Basic Info Edit
The Spiker mutant has a relatively small aggravation range, and will attack any players that wander too close and/or into its line of sight. Like all other mutants, the Spiker mutant is attracted to gunfire, explosions, whistles, movement noise, and VoIP transmissions.
When provoked, a Spiker mutant will continue to attack until it perishes, or kills its target. The Spiker mutant will not follow its target indefinitely - it will stop attacking and return to its roaming once its target is out of its follow range.
As with the Crazy mutant, the Spiker mutant retains much of its human features - with the exception of a large spike that has mutated and replaced its right forearm, hence giving the mutant its name.
In combat, the Skinner mutant charges towards its enemies and attacks with physical blows, using its spiked arm as a melee weapon. Every hit it lands does 10% of damage to health, with a chance of causing bleeding to its target.
- When attacking with any weapon, always aim for the Spiker mutant's head for maximum damage
- The Spiker mutant can be killed with a single headshot from most ranged weapons
- To avoid being cornered, lure the Spiker mutant into open areas. This also allows for more tactical options, such as maneuvering space or retreats
- A provoked Spiker mutant may alert nearby mutants to the player's position
- If the Spiker mutant can see but not reach a player, they may throw rocks at the latter, doing damage and increasing torpidity
- The Spiker mutant's top speed is slightly lower than that of a player on foot - they are not able to keep pace with a player at full sprint
- Unlike players, mutants cannot jump or climb over obstacles
- Spiker mutants may be distracted by wildlife and lose focus on their original target