Gorefast (Killing Floor 2 VS): Difference between revisions
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==Base Statistics== | ==Base Statistics== | ||
{| class="wikitable" | |||
{|class="wikitable | !'''<small>Stat type</small>''' | ||
! | !'''<small>Normal difficulty</small>''' | ||
! | |||
|- | |- | ||
! | !<small>Kill Reward</small> | ||
| | |<small>28</small> | ||
|- | |- | ||
! | !<small>XP Reward</small> | ||
| | |<small>44</small> | ||
|- | |- | ||
! | !<small>Speed (walking)</small> | ||
| | |<small>350</small> | ||
|- | |- | ||
! | !<small>Speed (sprinting)</small> | ||
| | |<small>550</small> | ||
|- | |- | ||
! | !<small>Health (body)</small> | ||
| | |<small>500</small> | ||
|- | |- | ||
!<small>Health (head)</small> | |||
|<small>100</small> | |||
|} | |} | ||
For kill reward calculations read [[Mechanics_(Killing_Floor_2)#Gameplay_-_Dosh|Dosh Mechanics]]. | For kill reward calculations read [[Mechanics_(Killing_Floor_2)#Gameplay_-_Dosh|Dosh Mechanics]]. | ||
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Gorefasts are resistant to all forms of damage - least to some of them (slashing, bludgeon) and most to other (explosive, toxic). | Gorefasts are resistant to all forms of damage - least to some of them (slashing, bludgeon) and most to other (explosive, toxic). | ||
{| class="wikitable" | |||
{|class="wikitable | ! | ||
! | !<small>Piercing</small> | ||
! | !<small>Slashing</small> | ||
! | !<small>Bludgeon</small> | ||
! | !<small>Toxic</small> | ||
! | !<small>Fire</small> | ||
! | !<small>Microwave</small> | ||
! | !<small>Explosives</small> | ||
! | !<small>Freeze</small> | ||
! | ![[Mechanics_(Killing_Floor_2)#Weapons_-_Ballistic-explosive_tracing|<small>Shells</small>]] | ||
! | |||
|- | |- | ||
!<small>Damage Multiplier</small> | |||
|<small>x0.5</small> | |||
|<small>x0.85</small> | |||
|<small>x0.85</small> | |||
|<small>x0.5</small> | |||
|<small>x0.8</small> | |||
|<small>x0.75</small> | |||
|<small>x0.5</small> | |||
|<small>x1</small> | |||
|<small>x1</small> | |||
|} | |} | ||
Gorefasts resistant to every type of ballistic weaponry. | Gorefasts resistant to every type of ballistic weaponry. | ||
{| class="wikitable" | |||
{|class="wikitable | ! | ||
! | !<small>Sub-machine Gun</small> | ||
! | !<small>Assault Rifle</small> | ||
! | !<small>Shotgun</small> | ||
! | !<small>Handgun</small> | ||
! | !<small>Rifle</small> | ||
! | |||
|- | |- | ||
!<small>Damage Multiplier</small> | |||
|<small>x0.8</small> | |||
|<small>x0.7</small> | |||
|<small>x0.6</small> | |||
|<small>x0.55</small> | |||
|<small>x0.7</small> | |||
|} | |} | ||
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Gorefasts are extremely vulnerable against [[Firebug_(Killing_Floor_2)| Firebug]]'s Caulk n' Burn and heavy (blunt) attacks of [[Berserker_(Killing_Floor_2)|Berserker]]'s [[Crovel Survival Tool]]. | Gorefasts are extremely vulnerable against [[Firebug_(Killing_Floor_2)| Firebug]]'s Caulk n' Burn and heavy (blunt) attacks of [[Berserker_(Killing_Floor_2)|Berserker]]'s [[Crovel Survival Tool]]. | ||
{| class="wikitable" | |||
{|class="wikitable | ! | ||
! | !<small>CaulkBurn</small> | ||
! | !<small>HX25</small> | ||
! | !<small>Eviscerator</small> | ||
! | !<small>Crovel (bludgeon)</small> | ||
! | |||
|- | |- | ||
!<small>Damage Multiplier</small> | |||
|<small>x1.7</small> | |||
|<small>x0.6</small> | |||
|<small>x0.3</small> | |||
|<small>x1.2</small> | |||
|} | |} | ||
Gorefasts are neutral to [[Commando_(Killing_Floor_2)| Commando]]'s [[AR-15 Varmint Rifle|AR-15]] and are notably vulnerable against default [[9mm_Pistol_(Killing_Floor_2)|9mm Pistol]], [[Field_Medic_(Killing_Floor_2)|Field Medic]]'s [[HMTech-101_Pistol|HMTech-101 Pistol]] and certain [[Support_(Killing_Floor_2)| shotguns]]. | Gorefasts are neutral to [[Commando_(Killing_Floor_2)| Commando]]'s [[AR-15 Varmint Rifle|AR-15]] and are notably vulnerable against default [[9mm_Pistol_(Killing_Floor_2)|9mm Pistol]], [[Field_Medic_(Killing_Floor_2)|Field Medic]]'s [[HMTech-101_Pistol|HMTech-101 Pistol]] and certain [[Support_(Killing_Floor_2)| shotguns]]. | ||
{| class="wikitable" | |||
{|class="wikitable | ! | ||
! | !<small>AR15</small> | ||
! | !<small>MB500</small> | ||
! | !<small>Rem1858</small> | ||
! | !<small>Colt1911</small> | ||
! | !<small>Medic Pistol</small> | ||
! | !<small>Winchester</small> | ||
! | !<small>9mm</small> | ||
! | !<small>Trenchgun</small> | ||
! | |||
|- | |- | ||
!<small>Damage Multiplier</small> | |||
|<small>x1</small> | |||
|<small>x1.2</small> | |||
|<small>x0.9</small> | |||
|<small>x0.8</small> | |||
|<small>x1.5</small> | |||
|<small>x0.9</small> | |||
|<small>x1.6</small> | |||
|<small>x1.3</small> | |||
|} | |} | ||
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Gorefasts have only one weak [[Mechanics_(Killing_Floor_2)#ZEDs_-_Hitzones|spot]], which is the head. Although the damage multiplier is miserable. Their bladed arm deflects attacks. | Gorefasts have only one weak [[Mechanics_(Killing_Floor_2)#ZEDs_-_Hitzones|spot]], which is the head. Although the damage multiplier is miserable. Their bladed arm deflects attacks. | ||
{| class="wikitable" | |||
! | |||
!<small>Damage Multiplier</small> | |||
|- | |||
!<small>Head</small> | |||
|<small>x1.001</small> | |||
|- | |||
!<small>Blade</small> | |||
|<small>x0.1</small> | |||
|- | |||
!<small>All other</small> | |||
|<small>x1</small> | |||
|} | |||
{|class="wikitable" | ==[[Mechanics_(Killing_Floor_2)#Gameplay_-_Afflictions|Incapacitation]] Resistance== | ||
{| class="wikitable" | |||
! colspan="3" rowspan="1" |<small>Vulnerability mask = (Torso, Head, Legs, Arms, Special).</small> | |||
|- | |||
| colspan="3" rowspan="1" |<small>Stun = (Vulnerability = (0.2, 0.7, 0.2, 0.2, 0.2), Cooldown=10.0, Duration=1.5)</small> | |||
|- | |||
| colspan="3" rowspan="1" |<small>Knockdown = (Vulnerability = (0.2), Cooldown=10.0)</small> | |||
|- | |||
| colspan="3" rowspan="1" |<small>Stumble = (Vulnerability = (0.1), Cooldown=5.0)</small> | |||
|- | |||
| colspan="3" rowspan="1" |<small>GunHit = (Vulnerability = (0.2), Cooldown=1.7)</small> | |||
|- | |||
| colspan="3" rowspan="1" |<small>MeleeHit = (Vulnerability = (0.5), Cooldown=1.35)</small> | |||
|- | |- | ||
| colspan="3" rowspan="1" |<small>Poison = (Vulnerability = (0.6), Cooldown=20.0, Duration=1.5)</small> | |||
|- | |- | ||
| colspan="3" rowspan="1" |<small>Microwave = (Vulnerability = (0.5), Cooldown=10.0, Duration=2.5)</small> | |||
|- | |- | ||
| colspan="3" rowspan="1" |<small>FirePanic = (Vulnerability = (0.9), Cooldown=5.0, Duration=3)</small> | |||
|- | |- | ||
| colspan="3" rowspan="1" |<small>EMP = (Vulnerability = (2), Cooldown=10.0, Duration=2.2)</small> | |||
|- | |||
| colspan="3" rowspan="1" |<small>Freeze = (Vulnerability = (0.5), Cooldown=1.5, Duration=0.5)</small> | |||
|- | |||
| colspan="3" rowspan="1" |<small>Snare = (Vulnerability = (0.7, 0.7, 1, 0.7), Cooldown=8.5, Duration=1.5)</small> | |||
|- | |||
| colspan="3" rowspan="1" |<small>Bleed = (Vulnerability = (0.25))</small> | |||
|} | |} | ||
== | ==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. | |||
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=== | ===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. | |||
* When blocking, Gorefasts are extremely resistant to ballistic weaponry and only take 1% of all incoming damage. | |||
{{KF2NavBox}} | {{KF2NavBox}} |
Revision as of 12:54, 24 September 2018
- 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.