Killing Floor 2

Killing Floor 2

Flying EDARs
Pharrahnox  [developer] 4 Jun, 2018 @ 6:08am
Strategies
The flight mechanics and health, armour, speed, damage and resistance values of the DARs are subject to change. The current values were chosen based on the limited feedback gathered, but without much thought given to breakpoints / damage thresholds.

General
The following strategies apply to all DARs.
Since the DARs stop moving when they shoot, it is a prime opportunity to quickly pop off some shots then avoid the rocket barrage. When they fly past just above your head, you can potentially pause their flight and knock them to the ground with a stumble (by bashing or with a melee weapon). You can also stumble the DARs to cancel their rocket barrages.
Once the chestplate is broken, all DARs can fly a bit faster and higher. For the stinger and bomber, this may make item a bit harder to dispatch, so try to take them out before they can fly off again.

The DARs are easier to manage when close. Their melee attacks are generally less dangerous, and they can be controlled with timed stumbles or by parrying, or simply by stepping backwards. It is advised to try to keep them grounded wherever possible.
They are vulnerable to freezing, stuns, EMPs and microwaves, but are resistant to poison and somewhat resistance to fire. The freezethrower is actually quite useful for controlling the DARs by freezing them to the ground.

When a DAR is decapitated (not when the helmet is destroyed), it will ‘spin out’. When this happens, it flies up in the air and explodes a short time after. This is equivalent to the standard bleed out for zeds, but has explosions!


Stinger
Stingers are fast and small, so are difficult to hit when flying around. Weapons with high fire rates (SMGs or ARs) could be used to kill them mid-flight, but often it is easiest to shoot them when they go to fire. They are very weak, so dispatching them should be quick once the opportunity provides itself.


Bomber
Bombers are roughly equivalent to a husk, with a more dangerous long-range attack but poor close combat performance. Their helmet protects them from small arms, but high-powered rifles or strong melee weapons can dispatch them in a single shot or strike. Their rocket barrage is dangerous but easy to avoid unless the DAR is overhead.


Goliath
Goliaths are roughly equivalent to quarter pounds. Goliaths have less health (factoring in the massive weakpoint damage scales), but their attacks are more dangerous. While they have high health, they can be killed in one shot by powerful weapons. Their chained rocket barrages are extremely dangerous, particularly down corridors. Breaking line of sight cancels the attack. They fly low to the ground, so it is fairly easy for zerks to knock them to the ground and engage them further.
Last edited by Pharrahnox; 29 Jun, 2018 @ 8:15am