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Tactics Fleshpound guide for Public servers

smilin

Grizzled Veteran
Sep 19, 2009
371
81
This is a guide for handling Fleshpounds. It has a focus on strategies for public servers where experience level and coordination may be deficient.


The #1 Rule.
Never fire if yellow but never stop if red.




This rule is designed to give your team the greatest shot at decapitating the FP by hitting his soft spot. If you follow this rule alone you will be an asset to your team. What makes this rule work? Lets find out:
The Soft Spot
FPs have a "soft spot" on the top of their head. Any damage to this spot no matter how minor from a melee weapon or bullet will decapitate the FP instantly.

This "soft spot" is exposed only while the FP is executing an attack. An yellow FP will approach its target and execute one of several attacks. Some of these expose the "soft spot" just long enough to attack. If your attack misses you may have one or at most two more attempts but do not count on it. Once the FP enrages it becomes suicidal to attempt this.

Since timing is an issue, rapidfire weapons get a natural bonus. The bullpup is very effective but the chainsaw is almost guaranteed. If these are not available then a single or double 9mm, katana, or knife can be used. Handcannon or dual handcannon should not be used as they cause enough damage to enrage the FP and spoil any chance of a second attempt.

If the softspot is hit the FP will decapitate. All teammates should back away and the primary target who did the decapitation should immediately draw a melee weapon and run. A decapitated FP is still dangerous and will still pursue a target.
How to engage
All team members should clear as many lesser specimens around the FP as possible starting with screamers. The teammate who is the FP target does not want to be grabbed by a clot.

If you are the primary target of the FP then you should run towards the FP as soon as you have a decent clearing in the specimens. You do not need to actually touch the FP for it to initiate an attack and a tiny distance will help land the shot. For timing, try to open fire as the FP attack executes rather than waiting until the head top is completely exposed. If an attack is executed that will not expose the softspot then backpedal and prepare for additional attempts.

If you are not the primary target then you should be focusing on where you think the target (not the FP) will be in a few moments. Position yourself to lob a grenade at that spot. This is what will happen on a public server: The FP target will freak out, probably enrage the FP early, and begin back pedaling as fast as they can while crapping their pants. The FP will be nose to nose with them this whole time. Therefore you should attempt to predict the victim position, and not worry about what the FP is up to.

Note to Friendly Fire servers: your results may vary :)
Enraging
After an FP enrages and goes red all available members of the team should fire at it continuously with their heaviest weapons until it dies. Your teammate is going to die very soon. Do not stop to fire at any specimen other than a nearby screamer.

Headshots are helpful but do not allow aiming to reduce your overall damage output. A grenade is helpful when aimed but do not spam. There will be more FPs.

If not killed quickly the FP may return to a yellow state. While a dedicated team may be able to take advantage of this you should make no such attempts on a public server. A floundering effort at coordination while team damage output drops is the likely outcome on public servers. Instead follow the rule and never stop firing.

If the FP kills its target it will turn to the nearest or most damaging teammate and attack them. If you have been doing significant damage be sure you are prepared for this to be you.

After the FP is dead its target will be hurting or nearly dead. Nearby teammates should begin healing immediately and further teammates should protect the injured with gunfire.
Exceptions
Here are the Exceptions to rule #1 that can be leveraged by veterans. They involve firing while the FP is still yellow. If you forget these during the chaos and panic it doesn't matter as long as you stick to rule #1.


Agro shots
The FP is going to choose a target and not deviate until it is dead. Figuring out who is the target early is helpful. If you catch an FP in the distance fire a single non-headshot and see if it turns towards you. If it does then you have now become the primary target . If not, then someone else is and you should fire no further until the FP goes red. Use this trick and do not be a wuss. Unless you are injured It is better to know the FP target than try to be safe.


Extreme distance
The FP will enrage after time has elapsed even if it takes no damage. If the FP is far enough out that it will enrage before it completes the walk then you should begin sending damage downrange asap. If possible, encourage other teammates to do the same. An example in West London would be a FP emerging from the police station while the team is near the church.

Extra Tip: The enrage timer only ticks while the FP can see a team member. If everyone breaks line of site (just duck around a corner) you can get the FP up to "headcap" distance without him enraging. - Thanks Johnyfive.


Pairs
On later rounds you'll see multiple FPs at once. If it is possible to agro shot and separate them do so. If not then all team members should chip in 2 grenades immediately without waiting for the FP to enrage. The goal is to pay the heavy price in consumables to dispatch the FPs immediately. Attempting finesse instead will likely result in much lost armor or even teammates.

Only do this if other teammates will be participating. If you are not getting confirmation then stick to Rule #1.


I hope you find this of some value. Constructive feedback is always welcome. See you on the servers - Lemmiwinks.
 
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About sharpshooters

About sharpshooters

While that would work well in a game where the team is coordinated it may not work so well on a public server.

More than likely you'll just enrage the FP around the time someone is standing toe to toe trying to cap it's head.

This also assumes you have a good and well-leveled sharpshooter around with a crossbow...and a map that allows him a shot (ie London, NOT office)
 
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While that would work well in a game where the team is coordinated it may not work so well on a public server.

More than likely you'll just enrage the FP around the time someone is standing toe to toe trying to cap it's head.

This also assumes you have a good and well-leveled sharpshooter around with a crossbow...and a map that allows him a shot (ie London, NOT office)

well tbh, one sharpshooter can land 3 headshots on an fp to kill it on hard pretty easily, even with only a little distance between him and the fp.

One shot upon sight. One shot when the fp bends and is about to enrage, one immediately after he screams and is running towards you.

The last one can be tricky to get, particularly if he's going after someone else. Even worse if the guy is trying to decap him. Correction then- this is the most effective way to take the fp down when there's nobody with a chainsaw or bullpup/ak on you're team. Its just too risky to attempt a decap with anything else on hard or suicidal.

My sharpshooter mentality for facing fleshpounds in different situations-

1. If fp is far away from you, xbow away.
2. If fp is medium distance away from you, and not near other players, xbow away.
3. if fp is medium distance away from you, but is near another player or group of players and someone tries to decap, wait to see if he's successful. If he fails, xbow away.
4. If fp is medium distance away from you, but is near someone else who runs away instead of trying to decap, wait until he gets some distance from the fp and xbow away.
5. If fp is close to you, switch to knife, get to medium distance and xbow away.
6. If fp is close to you, you're running away and someone enrages it, turn around a corner and hope it attacks the other guy. he deserves it.

Medium distance from it is usually attainable even in small maps like Office.
 
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The 1 thing about Fleshpound encounters people seem to forget is that things don't stop attacking just because an FP is there.

I've seen just as many teams wiped out by the Sirens/Bloats that appear with the FP than by the FPs themselves on the more closed maps. The FP goes down then you realise a horde of Gorefasts, Crawlers, Bloats and more have wandered in while you were distracted and all hell breaks loose.
 
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1. If fp is far away from you, xbow away.
2. If fp is medium distance away from you, and not near other players, xbow away.
3. if fp is medium distance away from you, but is near another player or group of players and someone tries to decap, wait to see if he's successful. If he fails, xbow away.
4. If fp is medium distance away from you, but is near someone else who runs away instead of trying to decap, wait until he gets some distance from the fp and xbow away.
5. If fp is close to you, switch to knife, get to medium distance and xbow away.
6. If fp is close to you, you're running away and someone enrages it, turn around a corner and hope it attacks the other guy. he deserves it.

U play on normal difficulty? First of all, some of these aren't working on hard or suicidal, since they have loads of hp and probably mauls someone on your team (if raged from close-medium distance).(6 players)

Second, "5. If fp is close to you, switch to knife, get to medium distance and xbow away.", don't forget that they might auto rage before you get to safe distance.

Lastly, it's a co-op game, why would you ever go behind corner just so the FP can kill your team mate? Seriously, there is a possibility that it auto raged, or your team mate accidentally shot him or something. Whatever the reason was, you shouldn't do that what you are guiding to. Better options: kick griefers or simply switch server.
 
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I only play on hard but like I said, you can 3 shot kill fps on hard with the xbow in a 6 player game (if you're level 5 sharpshooter). 3 headshots can be pulled off pretty easily by 1 sharpshooter before the fp gets to someone, 2 or more sharpies make it even easier.

I agree about it auto-raging before you can get to a safe distance but I think the risk is lesser than trying to decap it with a sharpshooter weapon (unless you're carrying dual 9mms or hc but you shouldn't be due to the accuracy reduction)

The corner escape was just meant for people who purposely enrage the fp when its targeting you and you're 2 feet away from its face. Leaving the server is no fun :p

I just think the only time a sharpshooter should try to decap the fp is when the situation is really really desperate. Since the fp doesn't headbutt as much as he does his other 2 attacks (which are a lot harder to time), the risk isn't worth it on hard imho
 
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Handcannon or dual handcannon should not be used as they cause enough damage to enrage the FP and spoil any chance of a second attempt.
I'm not great, but I can decapitate the FP regularly using the handcannon in the way you describe.
If you wait until he starts or is about to bow his head, it doesn't go into rage or spoil the attempt.
However, I wouldn't try it dual handcannon, because it's not accurate enough to be sure I'd hit the head.
 
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Well, I think it's a glitch. Either that or an inconsistent 'feature'.

This is a feature. The devs even hinted at it during a PC Gamer interview.

To somewhat poorly paraphrase from memory:
"The fleshpounds are freshly spawned from the Vats and like all newborns they have a source of weakness."


This is *not* a glitch. Glitches do not manifest themselves this way. This was programmed in and it wasn't a trivial piece of code. Glitches are used by pussies to take advantage of the game. This "glitch" takes some big fat balls of steel instead.
 
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This is a feature. The devs even hinted at it during a PC Gamer interview.

To somewhat poorly paraphrase from memory:
"The fleshpounds are freshly spawned from the Vats and like all newborns they have a source of weakness."

Of course, they are weak against explosives (look at the script). I'm positive the decap issue is a glitch. Or again a poorly implemented feature which only works half the time.
 
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