KF2 Specimen Files: Gorefast Behavior and Statistics
The Gorefast is a skinless, jawless humanoid with a blade arm and one of the most common ZEDs in the game. It kills quickly once in range. This page paraphrases the community "Specimen Files 2.0" entry from late 2015.
The Gorefast.
When it appears
On all waves, including the boss wave.
Behavior
The Gorefast walks slowly toward the nearest player. Within 8 meters (800 units) it starts to sprint, and it also sprints if damaged earlier. Once it sprints it never stops until death. It ignores the auto-rage mechanic and sprints only by its own rules. It retaliates against ZEDs that attack it, but often starts fights itself because of its blade arm range.
Strategy
- Up close it is very dangerous, so keep your distance because of its range, frequency and damage.
- If it gets too close, a melee bash to the head keeps it at bay while you reload or escape.
- It has much more body health than most common ZEDs and can take a few shotgun shots. To save ammo, aim for the head: head health equals a Clot's.
- A few headshots decapitate it, but it keeps wandering for seconds before bleeding out and can strip armor and health. Finish it or bash it away.
- A lone Gorefast can be handled with weaker weapons (knife or pistol) to save ammo. For a group, do not waste time swapping; use your current weapon before they close the distance.
- Kill Gorefasts before other common ZEDs to minimize damage. The source's analogy: treat it like a lousy bar customer and throw him out quickly.
Statistics
- Health: Normal 150 total, 15 head; Hard and above 200 total, 20 head.
- Melee: damage 10, range 192, door multiplier 3/4, player multiplier 0.2/0.3/0.4/0.5/0.75/1.
- Damage multiplier by difficulty: 0.5x, 1x, 1.25x, 1.75x.
- Hitzones: head 1.1, blade 0.5, rest 1. Resistances: penetration 1.5x.
- Movement: walking random 216-264, sprinting random 405-495, hidden speed 600. Speed multipliers 0.87x, 1x, 1.1x, 1.15x. Sprint chance is 1 on every difficulty.
- Rewards: Dosh 13/12/10/8 (Normal/Hard/Suicidal/Hell on Earth); XP 11 on Normal, 14 on Hard and above.
- Misc: chance to evade a grenade 0.75, damage to doors 30/40. Doors have 4000 total health and 1500 maximum welded health.
See also the Clot entry and the Fleshpound entry.
FAQ
- When does a Gorefast start sprinting?
- Within 8 meters (800 units) of its target, or as soon as it is damaged. Once it starts sprinting it never stops until it dies.
- How much health does a Gorefast have?
- 150 total with 15 head on Normal, and 200 total with 20 head on Hard and above.
- Is a headless Gorefast safe?
- No. It keeps wandering for a few seconds before bleeding out and can still take a chunk of armor and health. Finish it off or bash it away.