Gorefast (Killing Floor 2): Difference between revisions

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== Speed ==
== Speed ==
- Gorefasts move slowly when docile, and sprint when enraged. <br />
- Gorefasts move slowly when docile, and sprint when enraged. <br />
- Gorefasts will only begin sprinting upon getting close to players. They do not sprint on sight despite having 100% sprint chance. <br />
- Gorefasts will only begin sprinting upon getting close (800meters) to players. They do not sprint on sight despite having 100% sprint chance. <br />
- Gorefasts will sprint once they are shot. <br />
- Gorefasts will sprint once they are shot. <br />
- Once enraged, Gorefasts will never stop sprinting until they are killed. <br />
- Once enraged, Gorefasts will never stop sprinting until they are killed. <br />

Revision as of 00:49, 19 December 2015

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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 (Body) 150 200 200 200
Health (Head) 15 20 20 20

Speed

- Gorefasts move slowly when docile, and sprint when enraged.
- Gorefasts will only begin sprinting upon getting close (800meters) to players. They do not sprint on sight despite having 100% sprint chance.
- Gorefasts will sprint once they are shot.
- Once enraged, Gorefasts will never stop sprinting until they are killed.
- Movement speed is randomized, but is skewed towards higher values as difficulty increases.
- Movement speed is set to maximum at all times on Hell on Earth difficulty.

Normal Hard Suicidal Hell on earth
Speed (Walking) 216 - 264 216 - 264 216 - 264 216 - 264
Speed (Enraged) 405 - 495 405 - 495 405 - 495 405 - 495
Chance to Rage on Sight 100% 100% 100% 100%
Chance to Rage when Shot 100% 100% 100% 100%

Resistances

- Gorefasts have no weaknesses and no resistances.

Ballistics Piercing Slashing Bludgeon Toxic Fire Microwave Explosives EMP
Damage Taken Multipler 100% 100% 100% 100% 100% 100% 100% 100% 100%

- Gorefasts only have one weak spot, which is the head. Their bladed arm deflects attacks.

Hit Zone Damage Factor
Head 110%
Blade 50%
All other 100%

Extermination Tactics

- Gorefasts are extremely dangerous enemies that should be considered as threats of the highest priority on every difficulty, even more so on higher ones. They have serious damage potential, even on low difficulties, doing an impressive 10 damage every swing on Normal.
- Despite their status as a lesser Zed, they have high body health, do massive damage with their bladed arms and are quick to anger. On later waves, they tend to spawn in groups of 4. Being surrounded by Gorefasts guarantees death.
- While they have high body health, they have a disproportionately low head health. They can be dispatched with a single headshot from any weapon (except the 9mm Pistol when not used by a Gunslinger with Bone Breaker skill, or a Commando with the Backup skill.)
- Gorefasts should be killed at range before they get into sprinting distance. Once they start sprinting, they will brandish their blades in the air wildly, sometimes blocking their heads, making Headshots more difficult. In addition, the first shot must be a killing blow (a fatal headshot), as shooting them anywhere else will anger them immediately and cause them to start sprinting at the offending player.
- Furthermore, once they get into attacking distance, headshots become even more difficult as they swing their weapons using their body weight instead of their arm, making their heads sway from side to side while attacking.
- On early waves, ammunition can be saved by switching to the Knife as a single swing can decapitate a Gorefast when aimed at the neck or the head. However, exercise caution and avoid their attacks before you deliver yours. Gorefasts usually don't die immediately upon getting their heads cut off, as they continue limping around headless for a few seconds. Move out of the way as soon as you cut their heads off to avoid taking unnecessary damage. Higher tiered melee weapons tend to kill them instantly when aimed at the head.
- Wildly firing into their bodies should only be considered when you are surrounded or in a desperate situation, as it is horribly ammo inefficient due to their high body health.


- Unlike other lesser Zeds, Gorefasts don't gain new attacks when enraged. Their range of attacks are instead determined by difficulty level.
- On Suicidal and Hell on Earth, their already high damage potential skyrockets further. Gorefasts will gain the ability to attack while sprinting. They can perform a low, circular sweeping slash while sprinting, and can swing their blades wildly in the air while sprinting, dealing multiple, high damaging hits.

Gallery