• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

FleshPounds.

FleshPounds.


  • Total voters
    139
I have a few ideas about our temper-prone friends the Flesh Pounds, but as most of them wouldn't make sense without the rest of that document I keep not writing to provide context, I'll stick with the ones that would work well if applied to the game as it is currently:

  • Remove all damage modifiers from it except for its weakness to shrapnel, which should be reduced somewhat. (Incidentally, does that work properly with the L.A.W.? That weapon would actually have a purpose if it was effective against Flesh Pounds.) The 50% resistance to bullets in particular doesn't make sense; it basically sets in stone the need for hard counters, which I feel is the cause of its long-standing balance problems.
  • Increase its health by roughly 50% to compensate. It'll still die to regular weapons faster than it did before, but will be tough to kill nonetheless - no matter what strategy you use.
  • Give them the ability to knock blocking players out of the way, much like they do to large specimens (but preferably without the glitched Superman velocity on the knockback that you see sometimes). Players who are struck should take around 40 damage on Suicidal, but the attack should not benefit from the Flesh Pound's damage multiplier when it's enraged.
  • If, at the point when a Flesh Pound's rage wears off, it has recently taken enough damage such that it is due to re-enrage instantly, it should simply stay enraged instead of having to play the animation again. Yes, this means you could take two enraged hits in a row. Yes, that would hurt. A lot.
These suggestions also assume a nerf to the Crossbow's headshot multiplier as mentioned elsewhere (down to 3x I think). I'd like m
 
Upvote 0
Maybe the FP should have it's autorage removed, though id like to see it get raged by other creatures (i'd like to see infighting more anyway)
Then phaps should make an Uberpound, a rarer version with a different texture that has slighty different behaviour, for example unprovoked and/or prolonged rage , and i guess a bit tougher.
A bit like doom's normal brown minotaur and harder red version ( thou i appreciate here that the red one was the orgional)

The bottom line is that for me the FP is iconic and the best creature in KF - indeed most games - and i'd like to see it developed/expanded somewhat.
 
Upvote 0
Personnaly, the fp is enough powerful but what he needs is more health because an arrow in his head, he dies.
Then enough health to kill a fp with 2 arrows, sharpshooter lv6.

OR MAYBE less power but more health :D
like -30% of power and +50% of health (sometimes he kills everyone with one shoot, on suicidal of course, with 100 armor and health :eek:)
 
Upvote 0
OR MAYBE less power but more health :D
like -30% of power and +50% of health (sometimes he kills everyone with one shoot, on suicidal of course, with 100 armor and health :eek:)

yeah why not, as long as it has a different skin.
Or how about leaving the standard one as as, with it's random raging, and make a 'focused' rager - who only responds to being hurt but the flipside is when it does go off, it goes off big time
 
Upvote 0
lol what, nerf fleshpound?

I voted "power it up more" becuase atm almost all perks can take them out, even without too much help from their teammates. A sharpshooter can insta-kill them, a support specialist requires like 2 doublebarrels in the head (?), a demo specialist requires only 6 nades or so from the m32... etc etc. Heck Ive even killed a fleshpound with the katana on solo suicidal. Doesnt sound like a too strong specimen to me.

Maybe if you removed sharpshooters ability to one-shot fleshpounds, they might be a bit more scarier.
 
Upvote 0
just realized that this post was made when the Fleshpounds got the auto rage. I actually thought that they were more of a threat when the had the decap because of one reason:

The damn homing missile effect it got when you happen to rage it when decaped, or when you decap it when its raged. Thats my two cents.

some people will argue against it, but I miss being able to decap a fleshpound with a knife, chainsaw, bullpup, AK, 9mm, any of the high rate of fire weapons. I always liked the,"please decap, please decap..... oh SH!T!! I F!@ked up!!"

Then again, with the fixed hitboxes, introduction of a bunch of weapons with the level up patch, if the decap was still kept, Fleshpounds would be as threatening as a baby. If they did still have it, the fleshpounds would have to have a the same resistance in the head as they do in the body. Meaning it would take a crap load of firepower to kill it, or a well placed decap.
 
Upvote 0
I'd like to thank those who responded.
I am going to point out that i'm trying to level Commando, I see people saying to use the cross bow, That ain't happening when i'm carrying around a scar and Bullpup.
IMO The speed should be the major thing to reduce.
Although I agree that maby the cross-bow verses the FP needs to be nerfed itself but other weopons may need some buffing.
 
Upvote 0
in the same way that the size of a wave increases dependant on the number of players, i think the FP should have a power and endurance modifier that is proportionate to the playercount too.
This would address the issues that ppl playing solo have, whilst keeping things challanging for groups.

He's HP already scales up with the number of players.
 
Upvote 0
I'd like to thank those who responded.
I am going to point out that i'm trying to level Commando, I see people saying to use the cross bow, That ain't happening when i'm carrying around a scar and Bullpup.
IMO The speed should be the major thing to reduce.
Although I agree that maby the cross-bow verses the FP needs to be nerfed itself but other weopons may need some buffing.

Well, IF you play solo as commando I think you can take out a fleshpound with a single clip from scar. Im not entirely sure, but if not soften it up a bit with nades or AK and then swich to scar and the fleshpound is screwed.

In 6 man game however, you are not supposed to be able to kill the fleshpound alone, thats why you have 5 other teammates. 99% of the time theres at least one sharpshooter nowdays, so let him do the dirty work. Even without a sharpshooter the team can rather easilly kill the fleshpound with some concentrated heavy fire (preferably aimed to the head). Berserker, medic and firebug are the only perks which cant deal much damage on a fleshpound with their base weaponary, so unless your whole team consists of these 3 perks then you should do fine.
 
Upvote 0
Demos and Sharpshooters are great against FPs, and Support aint half bad either, as long as your prepared to nade, and swap between your shotguns arfter your clips are gone.

Zerkers and Firebugs struggle to drop them fast enough, but thats their downsides.

Commandos are hit and miss, not helpless, but not good against them.

Medics are in trouble killing them, but can easily survive quite a few hits.

Bottom line, its perk dependant, and the fleshpound is meant to be something that makes you crap your pants. If the sharipe gets his nerf so he can't 1 shot a 6 man health Suicidal FP then I'd say the FP is perfect.
 
Upvote 0
He's HP already scales up with the number of players.

ahh right - i was wondering if this was the case cos after posting i played on a FP server that was empty (my browser isn't seeing games so i have to join favourites for some reason...) and it seemed to get a lot tougher once other guys joined.
But it's only the HP not attack damage i take it? Phaps this could be adjusted too, with the FP causing more pain when there's more targets shooting at.

Also being reletivly new can someone inform us of how the FPs used to be in older versions as ppl talk of changes- i mean now in time they rage up even when not hurt-
but ppl talk of random rage; is this refering to how they can target any player in theit LOS, not necessarily the one that shot them?
I'd be interested to know how they have been changed.
 
Upvote 0
But it's only the HP not attack damage i take it?

Yea Im pretty sure its only the HP scaling up. Attack damage and speed are scaled by difficulty.

Phaps this could be adjusted too, with the FP causing more pain when there's more targets shooting at.

I dont think that would be a good idea. Suicidal fleshpounds can insta-kill you with one hit so scaling the damage from that upwards would make it way too hard.

If, however, you kept the base damage the same and scaled it down when ever there is less than 6 players in the game, wouldnt it get way too easy? I mean, play solo suicidal and the fleshpound would cause like 20 damage per hit lol? Then it would be too easy, adding the HP scale to that.

IF, HOWEVER, you kept the change minimal, it would be useless addition.

Does that even make sense xD

Oh well.
 
Upvote 0
Also being reletivly new can someone inform us of how the FPs used to be in older versions as ppl talk of changes- i mean now in time they rage up even when not hurt-
but ppl talk of random rage; is this refering to how they can target any player in theit LOS, not necessarily the one that shot them?
I'd be interested to know how they have been changed.

1) Well you've got one of them straight away. The first fleshpounds would only rage after taking a large amount of damage in a short time. This meant that a medic with say a handcannon could shoot a fleshie twice and run for a bit, then shoot him twice again, then run for a bit, without the FP ever raging, mkaing it a cakewalk to kill him.

Now if nothing attacks him for about half a minute or so and he has line of sight on players he automatically rages and charges at his target

2) In terms of targetting he's always been the same, pick a squishy looking person and go for him, like now he did occassionally switch target, but very rarely.

3) The biggest change was the instant decap. Any player who knew about it could use any bullet or melee weapon (even knife or pistol) and run up into the fleshpounds face. When he attacked the Fleshie would drop his head a little and if he got shot or stabbed at a specific point it would instantly take his head off and make him harmless.

Now obviously you can't do it much to Berserkers dismay. Its shoot bomb and stab the hell out of him or die :)
 
Upvote 0
For me the powerfullest zed in the game is the siren
She can kill all players with only 2 shoots on contrary to fp who just kills one player on the same time.
(i always tell about a suicidal game, of course)


I actually agree with you, I would like to add Husk to your list. Thats because both the siren and husk can screw up your shots by blurring your screen with fire or that red scream wave thingy.

Most of the games where I've played where we fail is because of those two ZEDs. Ohhhhhh do I hate it when 2 Fleshpounds spawn with 2 sirens behind them, and then off in the distance you have a Husk sniping you. oohhhhh that grinds my gears.
 
Upvote 0
Having read through all four pages of posts, I thought two things needed to be mentioned.

First, while I cannot disagree on the need for teamwork for fast and effective FP management, the simple truth of the matter is that the typical assortment of player skill levels, and the random mix of classes you encounter on your average public server, can both serve to make the FP an overly difficult nut to crack. I don't see anyway around this; it doesn't seem fair to those who are comfortable with the FP, as is, to make him anymore fragile. (Although, I must admit I certainly wouldn't want him any more robust than he is at present.)

The one adjustment that I would like to see is less of a gap between the Beginner and Normal difficulty levels. Even six-player "Beginner" is simply too easy, in my opinion, but I feel that some struggle with what seems like an overly-wide gap between that and "Normal." The perceived issue with the FP might resolve itself, without tweaking this specific zed, if novice players felt a smoother, more linear transistion when advancing between these two difficulty levels. I'd support amping-up Beginner and a gentle, but perceptable, nerf on Normal. (At least with respect to the heavy-hitters like the Scrake and Fleshpound.) I think the current delta between these two is a bit much. As it stands, it seems like there is room for an additional, in-between, difficulty level. Perhaps, "Casual?"

Secondly, aside from the *possible* team-related issues mentioned above, there is still the reality of many KF maps that just don't lend themselves to some of the anti-FP tactics discussed. I've seen these fellows literally emerge unannounced from an ajoining room in KF-Offices; if your Crossbow-toting Sharpie and/or AA12-weilding welder is at either end of a corridor two full 90
 
Upvote 0
I'd support amping-up Beginner and a gentle, but perceptable, nerf on Normal.
Um, even novice gamers can easily beat normal after 2-3 tries. Heck I play with some guys using lv0 perks (read-only local server perks) on hard mode and we can usually survive to wave 8ish (the price of decent weapons is punishing). I cannot see anyone who needs beginner and even normal seems on the easy side when compared to most other games. Once you hit level 3ish (assuming you actually play rather than grind beginner) normal presents nearly no challenge.

In KF-mod you expected to die. A lot. FPs would not die and you would, end of story. While I don't expect such difficulty to be normal suicidal is not so. Normal could easily be beginner anymore but I would rather they didn't add a difficulty above suicidal (since we are already approuching one-hit, one-kill for both specs and players).
 
Last edited:
Upvote 0