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Tactics What do commandos do when a scrake/FP appears?

skrates easily go down within about 8-10 scar bullets in the head so theres not much to them

No they don't. 10 bullets to it's head enrages it, and brings it's health bar to a little under 2/3.

Scrakes are a Commando's nightmare when you're holding a position without SS/Medic support. They take 2 full clips to kill(if you're accurate), and need to be at least a good 20 metres away if you don't want to get ripped to pieces.

The katana really doesn't cut it either. It takes about 15 slashes to the head to kill the Scrake.

Accept the limitations of your perk, that's the whole point of having different perks in the first place.
 
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No they don't. 10 bullets to it's head enrages it, and brings it's health bar to a little under 2/3.

Scrakes are a Commando's nightmare when you're holding a position without SS/Medic support. They take 2 full clips to kill(if you're accurate), and need to be at least a good 20 metres away if you don't want to get ripped to pieces.

The katana really doesn't cut it either. It takes about 15 slashes to the head to kill the Scrake.

Accept the limitations of your perk, that's the whole point of having different perks in the first place.

well usually on normal they go down in 10 scar bullets on a lvl 3 commando it sounds like 10 bullets enraging it your playing in suicidal
 
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TheHateMaster said:
Firebugs, Berserkers, and Support are also unable to single-handedly deal with FPs
Not true, Support is very well suited to take down a Fleshpound, the AA-12 is very powerful weapon assuming you have the ammo to uze it.

But yes, Firebugs, Berzerkers, Commandos, and Medics are kind of screwed if they have to take down a FP singlehandedly. Demomen just need a little bit of space to pipebomb it, Sharpshooters just need a second to switch to the Xbow, and Support just throws 'nades and unloads with the AA-12. The relative ease that they kill them with annoys me, and I think that's why people complain that Support and Sharp are overpowered. They completely destroy the big guys, and can still do great against the little guys. As a firebug I cannot take down a scrake without using 'nades, lots of fire, and many Handcannon bullets. a Sharp can take him down in one shot.

Back on topic: I have taken down a FP as a Commando, but it always depends on the terrain. You NEED to give yourself space to reload, and you NEED to not miss the head. Know his pathing, and know a good railing or wall to stand on. If you can do it right, you can hit him with a clip and a bit more, then jump off and while he takes the the long way while enraged, you can run away and hit him with more bullets. If you are really really lucky, you can kill him.
That's a very special circumstance however. You are much more likely to just stick with the group and practice smart tactics: Kill everything around it. Do not shoot it, do not enrage it. Tell everyone where it is. Figure out who it is targeting. If it is going for you, get to the back of the group. If it is not, figure out who it is going for and stand in front of them, it will not attack you, but you will delay it. If it enrages, shoot it with everything you can.
 
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What you mean solo? If you got other guys alive wait for everyone else to be ready if no one has a xbow and focus fire with your scar. If you're talking about soloing I can solo one with a pipebomb. Just enrage it if it's focused on you while it's standing on or near it with your AK then flip to scar before it charges. Hitting the head's kinda a pain while you're spraying but generally is more worth the risk than not from my experience.
 
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No they don't. 10 bullets to it's head enrages it, and brings it's health bar to a little under 2/3.

Scrakes are a Commando's nightmare when you're holding a position without SS/Medic support. They take 2 full clips to kill(if you're accurate), and need to be at least a good 20 metres away if you don't want to get ripped to pieces.

The katana really doesn't cut it either. It takes about 15 slashes to the head to kill the Scrake.

Accept the limitations of your perk, that's the whole point of having different perks in the first place.

what difficulty are you playing, and with how many players?

SCAR destroys scrakes if you get consistent headshots, like yano....proper headshots with the sound that plays
 
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Used to play Suicidal but that was before all the changes and rank 5->6 patch. Haven't really had the time to sit down and get back into it that much. The tactic I described works on a full game on Hard. I dunno about Suicidal, I believe it would with enough distance, but I can't personally say I've managed this maneuver on Suicidal. But definitely works on Hard with 6 players.
 
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what difficulty are you playing, and with how many players?

SCAR destroys scrakes if you get consistent headshots, like yano....proper headshots with the sound that plays

I second this, Scrakes only rage if they HP fall below 50%. If you stay calm, keep the SCAR on semi-auto and hit the scrake with all headshot, he will take about 10, drop his HP to close to 50%, then his head will come off and he dies instantly without ever raging.
 
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sure as a level6 on hard you'd have no problem taking down a scrake with headshots from a SCAR....too bad level6s should not be playing on hard. as a level5 on hard, you're going to take almost a whole mag even if they're headshots to take out a scrake. as long as you can start at a safe distance you'll be fine, but if he starts out too close to you, it's still going to present a decent challenge.

solo is much different than co-op. i can take down 25 straight FPs as a level6 SS with my crossbow on suicidal ;). in co-op i don't see that happening. too many extra factors in co-op that changes things.

i still say in hard/suicidal CO-OP, if the SS misses, the best tactic is to let others wear him down past 50%, then you can guaruntee yourself that you have the final shot and get the kill. only using 8 bullets to get a $150 kill is much more cost effective than spamming 25-30 shots. though for high level commandos i guess the money isn't much to worry about since ammo is so cheap, but when i play, i try for as close to perfection as possible so that's just me.

I'm not sure why you decided to share what an SS would do, or what the differences between solo and co-op are. Oh, and, don't tell me what difficulty I should and shouldn't be playing and I won't tell you where I will and won't put my foot. :)

This is not logically consistent. Firebugs, Berserkers, and Support are also unable to single-handedly deal with FPs. Heck, firebugs and berserkers are particularly weak, Commando is already the 2nd best class right after SS, there's pretty much nothing to complain about.

If you need to solo on Suicidal so much, something's wrong with your team.....or you.

Support specialists can easily take down FP's (I think someone already said this), and berserkers can probably hold their own if they're good on their feet.

I think it is something to complain about when there's an entire class of specimen that only one perk is proficient against, and the rest should just fall by the wayside and hope Mr. Sharpshooter takes him out.
 
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I second this, Scrakes only rage if they HP fall below 50%. If you stay calm, keep the SCAR on semi-auto and hit the scrake with all headshot, he will take about 10, drop his HP to close to 50%, then his head will come off and he dies instantly without ever raging.

I lol'd.

And how the heck did 10 bullets take away 50% health, and the 11th bullet single-handed takes care of the rest 50%? math fail.

solo scrake as commando, scrake always, ALWAYS rage. There's only one weapon that can kill scrake without letting it rage: xbow
 
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As a level 4 commando playing hard you can take down an FP, but you more than likely will take a hit in the process. I start with the SCAR because it is way more accurate and start shooting it in the head from distance, start by tapping out single shots then when he rages go to auto and empty the rest in to the face, this normally takes about half his health. Then switch to AK and pump the whole magazine into his face when he closes on you, that will normally kill it but most of the time you'll get hit by it and take a high amount of damage.

It's really best to just alert the SS and only fire on it if needed (like if the SS can't shoot for ****).
 
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if youre level 5 or 6, you already know what kinda damage you can do, so whenever something comes at me, like a scrake or a FP, i look at their health bar, and then decide on what to do. if they are almost dead, fire away, if theyre not, make sure you alert your team so you can do some focus fire on it.

People, seriously, I've got it. You're all repeating the same thing now.

yeh, its pretty straight forward what youre suppose to do. which is why i wasnt sure why you asked this question.
 
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I second this, Scrakes only rage if they HP fall below 50%. If you stay calm, keep the SCAR on semi-auto and hit the scrake with all headshot, he will take about 10, drop his HP to close to 50%, then his head will come off and he dies instantly without ever raging.

It's the same mechanic as single 9mm headshot against clot vs shooting him in the body with 9mm

Just want to make thing clear...

First, you said hit the scrake with all headshots. After 10 headshots, his hp is about 50%. Then "his head comes off".

Why it comes off?


Scrake's head automatically comes off when he have 50% hp left?

Or is that any headshot when scrake has < 50% hp will remove his head? Is he dead afterward, or you have a headless scrake running around(since you mentioned cloth, it makes me wonder)

Or is that you suggesting once scrake has < 50% hp, headshot damage will rocket up to 10x, so the 11th one can do what it took 10 bullets to do?



Could anyone confirm there is in fact another method to kill scrake without enraging him using the scar? Cuz I fail to do so.
 
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The theory goes "if a specimen have less than 50% hp and takes a shot to the head that does more damage than 15% of its total HP, then it will be decapitated"

Now the above may be true, but obviously there are cases where a decapitation occurs without these condition. 9mm is fully capable of decapitating clot and bloats with a single hit to the head from full hp.

My theory is that all specimens have two sets of HP, head HP and total HP. Hitting them in the head will do damage to both their head HP and their total HP, where as body shots will only do damage to total HP.

For small specimens, there’s no 50% total HP requirement and you can decapitate simply by depleting their head HP. However large specimens (Scrake, Fleshpound, Husk and maybe Siren from my experience) cannot be decapitated by simply depleting their head HP, or else crossbow will 1 shot everything with a single headshot. Large specimen will only lose their head if their total HP falls below 50% AND their head HP is depleted.

Once a decapitation occurs, the specimen will instantly take a large FIXED amount of damage. This may kill them instantly, or if they still have remaining total HP, cause them to bleed out. The decapitating damage must be FIXED because you can see different behavior on different difficulty levels: on lower levels a decapitation may cause the specimen to die instantly, where on higher difficult level the same specimen may bleed out. (You will never see Clot and Stalker bleed out on Normal for example, because the decapitating damage is close to or exceed their total HP)

Oh yeah and Fleshpounds can still be decapitated in the above way (<50%, deplete head HP). Last game on Normal my medic put a crossbow bolt through the FP’s head, and I immediately followed with a single SCAR round to the head which decapitated it. The basted still raged and managed to hit me once before bleeding out though.
 
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i can confirm what temstar is saying, did it yesterday a few times...on scrakes and fp's.

one peculiar thing i saw yesterday when using LAW on scrakes is that they displayed a stun animation...similar to the husks one, can anyone confirm this?

i saw it a few times after hitting them with a LAW shot or 2.
 
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For killing Fleshpounds I would say solo your gonna struggle. You have an advantage in that you can see the fleshpounds life, what your aiming for is being able to drop it with your scar BEFORE you run out of bullets and have to reload. Reloading against a suicidal fleshie is death.

A few tips that might help:

1) Make sure both your Assault rifles are fully reloaded and set to fully automatic. You'll want to have at least a scar, but having the Ak over the Bullpup will be a little more effective.

2) Fleshpounds are weak against grenades. Although you dont have any damage boost for them you can still stack a few and hit him quite hard. Have your weaker weapon out first and make sure you have a good deal of range. Throw 2 ahead of him and then shoot the flehspound as fast as possible to try and rage him on the grenades. (This will also kill any lingering clots/crawlers that may finish you off should you kill the fleshie)

3) Your Scar will deal high damage with point blank headshots, so try and wait till his is pretty close before you swap weapon. Once he gets close try and put as many shots in his face as you possibly can.

4) If he doesn't drop before you get hit and/or run out of ammo swap back to your other weapon which should have about half a clip left in it, and try to finish it off.

If he doesn't drop by this point, and he is still raging, either trust your teammates to finish it off or just throw your last nadse at your feet. (At least if you get killed, it should finish it off and prevent it from killng your teammates too.)

The Commando isn't really a perk designed to kill fleshies. It isn't a hopeless battle but the more players are in the team, the harder it will be to kill one solo. When working with a team, follow the nade, rage, then scar principle and you shouldn't have too much trouble.

If you do survive dont forget to reload your weapons and set them to semi auto again to save ammo. You empty mag may come back to bite you later in the round. Hope this helps :D
 
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