Gorefiend (Killing Floor 2): Difference between revisions
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==Behavior== | ==Behavior== | ||
The Gorefiend is muscular, quite light, fast, close-range ZED. | * The Gorefiend is muscular, quite light, fast, close-range ZED. | ||
* Upon spawning, it will walk or sprint towards the nearest player and attempt to attack them. | |||
* Gorefiends will attack by swinging their swords at players as soon as they get within range. | |||
* Gorefiends will destroy armor extremely fast, and continues to chip away at armor. | |||
* Gorefiends can also attack with their swords if players are too close to them. | |||
* Gorefiends can block gunfire. When shot at, Gorefiends will cross their swords in front of their face to block bullets. When blocking, Gorefiends take 20% less damage, and incapacitating effects are 80% less effective. On Suicidal and Hell On Earth, Gorefiends have a very medium chance to block when shot at. | |||
== Miscellaneous Information == | |||
[[Mechanics (Killing Floor 2)#ZEDs - Teleportation|Teleportation]]: | |||
{| class="wikitable" | |||
|<small>Frustration delay</small> | |||
| colspan="6" rowspan="1" |<small>Random (2.5-5)s</small> | |||
|- | |||
|<small>Disabled, when total AI remains</small> | |||
| colspan="6" rowspan="1" |<small>12</small> | |||
|- | |||
|<small>Cooldown</small> | |||
| colspan="6" rowspan="1" |<small>7s</small> | |||
|- | |||
|<small>When hidden, can use after</small> | |||
| colspan="6" rowspan="1" |<small>5s</small> | |||
|- | |||
|<small>When spawned, can use after</small> | |||
| colspan="6" rowspan="1" |<small>10s</small> | |||
|} | |||
Miscellaneous: | |||
{| class="wikitable" | |||
|<small>[[Mechanics (Killing Floor 2)#Weapons - Penetration power|Penetration]] resistance</small> | |||
| colspan="6" rowspan="1" |1.5 | |||
|- | |||
|<small>Parry resistance</small> | |||
| colspan="6" rowspan="1" |2 | |||
|- | |||
|<small>AI pause, on gun / melee hit</small> | |||
| colspan="6" rowspan="1" |<small>0.85s</small> | |||
|} | |||
==Gallery== | ==Gallery== | ||
<gallery mode="packed" heights="275"> | <gallery mode="packed" heights="275"> | ||
File:Kf2 gorefiend normal.png|The Gorefiend | File:Kf2 gorefiend normal.png|The Gorefiend | ||
File:BioLabs- | File:BioLabs-Gorefiend.jpg|Another image | ||
File:Monsterball-Gorefiend.jpg|Halloween Horrors event variant | File:Monsterball-Gorefiend.jpg|Halloween Horrors event variant | ||
File:Kf2 gorefiend.jpg|As seen in SDK | File:Kf2 gorefiend.jpg|As seen in SDK | ||
</gallery>{{KF2NavBox}} | </gallery>{{KF2NavBox}} |
Revision as of 17:55, 7 April 2019
Gorefiends appear as the same as Gorefasts but dark skinned and has a long tongue, wielding 2 large swords wedged in both arms. They are quite durable and fast, while also possessing the ability to spin at a fast rate damaging their fore. They fulfil the role of the damage dealers and for a small line of defence in the specimen line-up. Gorefiends utilize same AI settings as normal Gorefasts and has difficulty-specific odds to spawn instead of their single bladed counterparts.
Base Statistics
Chance to spawn, instead of Gorefast:
Normal | Hard | Suicidal | Hell on earth | |
---|---|---|---|---|
Spawn Chance | 5% | 25% | 35% | 45% |
Normal | Hard | Suicidal | Hell on earth | |
---|---|---|---|---|
Kill reward | £12 | £12 | £12 | £12 |
XP | 11 | 14 | 14 | 14 |
Health (body) | 300 | 400 | 400 | 400 |
Health (head) | 112 | 150 | 150 | 150 |
XP Notes
- Killing with weapons other than your current perk grants the XP to the perk that weapons belongs to.
- Damaging with on-perk weapons and then finishing it off with an off-perk weapon divides the XP and grants it to both perks.
- Assist kills grants full XP.
Speed
Gorefiends move slowly when docile, and sprint when enraged.
Gorefiends will only begin sprinting upon getting close (8m) to players. They do not sprint on sight despite having 100% sprint chance.
Gorefiends will sprint once they are shot.
Once enraged, Gorefiends will never stop sprinting until they are killed.
Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty.
Walking speed (per difficulty) | (216 - 264) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | |||||
Running speed (per difficulty) | (481 - 588) x (0.9 / 0.95 / 0.95 / 0.95) x (1 / 1 / 1 / 1) | |||||
Hidden speed | 600 | |||||
Sprint chance | Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1 | |||||
Sprint chance (when damaged) | Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1 |
For 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.
Resistances and Weaknesses
Damage Resistance
Gorefiends have a large range of resistances to non-ballistic weaponry.
Piercing | Slashing | Bludgeon | Toxic | Fire | Microwave | Explosives | Freeze | Shells | EMP | |
---|---|---|---|---|---|---|---|---|---|---|
Damage Multipler | x0.75 | x0.8 | x0.9 | x0.75 | x0.85 | x0.85 | x1 | x1 | x1 | x1 |
Ballistic Resistance
Gorefiends are vulnerable to rifles and assault rifles, but are most notably extremely vulnerable to shotguns.
Sub-machine Gun | Assault Rifle | Shotgun | Handgun | Rifle | |
---|---|---|---|---|---|
Damage Multiplier | x1 | x1.2 | x1.6 | x1 | x1.25 |
Hitzones
Gorefiends only have one weak spot, which is the head. Their bladed arm deflects attacks.
Damage Multiplier | |
---|---|
Head | x1.1 |
Blade | x0.2 |
All other | x1 |
Incapacitation Resistance
Affliction: | Stun | Knockdown | Stumble | Gun hit | Melee hit | Snare |
---|---|---|---|---|---|---|
Torso vulnerability: | x2 | x1 | x1 | x1.75 | x2 | x10 |
Head vulnerability: | x2 | x1 | x1 | x1.75 | x2 | x10 |
Legs vulnerability: | x1 | x1 | x1 | x1.75 | x2 | x10 |
Arms vulnerability: | x1 | x1 | x1 | x1.75 | x2 | x10 |
Special zone vulnerability: | x1 | x1 | x1 | x1.75 | x2 | x10 |
- Incap cooldown | 5s | 1s | 0.5s | 0s | 0.3s | 5.5s |
- Incap duration | 2.5s | --- | --- | --- | --- | 4s |
- Dissipation rate | -20/s | -20/s | -20/s | -20/s | -20/s | -20/s |
- Incap threshold | 100 | |||||
Affliction: | Poison | Microwave | Fire panic | EMP | Freeze | Bleed |
- Vulnerability | x10 | x2 | x0.75 | x2.5 | x2 | x2 |
- Incap cooldown | 10s | 6s | 6s | 5s | 1.5s | --- |
- Incap duration | 3.5s | 3.5s | 3.5s | 5s | 4s | --- |
- Dissipation rate | -10/s | -20/s | -10/s | -50/s | -20/s | -20/s |
- Incap threshold | 100 (EMP Disrupt - 25, Bleed - 65) | |||||
Knockdown (getup duration) | 2.5s, for Gorefiend - 2.67s | |||||
Stun (time + wakeup duration) | 2.5s + 1.53s, for Gorefiend - 2.5s + 1.13s, for PvP ZEDs - 1.5s + 1.53s | |||||
Freeze (time + thaw duration) | 4s + 1.53s, for Gorefiend - 4s + 1.13s, for PvP ZEDs - 0.5s + 1.53s | |||||
Stumble (duration) | Between (0.87-1.40)s, for Gorefiend - between (1.67-3.27)s | |||||
Parry (duration) | 0.87s, for Gorefiend - between (2.4-2.87)s |
Behavior
- The Gorefiend is muscular, quite light, fast, close-range ZED.
- Upon spawning, it will walk or sprint towards the nearest player and attempt to attack them.
- Gorefiends will attack by swinging their swords at players as soon as they get within range.
- Gorefiends will destroy armor extremely fast, and continues to chip away at armor.
- Gorefiends can also attack with their swords if players are too close to them.
- Gorefiends can block gunfire. When shot at, Gorefiends will cross their swords in front of their face to block bullets. When blocking, Gorefiends take 20% less damage, and incapacitating effects are 80% less effective. On Suicidal and Hell On Earth, Gorefiends have a very medium chance to block when shot at.
Miscellaneous Information
Frustration delay | Random (2.5-5)s | |||||
Disabled, when total AI remains | 12 | |||||
Cooldown | 7s | |||||
When hidden, can use after | 5s | |||||
When spawned, can use after | 10s |
Miscellaneous:
Penetration resistance | 1.5 | |||||
Parry resistance | 2 | |||||
AI pause, on gun / melee hit | 0.85s |
Gallery
-
The Gorefiend
-
Another image
-
Halloween Horrors event variant
-
As seen in SDK