotgun.
I always use the AA-12 Auto Shotgun on semi-auto fire to save as many bullets as I can, and mostly because I find it more effective to aim properly. As for the Double-barreled Boomstick, I only use single shots, except situations as if a lined up group of Zeds spawns, or if auto-shotgun is on limited/no ammo and a large Zed needs to get down.
On Boss waves, you should measure what the team would need. If you think you should take a more supportive role you should stay with your weapons, and also buy a HZ12 Multi-Action, to keep the heal persistent. If you judge that more damage is needed, I would suggest RPG-7. On both situations, you need to strongly focus on Boss, as long as your team has at least on trash-killer.
Suggested Build
- Tactical Reload: Increase reload speed with perk weapons.
- Salvo: Increase damage of perk weapons 30%.
- Armor Piercing Shot: Greatly increase penetration with perk weapons.
- Resupply Pack: Your teammates can get 30% ammo and 20% armor restored by interacting with you once per wave. You can carry up to 20% more ammo for perk weapons.
- ZED TIME – Penetrator: During ZED Time, your perk weapons penetrate through any targets they hit.
Demolitionist
|
300 |
4 |
HX25 Grenade Pistol | ||
|
650 |
3 |
C4 Explosives | ||
|
650 |
6 |
M79 Grenade Launcher | ||
|
650 |
7 |
HRG Tommy Boom | ||
|
1200 |
6 |
Pulverizer | ||
|
1200 |
6 |
M16 M203 Assault Rifle | ||
|
1100 |
8 |
Seal Squeal | ||
|
1100 |
6 |
HRG Kaboomstick | ||
|
1500 |
9 |
RPG-7 | ||
|
1500 |
9 |
Seeker Six | ||
|
1500 |
7 |
Blunderbuss (DLC) | ||
|
2000 |
8 |
Gravity Imploder (DLC) | ||
|
2000 |
9 |
M32 Grenade Launcher | ||
|
1500 |
8 |
Husk Cannon | ||
|
{`WeaponPricing_14`} |
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|
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|
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] | ||
|
{`WeaponPricing_17`} |
{`WeaponWeight_17`} |
] | ||
|
— |
— |
Utility Knife | ||
|
40 |
— |
1/2 Stick of Dynamite | ||
|
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] | ||
|
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|
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|
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|
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|
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|
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|
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|
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Field Medic

Field Medic Perk Overview, Killing Floor 2
Target Priority
High
- Alpha Clot
- Slasher
- Crawler
- Elite Crawler
- Stalker
Medium
- Gorefast
- Gorefiend
- Rioter
- Bloat
Low
- Siren
- Husk
- Scrake
- Fleshpound
- Quarter Pound
- E.D.A.R. Blaster
- E.D.A.R. Bomber
- E.D.A.R. Trapper
Field Medic keeps your team alive with healing darts, that come out of his mid-ranged weapons, and also by using AOE healing grenades. The medicine that keeps his allies alive, poisons Zeds, causing them to flee away for a while.
Depending on the build, he can be super resistant to damage, either boost your allies with increased movement speed, damage resistance and damage done to Zeds. The “damage-resistance” build is not suggested for a multiplayer game though, except if there’s another healer around to focus on allies.
This perk should be positioned in back lines, so he can have a big field of view and be able to help when it is needed. His weapons are strong enough to kill small Zeds, and you can give a bit of your attention on trash-killing.
It’s strongly suggested not to try and kill big Zeds by yourself. None of his weapons are strong enough to deal with a Fleshpound or a Scrake. Focusing on healing the Berserker or the Demolitionist of the team. It is far more effective against the deadliest Zeds than trying to eliminate them with the firepower medic’s weapon have.
Weapon Strategy
A med should prioritize to buy HMTech-501 Grenade Rifle as primary and a HMTech-301 Shotgun or a Hemogoblin as secondary weapon. The choice between HMTech-301 Shotgun and the Hemogoblin depends clearly on your play-style.
HMTech-501 Grenade Rifle, is pretty similar to the classic HMTech-401 Assault Rifle, except that it does not fire healing darts but instead, it launches a limited number of healing grenades. It is long ranged and has no alternate fire mode.
HMTech-301 Shotgun is the perfect choice to deal with Gorefiend and other kinds of medium-power Zeds. Mostly effective on head and legs, and as all of the med’s weaponry, it has no alternate fire mode.
Hemogoblin is a medium damage, slow firing hitscan ballistic rifle that debuffs enemies by applying damage over time and unique bleeding incapacitation. It’s useful for helping allies finish off enraged Scrakes or Fleshpounds, but as said, it does not inflict enough damage to kill a Zed, without wasting more-than-needed ammo.
On Boss waves, I suggest going for the HMTech-501 Grenade Rifle and the Hemogoblin. Focus mostly on healing and getting boss wounded, by using the Hemogoblin.
Suggested Build
- Symbiotic Health: Increase total Health 25%. Healing teammates will heal you 10% of your total Health.
- Adrenaline Shot: Shooting teammates with healing darts increases their movement speed 10% for 5 seconds. This can stack up to a 30% bonus.
- Focus Injection: Shooting teammates with healing darts increases the damage they inflict 5% for 5 seconds. This can stack up to a 20% bonus.
- Coagulant Booster: Shooting teammates with healing darts increases their damage resistance 10% for 5 seconds. This can stack up to a 30% bonus.
- ZED TIME – Airborne Agent: You release a healing gas During ZED Time, healing teammates close by.
Sharpshooter
|
200 |
5 |
Winchester 1894 | ||
|
650 |
5 |
SPX 464 Centerfire | ||
|
650 |
6 |
Crossbow | ||
|
1100 |
7 |
M14 EBR | ||
|
1100 |
7 |
HRG Beluga Beat | ||
|
1100 |
7 |
Mosin Nagant (DLC) | ||
|
1500 |
9 |
Rail Gun | ||
|
1500 |
8 |
FN FAL ACOG | ||
|
1750 |
8 |
Compound Bow (DLC) | ||
|
2500 |
12 |
M99 AMR | ||
|
100 |
2 |
1858 Revolver | ||
|
325 |
2 |
Spitfire | ||
|
750 |
3 |
.500 Magnum Revolver | ||
|
1500 |
7 |
Corrupter Carbine (DLC) | ||
|
{`WeaponPricing_14`} |
{`WeaponWeight_14`} |
] | ||
|
{`WeaponPricing_15`} |
{`WeaponWeight_15`} |
] | ||
|
{`WeaponPricing_16`} |
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] | ||
|
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|
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|
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] | ||
|
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] | ||
|
{`WeaponPricing_21`} |
{`WeaponWeight_21`} |
] | ||
|
— |
— |
9mm Pistol | ||
|
150 |
2 |
Dual 9mm Pistols | ||
|
— |
— |
Kukri | ||
|
40 |
— |
Freeze Grenade | ||
|
{`WeaponPricing_26`} |
{`WeaponWeight_26`} |
] | ||
|
{`WeaponPricing_27`} |
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] | ||
|
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] | ||
|
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] | ||
|
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] |
Weapon List
|
200 |
5 |
Caulk n’ Burn | ||
|
325 |
2 |
Spitfire | ||
|
650 |
4 |
Dual Spitfires | ||
|
650 |
5 |
Dragonsbreath | ||
|
900 |
4 |
Mac 10 | ||
|
1000 |
4 |
HRG Scorcher | ||
|
1200 |
7 |
Flamethrower | ||
|
1200 |
6 |
HRG Incendiary Rifle | ||
|
1500 |
9 |
Microwave Gun | ||
|
1500 |
8 |
Husk Cannon | ||
|
1500 |
7 |
Thermite Bore (DLC) | ||
|
2000 |
8 |
Helios Rifle | ||
|
{`WeaponPricing_12`} |
{`WeaponWeight_12`} |
] | ||
|
{`WeaponPricing_13`} |
{`WeaponWeight_13`} |
] | ||
|
{`WeaponPricing_14`} |
{`WeaponWeight_14`} |
] | ||
|
{`WeaponPricing_15`} |
{`WeaponWeight_15`} |
] | ||
|
{`WeaponPricing_16`} |
{`WeaponWeight_16`} |
] | ||
|
{`WeaponPricing_17`} |
{`WeaponWeight_17`} |
] | ||
|
— |
— |
Fireman’s Knife | ||
|
40 |
— |
Molotov Cocktail | ||
|
{`WeaponPricing_20`} |
{`WeaponWeight_20`} |
] | ||
|
{`WeaponPricing_21`} |
{`WeaponWeight_21`} |
] | ||
|
{`WeaponPricing_22`} |
{`WeaponWeight_22`} |
] | ||
|
{`WeaponPricing_23`} |
{`WeaponWeight_23`} |
] | ||
|
{`WeaponPricing_24`} |
{`WeaponWeight_24`} |
] | ||
|
{`WeaponPricing_25`} |
{`WeaponWeight_25`} |
] | ||
|
{`WeaponPricing_26`} |
{`WeaponWeight_26`} |
] | ||
|
{`WeaponPricing_27`} |
{`WeaponWeight_27`} |
] | ||
|
{`WeaponPricing_28`} |
{`WeaponWeight_28`} |
] | ||
|
{`WeaponPricing_29`} |
{`WeaponWeight_29`} |
] | ||
|
{`WeaponPricing_30`} |
{`WeaponWeight_30`} |
] |
Killing Floor 2 SDK Tutorials
Navigation — Guide to setting up navigation in custom mapsDoors — Guide to setting up doors in custom mapsTraders — Guide to setting up traders in custom mapsSpawns — Guide to setting up player and zed spawns in custom mapsPickups — Guide to setting up pickups in custom mapsWorld Info — Guide to setting up world info for custom mapsModular Set — Guide to using the modular static set for custom mapsShadowing Technical Documentation — Technical Documentation on the shadow systemMaterial Instance Creation — Guide to making custom Material Instances for custom mapsUV’s and Mesh Merging — Guide to set up UV channels and mesh merging for Splatter mapsSetting Up Map Audio — Guide to set up Audio usage in custom mapsHoldout Map Setup Guide — Guide to explaining the logic behind Holdout maps and setting them upSetting up Stand Your Ground — Guide to setting up stand your ground volumesSetting up Linear Map — Guide to setting up your map for Linear GameplaySetting up Precomputed Visibility — Guide to understanding what Precomputed Visibility is and how to add it to mapsMap Optimization Guide — Full Comprehensive Guide to completely optimizing your mapSetting up Landscapes — Guide to setting up Landscapes for custom mapsSetting up WWise for Audio Modding — Guide to setting up Wwise for Audio moddingSetting up Map Audio — Guide to setting up map audioSetting up Weapon Audio — Guide to setting up weapon audio
General Information
You’re a very strong crowd thinner perk: unlike Demolitionists, who suffer from a lack of self-defense options; Commandos, who fare poorly against large ZEDs; or Berserkers, who need to get up close and personal; your strong points overcome all of their weaknesses. Your weapons are made for close combat fighting, shotguns will decimate the heads of large ZEDs in most circumstances, and you don’t need to be in the thick of things to be effective.
You excel the most in tightly packed hallways and rooms. Your naturally high penetration power, plus its increased power as you level, will mean that each shotgun blast will tear through more and more ZEDs. Any hallway will quickly be turned into a bloody mess of dismembered limbs and gibs once you enter the fray.
Most ZEDs will fall with only a few solid blasts to the chest with a shotgun, but your main weakness is that you will eventually have to reload. When you do, you will have to spend some time loading in each shell until you’re fully topped up, unless you’re using one of the few magazine-fed shotguns, trading firepower for capacity and convenience. You also have few opportunities to exploit being in ZED time due to the slow action of most of your shotguns.
As you level up, you will gain more space for weapons; while this is intended as you being able to carry a dead teammate’s weapon, you can also use this to carry more shotguns or upgrade high tier ones.
You can also weld with increased speed and have the unique ability to repair damaged doors. While this is incredibly slow to do so, you can combo that ability with the Demolitionist’s ability to booby trap doors for an essentially infinite defensible chokepoint.
Bulls-Eye
| Hostile Grounds — June 13th (2016): | |
| London continues to be a battleground between survivors and Zeds, both above ground and below. The original outbreak was contained, but now smaller outbreaks regularly plague the historic city ~ Community Map by Swift_Brutal_Death. |
| Containment Station — June 13th (2016): | |
| Space is not even safe from the Zed outbreaks! A Horzine research space station has become infested with Zeds and it must be retaken before it falls to earth. In space, everyone can hear you shatter Zed skulls…when you’re inside a space station that is. Outside a space station, not so much ~ Community Map by Fel. |
Gunslinger
|
100 |
2 |
1858 Revolver | ||
|
200 |
4 |
Dual 1858 Revolvers | ||
|
325 |
2 |
M1911 Pistol | ||
|
325 |
2 |
HRG Winterbite | ||
|
550 |
2 |
Rhino (DLC) | ||
|
550 |
2 |
.50 Desert Eagle | ||
|
650 |
4 |
Dual M1911 Pistols | ||
|
650 |
4 |
Dual HRG Winterbites | ||
|
750 |
3 |
.500 Magnum Revolver | ||
|
750 |
4 |
Glock 18c (DLC) | ||
|
750 |
3 |
AF2011-A1 | ||
|
1100 |
4 |
Dual Rhinos (DLC) | ||
|
1100 |
4 |
Dual .50 Desert Eagles | ||
|
1500 |
4 |
HRG Disrupter | ||
|
1500 |
6 |
Dual .500 Magnums | ||
|
1500 |
6 |
Dual AF2011-A1s | ||
|
1500 |
8 |
Dual Glock 18c (DLC) | ||
|
200 |
1 |
HMTech-101 Pistol | ||
|
200 |
5 |
Winchester 1894 | ||
|
300 |
4 |
HX25 Grenade Pistol | ||
|
325 |
2 |
Spitfire | ||
|
600 |
3 |
Piranha Pistol (DLC) | ||
|
650 |
4 |
Dual Spitfires | ||
|
650 |
5 |
SPX 464 Centerfire | ||
|
1200 |
6 |
Dual Piranha Pistols (DLC) | ||
|
{`WeaponPricing_25`} |
{`WeaponWeight_25`} |
] | ||
|
{`WeaponPricing_26`} |
{`WeaponWeight_26`} |
] | ||
|
— |
— |
9mm Pistol | ||
|
150 |
2 |
Dual 9mm Pistols | ||
|
— |
— |
Bowie Knife | ||
|
40 |
— |
Nail Bomb |
Speed
Husks will only sprint when their health drops to 15% or if they are .Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty.
| Walking speed (per difficulty) | (153 — 187) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) |
| Running speed (per difficulty) | (405 — 495) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) |
| Hidden speed | 600 |
| Sprint chance | can not sprint normally (if suicidal — 1) |
| Sprint chance (when damaged) | can not sprint normally (if suicidal — 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.