Killing Floor 2

Killing Floor 2

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beeboob Aug 6, 2017 @ 8:07am
What does Berserker EMP grenade do?
Hi.

I've been wondering for quite some time now, what does the Berserker EMP grenade do? It doesn't seem to do much to ZED's from my expirience.
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Showing 1-15 of 20 comments
[MM] Cpt_Mustard Aug 6, 2017 @ 8:09am 
They disable enemy special attacks and gives them a headache, so they walk all slow n stuff. It used to derage Fp's, but not anymore... atleast i think so, from my experience
beeboob Aug 6, 2017 @ 8:10am 
Originally posted by King Krimson:
They disable enemy special attacks and gives them a headache, so they walk all slow n stuff. It used to derage Fp's, but not anymore... atleast i think so, from my experience
Does it affect any other Zed's? Does it stop Siren's scream? Gorefiend spin? and special attacks like that?
[MM] Cpt_Mustard Aug 6, 2017 @ 8:12am 
Originally posted by Fox:
Originally posted by King Krimson:
They disable enemy special attacks and gives them a headache, so they walk all slow n stuff. It used to derage Fp's, but not anymore... atleast i think so, from my experience
Does it affect any other Zed's? Does it stop Siren's scream? Gorefiend spin? and special attacks like that?
Yes, something like that. it's useful when you go full melee on a husk, you disable him and kill him, since his flamethrower can basically kill you
Thegoodman Aug 6, 2017 @ 9:19am 
Also makes the Patricarch unable to heal, that's pretty valuable.
Bindal Aug 6, 2017 @ 9:19am 
Originally posted by Thegoodman:
Also makes the Patricarch unable to heal, that's pretty valuable.
He still can and in fact will run regardless of EMP or not (while otherwise he can't)
Thegoodman Aug 6, 2017 @ 9:21am 
Originally posted by Bindal:
Originally posted by Thegoodman:
Also makes the Patricarch unable to heal, that's pretty valuable.
He still can and in fact will run regardless of EMP or not (while otherwise he can't)
He does run but can't heal, (maybe excluding the emergency heal he does in the middle of a team, haven't tested that) I've stopped his heal while his syringe is in his hands many times.

Edit: added "in" to the last sentence. His hands aren't syringes, that's stupid.
Last edited by Thegoodman; Aug 6, 2017 @ 9:24am
Bindal Aug 6, 2017 @ 9:43am 
Originally posted by Thegoodman:
Originally posted by Bindal:
He still can and in fact will run regardless of EMP or not (while otherwise he can't)
He does run but can't heal, (maybe excluding the emergency heal he does in the middle of a team, haven't tested that) I've stopped his heal while his syringe is in his hands many times.

Edit: added "in" to the last sentence. His hands aren't syringes, that's stupid.
No, that's not stupid, that's Hans Volter.
Sikobae Aug 6, 2017 @ 10:04am 
Temporarily stuns monsters, temporarily unrages scrakes, disables stalkers and Pattys cloak.
Lynfinity Aug 6, 2017 @ 10:10am 
Originally posted by Fox:
Originally posted by King Krimson:
They disable enemy special attacks and gives them a headache, so they walk all slow n stuff. It used to derage Fp's, but not anymore... atleast i think so, from my experience
Does it affect any other Zed's? Does it stop Siren's scream? Gorefiend spin? and special attacks like that?
If you mean "while Siren is already screaming" - no. Otherwise, yes, grenade will disable her ability to scream for around 5 seconds.
A New Player Aug 6, 2017 @ 10:59am 
The EMP removes all special attacks/abilities from zeds. It does little damage to the actual zed. All disabled zeds can still perform normal melee attacks.

2 grenades will unrage a FP.
1 should disable Patty
2 disables Hans
1 prevents unraged FP from raging

1 disables all other zeds.
Last edited by A New Player; Aug 6, 2017 @ 11:00am
mharti (Banned) Aug 6, 2017 @ 1:22pm 
the EMP is extremley handy against husks and every zed
Spidey Aug 6, 2017 @ 3:04pm 
Sod all really, it used to do something. Not much any more. Since we have out of control giant zeds it doesn't really matter.
Last edited by Spidey; Aug 6, 2017 @ 3:04pm
manpotionTTV Aug 6, 2017 @ 9:06pm 
The three most ideal situations to use EMPs:

1. Disabling husk flamethrower and fireball attacks so you can melee them without being crispified.
2. Calming down a spazzed out scrake so your team has an easier time killing it.
3. Slowing/de-cloaking the Patriarch when he runs off to heal.
Zeeve Aug 6, 2017 @ 11:10pm 
Originally posted by A New Player:
The EMP removes all special attacks/abilities from zeds. It does little damage to the actual zed. All disabled zeds can still perform normal melee attacks.

2 grenades will unrage a FP.
1 should disable Patty
2 disables Hans
1 prevents unraged FP from raging

1 disables all other zeds.
It does not unrage a FP. Tried and tested on SomeTestMap with 5 EMP on 5 different raged FP.
Last edited by Zeeve; Aug 6, 2017 @ 11:15pm
beeboob Aug 7, 2017 @ 9:19am 
Appreciate the information all! Will help in the future =)
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Date Posted: Aug 6, 2017 @ 8:07am
Posts: 20