Coil-Head
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Information | |
---|---|
Scientific name | Vir colligerus |
Sigurd's danger level | 80% |
Power level | 1 |
Max spawned | 5 |
RADAR pip size | Medium |
Door opening speed multiplier | 0.06 (16.67s) |
Internal ID | springman |
Vitality | |
HP | Invincible |
Stun multiplier | 3.25 |
Offense | |
Attack damage | 90 |
Attack speed | 200ms |
Contact damage | 90% |
DPS | 450 |
Coil-Heads are tall, hostile, humanoid mannequins found indoors. They are immobile when in an employee's line of sight, but they move and attack extremely fast while they are not being observed.
Bestiary entry[edit]
Sigurd's danger level: 80%
Scientific name: Vir colligerus
Vir colligerus, or colloquially named Coil-heads, are a recent discovery and have not been studied extensively due to their extreme unpredictability and dangerous properties. They have been known to combust into flames when being dissected or even deactivated, and they carry dangerously high levels of radioactive particles. Due to this and other reasons, it has been highly speculated they were created as biological weapons of war, although this has not been proven.
Coil-heads' visual appearance is that of a bloody mannequin with its head connected by a spring. Their defining behavioral characteristic is to stop when being looked at. However, this does not appear to be a hard-and-fast rule. When they encounter a loud or bright light they sometimes appear to enter a long reset mode.
Spawn chances[edit]
Moon | Spawn chance |
---|---|
Experimentation | 0% |
Assurance | 0% |
Vow | 1.67% |
Offense | 10.96% |
March | 3.17% |
Adamance | 2.46% |
Embrion | 7.89% |
Rend | 10.36% |
Dine | 5.81% |
Titan | 10.67% |
Artifice | 7.13% |
Liquidation | 8.24% |
Moon | Spawn chance |
---|---|
Experimentation | 0% |
Assurance | 0% |
Vow | 1.61% |
Offense | 10.96% |
March | 3.17% |
Adamance | 2.46% |
Embrion | 7.89% |
Rend | 10.36% |
Dine | 5.81% |
Titan | 10.67% |
Artifice | 7.13% |
Liquidation | 8.24% |
Moon | Spawn chance |
---|---|
Experimentation | 0% |
Assurance | 0% |
Vow | 1.88% |
Offense | 11.85% |
March | 3.27% |
Adamance | 2.75% |
Embrion | 7.89% |
Rend | 10.36% |
Dine | 5.94% |
Titan | 10.67% |
Artifice | 7.59% |
Liquidation | 8.24% |
Moon | Spawn chance |
---|---|
Experimentation | 0% |
Assurance | 0% |
Vow | 1.96% |
Offense | 11.85% |
March | 3.27% |
Adamance | 2.78% |
Embrion | 8.90% |
Rend | 10.64% |
Dine | 6.12% |
Titan | 10.67% |
Artifice | 7.72% |
Liquidation | 8.24% |
Moon | Spawn chance |
---|---|
Experimentation | 0% |
Assurance | 0% |
Vow | 1.96% |
Offense | 11.85% |
March | 3.27% |
Rend | 11.14% |
Dine | 10.84% |
Titan | 10.46% |
Moon | Spawn chance |
---|---|
Experimentation | 0% |
Assurance | 0% |
Vow | 1.96% |
Offense | 11.96% |
March | 3.30% |
Rend | 23.57% |
Dine | 12.35% |
Titan | 12.80% |
Moon | Spawn chance |
---|---|
Experimentation | 0% |
Assurance | 0% |
Vow | 1.96% |
Offense | 11.96% |
March | 3.30% |
Rend | 23.57% |
Dine | 12.35% |
Titan | 13.00% |
Moon | Spawn chance |
---|---|
Experimentation | 0% |
Assurance | 0% |
Vow | 1.96% |
Offense | 11.96% |
March | 3.30% |
Rend | 23.57% |
Dine | 12.35% |
Titan | 12.74% |
Mechanics[edit]
Patrolling[edit]
Once a Coil-head first enters the map, it starts patrolling an area. During this patrol, it moves on a set route back and forth at a slower speed than when chasing an employee. [1]
While the Coil-head is patrolling, it constantly looks for employees, only attacking an employee if the following condition succeeds: [1]
Employee is in 30 units range AND Coil-head or Employee has unobstructed view to the other
Once successfully passed, the Coil-head progresses into its attacking phase.
Attacking[edit]
Once elevated to this phase, its movement speed ramps up significantly, increasing from 6 to 14.5 [2]. In this state, the Coil-head will target the closest employee[1], always moving towards them unless observed[3].
When a Coil-head is unobserved, in physical contact with an employee, and not stunned, it does 90 damage every 0.2 seconds to the employee[4]. Upon the death of its targeted employee, the Coil-head switches target to the next closest employee that it can reach, regardless of where they may be on the map. When all employees have left the building or have become otherwise inaccessible to the Coil-head, it will revert back to a patrolling state.[1]
A Coil-head always prioritizes the the closer target and is able to switch to them at any time. It does not explicitly wait for their current quarry to expire in order to switch.[1]
Recharging[edit]
After chasing an employee for a certain distance, a Coil-head enters a recharge phase for a short period of time, indicated by its neck retracting. While in this phase, they are unable to move, regardless of whether they are being watched or not.
Observation[edit]
A Coil-head checks a certain list of conditions every frame to determine if it is capable of moving or not. A Coil-head is unable to move if the following condition resolves successfully: [3]
Coil-head is stunned OR Employee sees the Coil-head within 68° from the middle of their screen AND Coil-head is within 60 units of distance AND Employee is at least 0.3 units away from Coil-head's eyes
Strategy[edit]
A group can have a single employee watch Coil-Heads while others loot. This employee would have to be cautious for other enemies, as the employee would be severely inhibited by the Coil-heads' presence.
Considering that an attacking Coil-head will always head for the next employee, it would be imperative to warn other employee's of its presence.
A Stun Grenade/Zap Gun/Radar Booster can be used to disable Coil-Heads for several seconds, allowing for an escape.
It takes a Coil-head a ludicrous amount of time to open an unlocked door. Use this to your advantage to make an escape. Be wary, Coil-heads will open doors at the same speed when observed or unobserved.
Coil-heads are incredibly dangerous when near other creatures, especially Brackens, due to their conflicting requirements with whether to be looked at or not. If encountered together, the best strategy is to go around a corner or obstacle to break line of sight with the Coil-head and Bracken, but remain looking at the Coil-head so that you break line of sight and then it runs back into sight, freezing itself and scaring the Bracken off.
V.50 Beginning cutscene[edit]
During the cutscene we can see what is and office of a factory making coil heads and in the window we can see one. But when the alarm goes off we see it fall over, and in the backround we hear other coil heads kill and terrorize employees and others as they chase after them in the dark .
Gallery[edit]
-
Alternative render of the Coil-Head
-
Coil-head concept art + two unknown creatures.
Sources[edit]
- ↑ 1.0 1.1 1.2 1.3 1.4
DoAiInterval
- https://pastebin.com/9GHsGnYw - ↑
SpringManAi
- https://pastebin.com/NueWGKjB - ↑ 3.0 3.1
Update
- https://pastebin.com/j93DwH3B - ↑
OnCollideWithPlayer
- https://pastebin.com/RCaRyZk5