Gorefast (Killing Floor 2 VS): Difference between revisions
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[[File:KF2_Specimen_VS_Gorefast.jpg| | [[Category:KF2]] | ||
[[File:KF2_Specimen_VS_Gorefast.jpg|450x450px|right|frameless|Player-controlled Gorefast]] | |||
{{For|the AI counterpart|Gorefast (Killing Floor 2)}} | {{For|the AI counterpart|Gorefast (Killing Floor 2)}} | ||
The player-controlled '''Gorefast''' is one of the playable ZEDs in Killing Floor 2's Versus Mode. The Gorefast's role in the ZED team is that of a damage dealer, with a wide range of powerful attacks that hit fast and hard with good range. The player-controlled Gorefast is one of the most durable ZEDs on the roster. | The player-controlled '''Gorefast''' is one of the playable ZEDs in Killing Floor 2's [[Versus Mode]]. The Gorefast's role in the ZED team is that of a damage dealer, with a wide range of powerful attacks that hit fast and hard with good range. The player-controlled Gorefast is one of the most durable ZEDs on the roster. | ||
==Base Statistics== | ==Base Statistics== | ||
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==Attacks and Moves== | ==Attacks and Moves== | ||
* '''Primary / Secondary (while airborne):''' Slashes vertically downwards in one swift motion. | *'''Primary / Secondary (while airborne):''' Slashes vertically downwards in one swift motion. | ||
* '''Primary:''' Quick 2-hit slashing combo, can be done while moving. | *'''Primary:''' Quick 2-hit slashing combo, can be done while moving. | ||
* '''Primary + Sprint:''' Ducks then performs a sweeping slash with a wide arc. | *'''Primary + Sprint:''' Ducks then performs a sweeping slash with a wide arc. | ||
* '''Secondary:''' Leap forward and slash vertically downwards in one swift motion. | *'''Secondary:''' Leap forward and slash vertically downwards in one swift motion. | ||
* '''Secondary + Sprint:''' Performs 3 slashes while running forward. | *'''Secondary + Sprint:''' Performs 3 slashes while running forward. | ||
* '''Bash:''' Spins blade in the air twice dealing damage in a circle, a stationary attack. | *'''Bash:''' Spins blade in the air twice dealing damage in a circle, a stationary attack. | ||
* '''Bash + Sprint:''' Sprints forward while spinning the bladed arm in the air dealing 3 highly damaging hits. | *'''Bash + Sprint:''' Sprints forward while spinning the bladed arm in the air dealing 3 highly damaging hits. | ||
'''Note:''' Damage values below vary between (x0.7 - x1.31) based on average level of the human team. | '''Note:''' Damage values below vary between (x0.7 - x1.31) based on average level of the human team. | ||
* AoE attack. Damage - 14. Maximum hit range - 1.92m. Vs doors - x5 more. Cooldown - 1.27s. | *AoE attack. Damage - 14. Maximum hit range - 1.92m. Vs doors - x5 more. Cooldown - 1.27s. | ||
* Block. Damage multiplier (firearms) - x0.01, Damage multiplier (melee) - x0.25. Cooldown - 0.2s. | *Block. Damage multiplier (firearms) - x0.01, Damage multiplier (melee) - x0.25. Cooldown - 0.2s. | ||
* Heavy attack. Damage - 14. Maximum hit range - 1.92m. Vs doors - x5 more. Cooldown - 0.52s. | *Heavy attack. Damage - 14. Maximum hit range - 1.92m. Vs doors - x5 more. Cooldown - 0.52s. | ||
* Light attacks. Damage - 14. Maximum hit range - 1.92m. Vs doors - x5 more. Cooldown - 0.25s. | *Light attacks. Damage - 14. Maximum hit range - 1.92m. Vs doors - x5 more. Cooldown - 0.25s. | ||
===Damage Scale=== | ===Damage Scale=== | ||
* AoE attack: stationary - x0.7 (14 hits per attack) / sprinting - x1 (5 hits per attack). | *AoE attack: stationary - x0.7 (14 hits per attack) / sprinting - x1 (5 hits per attack). | ||
* Heavy attack (running) - total of 12 hits: 9 of x0.3 and 3 of x1 (across all directions). | *Heavy attack (running) - total of 12 hits: 9 of x0.3 and 3 of x1 (across all directions). | ||
* Heavy attack (walking) - x1 (1 hit per attack). | *Heavy attack (walking) - x1 (1 hit per attack). | ||
* Jump attack - x1 (1 hit per attack). | *Jump attack - x1 (1 hit per attack). | ||
* Light attack (running) - x1 / x0.7 / x1 / x0.7 / x0.7 / x0.7 / x0.7 (7 hits per attack across all directions). | *Light attack (running) - x1 / x0.7 / x1 / x0.7 / x0.7 / x0.7 / x0.7 (7 hits per attack across all directions). | ||
* Light attack (walking / stationary) - x0.8, type 1 - 10 hits per attack (across all directions), type 2 - 2 hits per attack. | *Light attack (walking / stationary) - x0.8, type 1 - 10 hits per attack (across all directions), type 2 - 2 hits per attack. | ||
==Miscellaneous Information== | ==Miscellaneous Information== | ||
* Jump cooldown - 1s. | *Jump cooldown - 1s. | ||
* Player-controlled Gorefasts start spawning at the second wave of the normal versus game. | *Player-controlled Gorefasts start spawning at the second wave of the normal versus game. | ||
* When blocking, Gorefasts are extremely resistant to ballistic weaponry and only take 1% of all incoming damage. | *When blocking, Gorefasts are extremely resistant to ballistic weaponry and only take 1% of all incoming damage. | ||
{{KF2NavBox}} | {{KF2NavBox}} |
Latest revision as of 22:38, 10 September 2019
- For the AI counterpart, see Gorefast (Killing Floor 2).
The player-controlled Gorefast is one of the playable ZEDs in Killing Floor 2's Versus Mode. The Gorefast's role in the ZED team is that of a damage dealer, with a wide range of powerful attacks that hit fast and hard with good range. The player-controlled Gorefast is one of the most durable ZEDs on the roster.
Base Statistics
Stat type | Normal difficulty |
---|---|
Kill Reward | 28 |
XP Reward | 44 |
Speed (walking) | 350 |
Speed (sprinting) | 550 |
Health (body) | 500 |
Health (head) | 100 |
For kill reward calculations read Dosh Mechanics.
Due to Game Conductor mechanics, player-controlled Gorefasts have their health modified based on the average level of the Survivor team. Values vary within (x0.85 - x2) range.
Damage Resistance
Player-controlled Gorefasts resist to every damage type and only weak agains very few tier 1 weapons.
Common Modifiers
Gorefasts are resistant to all forms of damage - least to some of them (slashing, bludgeon) and most to other (explosive, toxic).
Piercing | Slashing | Bludgeon | Toxic | Fire | Microwave | Explosives | Freeze | Shells | |
---|---|---|---|---|---|---|---|---|---|
Damage Multiplier | x0.5 | x0.85 | x0.85 | x0.5 | x0.8 | x0.75 | x0.5 | x1 | x1 |
Gorefasts resistant to every type of ballistic weaponry.
Sub-machine Gun | Assault Rifle | Shotgun | Handgun | Rifle | |
---|---|---|---|---|---|
Damage Multiplier | x0.8 | x0.7 | x0.6 | x0.55 | x0.7 |
Weapon-specific Modifiers
Gorefasts are extremely vulnerable against Firebug's Caulk n' Burn and heavy (blunt) attacks of Berserker's Crovel Survival Tool.
CaulkBurn | HX25 | Eviscerator | Crovel (bludgeon) | |
---|---|---|---|---|
Damage Multiplier | x1.7 | x0.6 | x0.3 | x1.2 |
Gorefasts are neutral to Commando's AR-15 and are notably vulnerable against default 9mm Pistol, Field Medic's HMTech-101 Pistol and certain shotguns.
AR15 | MB500 | Rem1858 | Colt1911 | Medic Pistol | Winchester | 9mm | Trenchgun | |
---|---|---|---|---|---|---|---|---|
Damage Multiplier | x1 | x1.2 | x0.9 | x0.8 | x1.5 | x0.9 | x1.6 | x1.3 |
Hitzones
Gorefasts have only one weak spot, which is the head. Although the damage multiplier is miserable. Their bladed arm deflects attacks.
Damage Multiplier | |
---|---|
Head | x1.001 |
Blade | x0.1 |
All other | x1 |
Incapacitation Resistance
Vulnerability mask = (Torso, Head, Legs, Arms, Special). | ||
---|---|---|
Stun = (Vulnerability = (0.2, 0.7, 0.2, 0.2, 0.2), Cooldown=10.0, Duration=1.5) | ||
Knockdown = (Vulnerability = (0.2), Cooldown=10.0) | ||
Stumble = (Vulnerability = (0.1), Cooldown=5.0) | ||
GunHit = (Vulnerability = (0.2), Cooldown=1.7) | ||
MeleeHit = (Vulnerability = (0.5), Cooldown=1.35) | ||
Poison = (Vulnerability = (0.6), Cooldown=20.0, Duration=1.5) | ||
Microwave = (Vulnerability = (0.5), Cooldown=10.0, Duration=2.5) | ||
FirePanic = (Vulnerability = (0.9), Cooldown=5.0, Duration=3) | ||
EMP = (Vulnerability = (2), Cooldown=10.0, Duration=2.2) | ||
Freeze = (Vulnerability = (0.5), Cooldown=1.5, Duration=0.5) | ||
Snare = (Vulnerability = (0.7, 0.7, 1, 0.7), Cooldown=8.5, Duration=1.5) | ||
Bleed = (Vulnerability = (0.25)) |
Attacks and Moves
- Primary / Secondary (while airborne): Slashes vertically downwards in one swift motion.
- Primary: Quick 2-hit slashing combo, can be done while moving.
- Primary + Sprint: Ducks then performs a sweeping slash with a wide arc.
- Secondary: Leap forward and slash vertically downwards in one swift motion.
- Secondary + Sprint: Performs 3 slashes while running forward.
- Bash: Spins blade in the air twice dealing damage in a circle, a stationary attack.
- Bash + Sprint: Sprints forward while spinning the bladed arm in the air dealing 3 highly damaging hits.
Note: Damage values below vary between (x0.7 - x1.31) based on average level of the human team.
- AoE attack. Damage - 14. Maximum hit range - 1.92m. Vs doors - x5 more. Cooldown - 1.27s.
- Block. Damage multiplier (firearms) - x0.01, Damage multiplier (melee) - x0.25. Cooldown - 0.2s.
- Heavy attack. Damage - 14. Maximum hit range - 1.92m. Vs doors - x5 more. Cooldown - 0.52s.
- Light attacks. Damage - 14. Maximum hit range - 1.92m. Vs doors - x5 more. Cooldown - 0.25s.
Damage Scale
- AoE attack: stationary - x0.7 (14 hits per attack) / sprinting - x1 (5 hits per attack).
- Heavy attack (running) - total of 12 hits: 9 of x0.3 and 3 of x1 (across all directions).
- Heavy attack (walking) - x1 (1 hit per attack).
- Jump attack - x1 (1 hit per attack).
- Light attack (running) - x1 / x0.7 / x1 / x0.7 / x0.7 / x0.7 / x0.7 (7 hits per attack across all directions).
- Light attack (walking / stationary) - x0.8, type 1 - 10 hits per attack (across all directions), type 2 - 2 hits per attack.
Miscellaneous Information
- Jump cooldown - 1s.
- Player-controlled Gorefasts start spawning at the second wave of the normal versus game.
- When blocking, Gorefasts are extremely resistant to ballistic weaponry and only take 1% of all incoming damage.