Gorefast (Killing Floor 2): Difference between revisions

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The Gorefast is a slow moving zed when not sprinting but gains considerable move speed if allowed to begin. The Gorefast attempts to close distance with the player until within a certain range and will then sprint toward the player while swinging his sword arm. Once within melee distance he begins to swing at the player with the whole of his body, making head shots much harder. He is considered to be of high threat to players due to his high potential move speed, decent damage output, and the fact they often come in packs. If given a chance, their damage output and speed can overwhelm a player who is caught off-guard or reloading and should be dealt with quickly.  
The Gorefast is a slow moving zed when not sprinting but gains considerable move speed if allowed to begin. The Gorefast attempts to close distance with the player until within a certain range and will then sprint toward the player while swinging his sword arm. Once within melee distance he begins to swing at the player with the whole of his body, making head shots much harder. He is considered to be of high threat to players due to his high potential move speed, decent damage output, and the fact they often come in packs. If given a chance, their damage output and speed can overwhelm a player who is caught off-guard or reloading and should be dealt with quickly.  


===Statistics===
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{|class="wikitable" style="white-space:nowrap;width: 600px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;"
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| colspan="7" | <small><small>[[Headshot|''* Head health'']]</small></small>
| colspan="7" | <small><small>[[Headshot|''* Head health'']]</small></small>
|}
|}
'''Notes on [[Perks (Killing Floor 2)|''XP'']]'''
'''Notes on [[Perks (Killing Floor 2)|''XP'']]'''
* XP rewarded for your on-class weapons.
* XP rewarded for your on-class weapons.
* Killing with other class weapons allocates XP to that class.
* Killing with other class weapons allocates the XP to that class.
* Damaging with off/on-class weapon then finishing it off with another divides the XP and allocates it to both classes.
* Damaging with off/on-class weapon then finishing it off with another divides the XP and allocates it to both classes.
* Assist kills reward full XP.
* Assist kills reward full XP.
* Katana and Flamethrower does not reward XP.
* Katana and Flamethrower do not reward XP.
**Shove attack does not count as melee (zerk xp), meaning allocates the XP accordingly to your weapon class.
**Shove attack does not count as melee (zerk xp), meaning it allocates the XP accordingly to your weapon class.


'''Extra:'''
'''Extra:'''
*No resistances or weaknesses.
*No resistances or weaknesses.
== Extermination Tactics ==
== Extermination Tactics ==
Attempt to fire on these before they get into melee range as they become difficult to headshot due to full body pivots while melee attacking. They have low health, but not low enough that you can always guarantee body shot damage will be enough to take out a pack of them before you run out of ammo in your magazine. This can spell death if you still have a couple of them up while you're reloading. Kill early and swiftly to ensure a long and healthy life.  
Attempt to fire on these before they get into melee range as they become difficult to headshot due to full body pivots while melee attacking. They have low health, but not low enough that you can always guarantee body shot damage will be enough to take out a pack of them before you run out of ammo in your magazine. This can spell death if you still have a couple of them up while you're reloading. Kill early and swiftly to ensure a long and healthy life.  
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Revision as of 07:46, 4 September 2015

This page is under construction.
The contents are not final and information may be incorrect or temporary.
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The new Gorefast

General Gorefast Information

The Gorefast is a slow moving zed when not sprinting but gains considerable move speed if allowed to begin. The Gorefast attempts to close distance with the player until within a certain range and will then sprint toward the player while swinging his sword arm. Once within melee distance he begins to swing at the player with the whole of his body, making head shots much harder. He is considered to be of high threat to players due to his high potential move speed, decent damage output, and the fact they often come in packs. If given a chance, their damage output and speed can overwhelm a player who is caught off-guard or reloading and should be dealt with quickly.

Statistics

Normal Hard Suicidal Hell on earth
Bounty £13 £12 £10 £8
XP 11 14 14 14
Health 150 200 200 200
Damage
Speed
Range
* Head health

Notes on XP

  • XP rewarded for your on-class weapons.
  • Killing with other class weapons allocates the XP to that class.
  • Damaging with off/on-class weapon then finishing it off with another divides the XP and allocates it to both classes.
  • Assist kills reward full XP.
  • Katana and Flamethrower do not reward XP.
    • Shove attack does not count as melee (zerk xp), meaning it allocates the XP accordingly to your weapon class.

Extra:

  • No resistances or weaknesses.

Extermination Tactics

Attempt to fire on these before they get into melee range as they become difficult to headshot due to full body pivots while melee attacking. They have low health, but not low enough that you can always guarantee body shot damage will be enough to take out a pack of them before you run out of ammo in your magazine. This can spell death if you still have a couple of them up while you're reloading. Kill early and swiftly to ensure a long and healthy life.