Killing Floor 2

Killing Floor 2

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JtDarth Feb 17, 2018 @ 3:13pm
Stalkers and Crawlers
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 instantly.

I don't remember them being quite as rage inducing in KF1, even on the higher difficulties.
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Showing 1-15 of 34 comments
Herr Gutentauben Feb 17, 2018 @ 3:16pm 
Because in kf the zed movement was very limited because of the engine.

They are as dangerous as squishy. Perfectly balanced
JtDarth Feb 17, 2018 @ 3:25pm 
Originally posted by Dr Alberts:
Because in kf the zed movement was very limited because of the engine.

They are as dangerous as squishy. Perfectly balanced
i disagree. They are the type of enemy that should be considered an annoyance, a distraction from real threats like gorefiends/sirens/scrakes/fleshponds etc.
Unfortunately, they kill players far more often than the ones that are supposed to be a major threat. That sort of implies a balance issue when the more advanced and intended to be stronger threats are less of one than the intended trash.

Simply reducing the individual attack rate on them or their damage output a little bit, should put them back in line with what their role was supposed to be.

Legitimately, the only enemy spawn more terrifying than a cluster of 8+ stalkers/crawlers is when you have 4 or more quarterpounds spawn in.

It's especially bad if you are playing solo or with a team full of HVT killers/low magazine sizes. Zerker in particular tends to get absolutely shat on if they get clustered.

Unlike the clotbombs in KF1, where that could only happen if the player was being completely inattentive, in KF2 the increased movement/attack speeds on stalkers and crawlers causes it to happen even on players that are paying attention, simply because they can close the distance to you too fast to respond, especially if you are already trying to deal with something else, like a FP or quarterpound spawn.

EDIT: Clarifications.
Last edited by JtDarth; Feb 17, 2018 @ 3:26pm
daD Feb 17, 2018 @ 3:30pm 
kaboom
iiTzHentai Feb 17, 2018 @ 3:45pm 
Zeds that teleport behind you when you look away for a second and take 15 hp for each hit = balanced. LUL
Bad Harmony Feb 17, 2018 @ 4:16pm 
As annoying as they are, they go down in 1-2 bodyshot. Maybe wake up and check your back and sides every once in a while. Never got killed by those.
Last edited by Bad Harmony; Feb 17, 2018 @ 4:17pm
Originally posted by Dr Alberts:
They are as dangerous as squishy. Perfectly balanced
I wouldn't call zeds that teleport around you, do cartwheels in the air spinning doing 20 combo kicks and flips up your ♥♥♥♥♥♥♥ while zipping to the side away from your bullets after you've already fired them balanced.
Stellifera Feb 17, 2018 @ 4:45pm 
Originally posted by Bad Harmony:
As annoying as they are, they go down in 1-2 bodyshot. Maybe wake up and check your back and sides every once in a while. Never got killed by those.
Bullett00th Feb 17, 2018 @ 5:09pm 
Originally posted by GeorgeCostanzaTheMovie II:
Originally posted by Dr Alberts:
They are as dangerous as squishy. Perfectly balanced
I wouldn't call zeds that teleport around you, do cartwheels in the air spinning doing 20 combo kicks and flips up your ♥♥♥♥♥♥♥ while zipping to the side away from your bullets after you've already fired them balanced.
yet they are. easy to kill, easy to get killed by
yeah i've seen more people die to crawlers, stalkers, and gorefasts than any other zed tbh
people know how to kill clots, gorefasts, and bloats
sirens and husks have been really dumbed down since KF1, especially with the ability to run away and the non-existant suction pulling they do when they scream
big zeds like fleshpounds and scrakes eventually people get used to and even trash killing perks like firebug, commando, and swat realize how to counter them
bosses are a wild card

so

that leaves only gorefiends, crawlers, and stalkers
aside from dodging mechanics and attacking in swarms:
-gorefiends can block a ton of lethal headshot attacks on low tier weapons, basically anything below a lvl 3
-stalkers are invisible and fast
-crawlers are small and jump as well as blending into the blood soaked ground and in dark areas practically undetectable unless you go commando and see their health or they start attacking

this is sorta really where trash perks excel at and why you always need a trash zed killer perk in any match:
-commando and see their health
-swat has stumble and basically at least stumbles or pushes them back a big
-firebug just uses fire and afterburn to kill them in teh crossfire.
spearten.com Feb 17, 2018 @ 9:12pm 
The other enemies need to be stronger. These enemies are actually dangerous. If you nerf their damage, they will barely be any different than clots.

Look at the gorefast now, that guy can barely do as much damage as he could do in a short time span as in KF1. And the gorefiend's whirlwind attack is so easily countered now that you might just consider it a gorefast with more health.

And Scrakes can be outrun, always. These enemies need buffs to be stronger, stalkers and crawlers with their damage is fine.

Also, another important factor is knockback. Stalkers and Crawlers have some of the lowest knockback on players, so players do not go flying after being hit like it's an attack from Pat. This means almost every attack will connect. If fleshpounds could do this, you would expect a lot more players to die from them on their de-raging attack.
Underdog Feb 17, 2018 @ 9:40pm 
I don't think I'm an insanely good player by any means, so please don't take this as me trying to be pompous... but I really don't share this general consensus that many have that stalkers/crawlers are OP/the biggest threat in the game... I'm a primary 10 wave HOE player and very rarely have issues by these guys or die by a pack of them. I don't know, think you guys gotta work on your positioning or something.

Biggest problem in this game is a large QP+FP group spawn, with only 1 or no demo. Not stalkers/crawlers.
tyrone shoelaces Feb 17, 2018 @ 9:42pm 
omg clots and cysts

so dangerous

see your doctor.


do i need my own topic for this?
tyrone shoelaces Feb 17, 2018 @ 9:44pm 
Originally posted by MVP:
Biggest problem in this game is a large QP+FP group spawn

yes the 4+ QP gangbang is thermonuclear if they get you pinned.
Underdog Feb 17, 2018 @ 9:55pm 
Originally posted by redacted:
omg clots and cysts

so dangerous

see your doctor.


do i need my own topic for this?

*insert good brain meme here*
NouH Feb 18, 2018 @ 1:30am 
Are people really asking to nerf Crawlers and Stalkers? how bad and whiny can you be to ask for a nerf to crawler and stalkers lmao, can't even take this thread seriously :steamfacepalm:
Last edited by NouH; Feb 18, 2018 @ 2:44am
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Date Posted: Feb 17, 2018 @ 3:13pm
Posts: 34