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With a large number of hits per animation when they do their cartwheels/breakdance of death, a couple of these can indeed shred you faster than the slower swinging fleshpound.
The main things to counter this (Aside from perk specifics like heatwave and airborne agent) are a combination of self-awareness/keeping moving (The instant you bump into something unexpected, you need to react) and team awareness (It's much easier to hit a crawler nibbling at a teammate than to hit one point blank that dances across your camera).
With everyone carefully watching their lanes or listening for vent spawns, stalker/crawler packs should only reach you if chaos has ensued and the team is falling back.
Remember to try jumping over crawlers if you can't outright kill them - Landing ontop of them stuns them and lets you get past.
Stalkers can't grab you, so kill or bash an opening to get free (Jumping next to stalkers helps to let medic darts hit you, but won't get you past without higher terrain or a boomstick/fleshpound hit). Interrupt/kill as many as you can on your way out or they'll continue to damage you fast.
If you're a medic/swat/sharpshooter, or a demo with a fair bit of health still/firebug without heatwave: consider throwing a grenade down the moment you get trapped by stalkers.
Conclusion - git gud.
A. Go Flamebug, look at the ground, hold m1 and fling your mouse across your mat or
B. Go Swat and aim at their body while hipfiring
If you are getting surrounded by trash while you are in a random pub, then that is an indicator that either your trash cleanup guy is AFK or your team comp doesn't have any trash cleanup.
If it happens in solo then that means you are getting overrun by common zeds and either need to run to a new camping grounds, or git gud and start killing ♥♥♥♥.
Remember this game is called killing floor, not dying floor.
I'd say they're a lot nicer now :)
feels more like it was by choice, i used to play a slightly modded server in KF1 where stalkers would attack while moving, and crawlers jump further, that simple difference made them deadlier than they are in KF2.
in KF2 while they do a lot of dmg in combos, you can still move away from taking all the hits as long as you don't lag. they have a moderate attack startup time and don't advance much with each attack. and they are also very noisy.
all in all i'd preffer if crawlers had back the scary speed, but the stalker matrix dodge feels a bit off.
especially for standalone perks like demo and sharp
whilst your zerker and firebug buddies are in front they go past them and aim for you
it's almost like they can smell fear and weakness and go for the people they know can't defend against a group of at least 3 at most 6
Yup. You just have to get in the mindset to not let them blindside you. Checking around, listening, and becoming suspicious of "delayed" spawns can help you spot them out. What I mean about "delayed" spawns is where a spawn you keep fighting suddenly goes too long without any zeds. Chances are that crawlers or stalkers spawned there and you haven't seen them yet.
odd, i find them very noisy, the hum they make while moving is very distinctive to the point i hear them almost as soon as they spawn.
another good practice is getting into the habit of shooting them preemptively in the head while they are moving and not let them attack, which a lot of time is achieved by spoting them beforehand by sound. and then by the distortion of image.
For example, you might have a bunch of crawlers just land on you from above, or stalkers come around the corner. Sure you might gun them down in mere seconds, but they get in enough attacks to sufficiently weaken you for when the fleshpound spam comes, you can't tank the hits.
Flipside, you HAVE tanked the fleshpound spam, running off to heal only to get jumped by a pack of the stalker/crawler ilk.
I guess that's the balance of the game: every Zed has a purpose.