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Tactics Specimen Information

I was curious about the Fleshpound frustration mechanics, I was playing with someone who said that dealing damage in any way to the FP will reset the frustration meter, but I didn't think this was true. Can you clear that up for me?

This person was basically pegging an FP with the 9 mill every few seconds as he ran away from it because he believed it reset the 10-15 second timer. I don't think it works that way, though.

Also I am correct in believing that if you are axe kiting an FP and you stay just out of range every time you hit him so that he doesn't swing at you, he will rage after 10 or 15 seconds due to frustration, correct? I have made sure to make him swing at me while axe kiting just to be safe, since I don't want any unnecessary FP rage.

Yeah...that guy has no idea what he's talking about. I imagine he ran around corners a lot which is what resets the rage timer. The only ways to reset rage timer are listed in the first post. In this case it would be breaking LOS.

Yes, he must swing at you or you have a corner to run around or else he will auto rage. If neither are an option, then as Benjamin mentioned, you can toss a frag at the fp. Avoiding the frag will reset the rage timer.
 
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Lately I've been hosting listen servers to play with some friends so we don't have to worry about pubs, and I've been noticing all kinds of bugs on listen servers that aren't on dedicated.

The biggest one I've noticed is that Berserker's damage resistance does not seem to apply to Fleshpounds on listen servers, I was level 6 Berserker on HoE 5 man Filthscross and an FP raged and just barely hit me with his attack, I had 1 armor and it knocked me all the way down to 1 HP. I have never seen an FP attack be so strong against a level 6 Berserker, but I've noticed it is pretty consistent on my listen server.

I was once again playing with these friends on my listen server, it was HoE 4 man Foundry and an FP raged and hit me while I had a full 100HP as level 6 Berserker, he killed me in one shot. On every dedicated server I've played it only usually reduces you to 49 or so depending on what attack he uses, but is NEVER a one shot kill against a level 6 Berserker.

Do you happen to know anything about this bug, or if it is a bug or what, because it is very strange being one hit killed by an FP as a level 6 Berserker. Maybe I am missing something and it is working as intended.
 
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It's possible to be OHKOed but it happens rarely. The fp has 3 different attacks: a 1-2 combo, a double uppercut, and a double drilling attack. The double drilling attack is the one to watch for because it really triggers multiple hits. If you stand still and let the FP hit you while enraged, you will get annihilated as even zerker can't take too many hits from an enraged fleshpound. Typically, a zerker will be on the move so he usually can avoid most of the hits.

It happens in this video @ the 9:10 mark. Barbosa gets caught in the gauntlets too long and his health just plummets.

YouTube - Killing Floor - Team Berserker on H.o.E 05

Here's a 2 man old Suicidal game and Nutter gets OHKOd from 100 hp/armor. His armor absorbs most of the hits but the last hit instantly drops him.

YouTube - Killing Floor - 1016 Beta Patch 1 - Extra Berserker Damage Resistance
 
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Well both times I mentioned I was level 6 Berserker and I was running at full speed from the raged FP, so there's no way the multiple hits would have got me, and I always jump right when a raged FP is about to hit me so it will propel me forward.

I've just never seen an FP knock a level 6 Berserker down to 1HP or even one hit kill them with just a normal attack, usually it just takes off around 60 HP or so.

I was unable to replicate this even on that Testmap that you use, with the bots to simulate 6 man HoE games. I raged the FP as Berserker, and even stood still and could not get the FP to one hit kill me, the drill attack as you mentioned did kill me fairly fast but even it took a few hits. The one that one hit killed me in each case that I mentioned above was the uppercut.

In the case of the Foundry OHKO I mentioned, he did the double uppercut as I was running full speed as a level 6 Berserker and it instantly killed me, turned me into mist even. And what was so strange about it is that it was instant, as if I were playing a class without damage resistance.

I don't know, maybe I am missing something. I've just never seen a Berserker being killed in one hit while running at full speed.
 
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This happened to me once as a support with full health and body armor. I thought I'd rage him over a pipe bomb but the fleshpound just decided to obliterate me in a milisecond instead. Good to know this so I can keep it in mind for the future.

When it happened, I was dumbfounded and my team died because they needed a support specialist. :(
 
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This happened to me more than once: while fp is doing his drill attack and is enraged, you will take alot of hits. A HELL LOT of hits. I was a berserker, and this bring my 100 health 30 armour to 2 hp no armour. Most of the time that's just an instan-kill unless I have a lot of armour.

It seems if his is attacking and enaged, he will do the normal attack AND raged attack together. And then he do the rage animation.

While running away from a raged fp, I myself never instan-kill by one yet as a berserker with full health.
 
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@Big_BenKYS
I've figured out what's wrong when debugging my Super Zombie mutator. For fleshpounds, there are two different MeleeDamageTarget() functions, one for the calm attack and one for when he's enraged. On dedicated servers, the appropriate function is called and you get your normal damage. But for local hosts, it makes a call to both functions so you're really getting pegged for raged damage, and then again for normal damage.

For example, if you're playing a solo game on the test map, which still pegs game for 1 player (i.e. self heals heal for 50 not 20), an enraged fp will hit you down to ~30 hp. FP base melee is 35, 1.75x for HoE, 0.75x for "single" player, and 1.75x for rage damage. I am ignoring the
 
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I have a kind of unrelated question regarding Scrake stuns. This could apply to other specimens (e.g. the Husk) but I’m mainly interested in the Scrake.
Is there a way to force the different stun animations of the Scrake? Sometimes he bows his head and other times he just stands there like an idiot and looks around. After testing it on the testmap I think it is damaged based (with the bowing of the head being the one when he receives more damage) but cannot confirm it.

This is what usually happens for me (all tested with lv 6 sharshooter and lv 6 berserker):


-Testmap on HoE (6-man) with xbow to the head he usually looks around.
-Testmap on Suicidal with xbow he usually looks around.
-On a 4-5 player game on Suicidal yesterday he bowed his head just about every time (where I assume he had less health on than the testmap).
-On testmap with the LAR on HoE he usually looks around after the first shot and bows his head after the second shot.
-I never tested anything with demolitions, but based on my experiences LAW/pipe stuns tend to force the look around stun.

With the axe alt fire to the head it seems pretty random. I’d guess the looking around/bowing head ratio is about 2:1 after the first swing and heavily favors the bowing of the head on the follow up hits but I never formally tested/calculated anything.

If there is a way, being able to control it would be nice, since I often fail on headshots when he bows his head. I know how to point and click; the change in the hitboxes just throws me off sometimes. :(


From what I've experienced he always bow his head. No matter what the animation is played, he is bowing his head. At least I assume so and able to hit his head... But I really think they should fix this.
 
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First off, thanks for the post, Ghost. Very informative. I'd always assumed that Scrakes were resistant to explosives, but it turns out they've got the whole Superman's-weakness-to-magic thing going on (in reverse): They're not resistant to grenades, but they're not specifically weak to them like a Fleshpound is.

I did read the few posts about the Scrake doing a slow motion walk.

I think I know how to make it happen. (Done this on 6-man Hard and Suicidal)

So, the Scrake is enraged and is charging the team. If I stun the Scrake with a Level 6 LAR, he'll do his stun animation again, but when he exits the stun animation--assuming he wasn't already killed--he'll be doing his slow-motion walk.

Don't know if it works for other stunning attacks (e.g. Berserker axe, Demo's LAW).
 
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theres a few things about explosives i always wanted to know since ive heard lots of presumptions yet but no actual proof:

-does the "melee" nade/rocket (force damage if you stand too close to trigger the explosion) add to your demolition lvl?

-is there a damage falloff depending on how far the specimen are away from the center of the explosion?

-does the projectile do additional damage if you directly hit zeds with the nade/rocket (no "melee")? if so can you headshot them?
 
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theres a few things about explosives i always wanted to know since ive heard lots of presumptions yet but no actual proof:

-does the "melee" nade/rocket (force damage if you stand too close to trigger the explosion) add to your demolition lvl?

-is there a damage falloff depending on how far the specimen are away from the center of the explosion?

-does the projectile do additional damage if you directly hit zeds with the nade/rocket (no "melee")? if so can you headshot them?

No it does not, but demo gets a damage boost for it. Also, if you get a impact head shot, it levels up your sharpshooter perk.

Yes, further from explosion = less damage taken

You only deal extra damage if you hit them in the head or upper chest area. It's not really a "head shot" though because explosives don't affect the specimen's head health and aren't affected by the sharpshooter's generic head shot bonus. Really, it's damage being processed twice, with each "hit" doing about 95% damage. Of course, shooting at the feet just does normal damage. This only applies to the grenade launchers and the LAW.
 
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