![]() On all difficulties, Husks can perform a suicide explosion attack by pointing their arm cannons at the ground and blowing themselves up at melee range. Players or ZEDs hit by the fireball or Flamethrower will be set on fire and take potent damage over-time for a few seconds. This attack deals massive damage in a cone, and the damage fluctuates based on proximity Generally, the closer you are to the Husk, the more damage you take. On Suicidal and Hell On Earth, Husks will instead use their arm cannon to spray fire, like a Flamethrower. On Normal and Hard, Husks will attempt to bludgeon players with their armored arm cannon and claw at them in melee range. Husks walk slowly until their HP drops to 15% or lower, at which point they begin to sprint at players.ĭepending on difficulty, the Husks' behavior in close range changes. Moving in a straight line will get you hit Instead dodge in zig-zags. Husks are capable of tracking players and leading their shots while they are taking aim. ![]() Husks have a short cooldown before they can fire their arm cannon again. The fireballs also have knockback power and will cause splash damage at the point where they land, pushing players away from the impact point and dealing minor splash damage. If the fuel tank is successfully destroyed, the Husk will explode violently, killing it and other lesser ZEDs nearby. This fuel tank is the Husk's real weak spot, not the head. During this time, it leans in such a way that the side of its fuel tank is exposed to the front. The Husk takes a second to wind up the arm cannon before firing. On Hell On Earth difficulty, the fireballs can set the ground on fire, causing damage to players who step in the fire. Upon sighting the team, they will start to bombard players with their Arm Cannons, shooting fire projectiles that deal splash damage. Upon spawning, it will walk towards the nearest player. The Husk is a ranged capable, support damage ZED. Their arm cannon deflects attacks.ġ00 for all incaps. Interestingly, the Husk's head is barely a weak spot, yet the fuel tank on its back is much more vulnerable. Husks have special resistance values for the 9mm Pistol and Remington 1858 Revolver. Husks are neutral to shotguns, while being resistance to every other ballistic weaponry. Husks have one weakness and an array of resistances. Resistances and Weaknesses Damage Resistance Should sprint whenever attempting to suicide. (405 - 495) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1)Ĭan not sprint normally (if suicidal - 1)įor 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. Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty. Husks will only sprint when their health drops to 15% or if they are frustrated. Damaging with on-perk weapons and then finishing it off with an off-perk weapon divides the XP and grants it to both perks.Killing with weapons other than your current perk grants the XP to the perk that weapons belongs to.The base damage value further modified by the difficulty-specific multipliers. Suicide or Backpack explosion (radius / falloff exponent) Suicide or Backpack explosion (explosion damage) Unlike other enemies, the Husk has a third health value for the fuel tank on its back.įor kill reward calculations read Dosh Mechanics.įireball burn (DOT scale, of base damage)įlamethrower (range to take minimum damage)įlamethrower burn (DOT scale, of base damage)
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