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.
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