![]() ![]() Should sprint when damaged OR should sprint whenever get closer than 8 meters (800 units) to player AND should not stop sprinting afterwards.Damage to doors (possible values) = 30 / 40 (40 / 50 for Gorefiend).(PvP) Rally boost: forces AI Gorefasts to sprint, players do x1.2 more damage.Chance to spawn as Gorefiend: Normal - 0, Hard - 0.05, Suicidal - 0.35, HOE - 0.45.Crouching can make this trickshot easier. Gorefiends have a different blocking animation where they cross their swords in front of their faces this blocking animation is harder to shoot past and requires the player to aim for their throat. Gorefiends do significantly more damage than Gorefasts and possess an unblockable whirlwind spin attack which is devastating and can do upwards of a hundred damage if a player were to be hit by the entire duration of the whirlwind attack. The most notable change is that Gorefiends possess 2 bladed arms instead of one. The Gorefiend appears as a dark-skinned Gorefast with visible blue veins that glow around their body, with a long tongue. Unlike the Alpha Clot and the Crawler, the special variant of the Gorefast is an entirely new ZED with its own attack patterns and statistics, however its AI and behavior remain identical to a normal Gorefast. They are also able to sprint while attacking now, spinning their blades repeatedly and dealing multiple high damaging hits.Įvery Gorefast has a chance to spawn as a Gorefiend instead.The spawn odds are: Normal - 10%, Hard - 25%, Suicidal - 35%, Hell On Earth - 45%. On Suicidal and Hell On Earth, Gorefasts can perform a low, sweeping slash. On Suicidal and Hell On Earth, Gorefasts gain new attack animations that, unlike other ZEDs, are not determined by whether they are enraged or not, but rather, difficulty level. Gorefasts only spawn individually or in duos in early waves, but they spawn in groups of 4 or more frequently in later waves. Gorefasts are able to block while running on Suicidal and Hell On Earth, which means upon shooting a Gorefast, there is a high chance they will sprint at the offending player with the bladed arm raised to their face. On Suicidal and Hell On Earth, Gorefasts always block upon getting shot. When blocking, Gorefasts take 20% less damage, and incapacitating effects are 80% less effective. ![]() When shot at, they have a chance to hold their bladed arms in front of their face, blocking their head with the blade. Gorefasts have the ability to block gunfire. Gorefasts swing their bladed arm with full body pivots, causing their heads to sway back and forth, making it difficult to hit once it starts attacking. ![]() Gorefasts will sprint immediately upon getting shot. While sprinting, Gorefasts can either hunch their backs forward to lower their heads or brandish their bladed arm in front or above their heads to block gunfire, though unintentionally. Upon getting close to their target, they will immediately begin sprinting, to get into melee range to attack. Upon spawning, it will walk towards the nearest player. The Gorefast is a predictable, melee-only ZED. Gorefasts only have one weak spot, which is the head. Gorefasts are vulnerable to rifles and assault rifles, but are most notably extremely vulnerable to shotguns. Gorefasts have a large range of resistances to non-ballistic weaponry. Resistances and Weaknesses Damage Resistance Should not sprint when has no LOS on enemy. Should sprint when damaged OR should sprint whenever get closer than 8 meters (800 units) to player AND should not stop sprinting afterwards. Normal - 1 / Hard - 1 / Suicidal - 1 / HOE - 1įor 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. Movement speed is randomized within ± 10% range and further modified by a multiplier based on difficulty. Once enraged, Gorefasts will never stop sprinting until they are killed. Gorefasts will sprint once they are shot. They do not sprint on sight despite having 100% sprint chance. Gorefasts will only begin sprinting upon getting close (8m) to players. Gorefasts move slowly when docile, and sprint when enraged. Damaging with on-perk weapons and then finishing it off with an off-perk weapon divides the XP and grants it to both perks.Killing with weapons other than your current perk grants the XP to the perk that weapons belongs to. ![]() The base damage value further modified by the difficulty-specific multipliers. For kill reward calculations read Dosh Mechanics. ![]()
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