


Sirens wear a metallic plating over their bodies, which reduces the damage when they are shot in the chest and hips, acting as a crude bullet-proof vest.

Sirens have 2 weak spots, which are the head and the neck. Sirens have no ballistic weaponry resistances, but interestingly, have one special weakness to the Double-Barreled Shotgun. Sirens have a wide range of resistances, and no weaknesses. Resistances and Weaknesses Damage Resistance The sprint speed is equal to the walking speed. if sprint chance met its value) AND if distance to player laying between 6 and 12 meters (600 units < distance < 1200 units). Should sprint if can sprint when damaged AND damaged (i.e. Normal - 0 / Hard - 0 / Suicidal - 0.65 / HOE - 0.85įor 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. Normal - 0 / Hard - 0 / Suicidal - 0 / HOE - 0 Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty.

On higher difficulties, Sirens have a chance to enrage upon sighting the players, and have a chance to enrage when shot. Sirens move slowly when docile, and sprint when enraged. 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. Siren will not initiate a new scream if player get closer than 130 units. Scream (minimum distance from player to start) Scream (maximum distance from player to start) For kill reward calculations read Dosh Mechanics.
