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Flesh Pounder = Kid !

Badbloody

Grizzled Veteran
Apr 2, 2010
124
0
France
Hey kfers 8D,


So, ive made some search and ive got some experience now to explain my own vision of the fp .

Actually, the FP is ... A kid ! You hurt him, he will run against you , mindlessly, to break your face . But here comes the Anti fp > The xbow ! One shot One kill .

It's like launching a PS3 at the kid . He will stay down and play , quietly .

So, heres my ideas :

We got 2 choice . Turn him to a real beast that all the squad need to focus to take down OR keep it like that but spam his spawning, something like 3 fp at times (wave 7-8) and 4 fp (9-10) at the same times , 30-50 fp spawn by wave .

About the first choice, each perks can have his jobs about the fps :

SS (w/Xbow) / Zerk with chainsaw/katana / Firebug (after the dot ends) > They will stun the fp .

The fp will enrage after taking some dmg and he will stay enraged until everyone died / his killed ! Seriously, it's kiddish to play the "I ve hit , now it's your turn to hit me *run*" =/ . Why would he stop raging cause he hitted you ? T.T

The others perks will bring him down . But the SS will not kill the fp by his own, it would have to fire something like 9-10 xbow's headshot to take him down.

The fp will enrage after taking some dmg and he will stay enraged until everyone died !

He will spawn 1 - 2 times / round that way and will have a large amount of hp to resist 10 xbow hs xD . (A HS resistance could be useful, it can be tweaked).

Lets take an example :

A fp is coming infront . The SS headshot him far away with his Xbow . The fp enrage BUT he is stunned, something like 2 seconds . The zerk come with his chainsaw and spam him . The fp is now perma stun, the others shoot at him and protect the zerk from the other spec coming .

About the zerk, it will take something like 25-30 shot to take down the fp by himself . This way, he will not handle it alone, the others spec will kill him before .

If the fp isn't permastun, he will be perma enraged , there will be no turning back . He will die or the squad will die .

That way, there will be no more "One men killed the fp" and more teamplay / coop
 
There are some terrible options in there (specifically spawning lots of FPs) but most of these have been posted before.

There are three issues with FPs currently:

1. Tier three weapons have decreased the difficulty of the game and made hard and suicidal the norm or high level perks. But not every perk has a tier three, FPs kill players very fast, and FPs have lots of health.

2. Headshots are really good in KF. They deal more damage towards less health (decap).

3. Only M14, Crossbow, and SCAR have the power and accuracy to consistently kill FPs with headshots before getting killed while taking a reasonable amount of ammo.


The obvious solution is to:


1. Make tier three more on par with all the other weapons and make KF harder and making lower difficulties more standard.

2. Make headshots not nearly as good. (question is how and what is the effect on the game)

3. Make other weapons as good as the previously mentioned weapons at killing FPs. (not a good choice since the game gets even easier)
 
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There are some terrible options in there (specifically spawning lots of FPs) but most of these have been posted before.

Ive read the "headshot resistance" in some topic but i didn't found the "full-team-against-the-fp" x) . Sorry , i didn't wanted to stole anything .

So, about the fp :

Making the Flesh pound more commons will put an "arcade" side to the game . Yep, it's sick but the fact that only One perk could pwn him is an issue too .

Serisously, SS can handle ****ty / big boys / patty and have almost no weakness . That's an "arcade" side too don't you think? At least, the others perk got their weakness and stregth .

So i was just wondering "Why dont push this side in the extreme way?" and pop a lot of fp .

Even if we nerf the SS,he will still be able to handle the FP / Scrake / Patty easily than the others. If it was his primary job (down of the big guys),we should give them some more weakness (slower? Primary target for zeds =D?)

There are three issues with FPs currently:

1. Tier three weapons have decreased the difficulty of the game and made hard and suicidal the norm or high level perks. But not every perk has a tier three, FPs kill players very fast, and FPs have lots of health.

2. Headshots are really good in KF. They deal more damage towards less health (decap).

3. Only M14, Crossbow, and SCAR have the power and accuracy to consistently kill FPs with headshots before getting killed while taking a reasonable amount of ammo.

That's a fact

The obvious solutions is to :

1. Make tier three more on par with all the other weapons and make KF harder and making lower difficulties more standard.
Why not increase their prices ? AA12 is a good example. A good Commando will have the scar at round 2 , it's not fine T.T . Same for the M14/SS .
We should up the price of the Xbow too, something like 1000 (like submited in an other topic) and reduce the Ammo's prices for the SS (something like 5) and up the ammo for the other one (25/30?). We will see less No-SS handle the Xbow and down some big boys by themselves (Why a Med + xbow can OS a Scrake ? It's the job of the SS / zerk x) !)

2. Make headshots not nearly as good. (question is how and what is the effect on the game)
We should discuss about it . If we put a resistance (enough resistance
to avoid the Scrake to be OS by a No-SS)
Something like :

"SCRAKES!!" *medic headshot the scrake* *the scrake is hit but become enraged and charge the player* At this point, the scrake could have 500-600 Hp left , enough to resist to an xbow's bodyshot .

About the fp ... 2 shot him for SS and 4 shot for no SS (/w no modified price for the xbow) and 1 shot for SS and 3 shot for no SS user (but with xbow / ammos prices modifier) ?

3. Make other weapons as good as the previously mentioned weapons at killing FPs. (not a good choice since the game gets even easier)
Like you said, not a good choice .

So, why not rise the overall price of the weapons / What about the "rage modifier" to force the Flesh pound to have an infinite rage activity? ^^' .

*wait for answers*
 
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So you want the FP to be perma-stunnable by melee attacks, to have 10 times more health and to rage forever?
Maye the answer is not to give it a bazillion hitpoints just because the crossbow happens to be able to chip a million hitpoints per shot off, maybe the answer is to make that thing resistant against the only weapon that really is THAT effective against it?

Also berserker can perma-stun it? What is the purpose of that?

Making it as common as sirens can't be the answer too.
I mean holy crap, doing that and doing nothing about the SS would basically encourage all-SS-xbow teams because it's the only weapon to have any chance to get out of this alive.

Also if it raged forever, it would be too much like a scrake now, wouldn't it.

Why not increase their prices ?
Would you still say the same if there were no dicounts?
 
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So you want the FP to be perma-stunnable by melee attacks, to have 10 times more health and to rage forever?

Also berserker can perma-stun it? What is the purpose of that?

Making it as common as sirens can't be the answer too.
I mean holy crap, doing that and doing nothing about the SS would basically encourage all-SS-xbow teams because it's the only weapon to have any chance to get out of this alive.

Also if it raged forever, it would be too much like a scrake now, wouldn't it.


Would you still say the same if there were no dicounts?


That was just a concept if the Fp was refunded . In that way, there would be some perk that "stun" him and some that "damages" him . That way, nobody could pwn him alone .Even in the case that someone perma stun the fp alone with his melee / xbow, there is a lot of zeds in the area. Just look at the scrake > Someone want to katana him, first he will kill the crawler / gore near him then he will charge the scrake . If we take this idea for the Fp > he must be damaged 20-25 times with the katana / chainsaw to be killed, it's about ... 10-12 sec ? Can you think that the zerk will be able to kill him alone with the tons of zeds who comes near ^^' ?

That was just an idea to make the fight against the fp more "moar" 8D . The fp is calm but when you engage him there's no turning back, your squad kill him together or the FP will gangbang you =/ (yeah a gangbang alone, he got that power).

Maybe the answer is not to give it a bazillion hitpoints just because the crossbow happens to be able to chip a million hitpoints per shot off, maybe the answer is to make that thing resistant against the only weapon that really is THAT effective against it?
About that, don't you think that the Explosive dmg is much similar to the SS power ?
Let's imagine, in the future, that we need 3 headshot (w/xbow) to take him out. Will you take the risk to shot 3 times, anger him (if he's not already) and try to take him down ... OR take some pipe bomb / a M32 and kill him with some explosive ?
Because, if the HS resistance is applied, the number of Demo will grow as quick as saying "Cookie" =/ .

Okay, the M32/Pipe dont take him down in a single shot and as fast as the Xbow does but the thing will be the same > Only one men can take him down .

Actually, seeing everyone turning in Demoman at Patty's wave and pop 100 pipes is a pain in the *** . Imagine the same when fp will have their HS resistance =/ . And (if nothing changed since ^^'), FP still have explosives weakness .

Badbloody said:
So, why not rise the overall price of the weapons

Olivier said:
No..... players with lvl 0-1-2-3-4 are paying their weapon pretty high (AA12 and SCAR).
9_6 said:
Would you still say the same if there were no dicounts?

Didn't thought about that ^^' , good point . So, let's reduce the overall discount . Pipes bombs too ! We're at the higher level of difficulty, we're supposed to have few money (yup, survival baby) and ... we can buy a thousand Pipe @ 23
 
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If they dont nerf the crossbow or m14 for whatever retarded reason.

They could at least get rid of random rage to actually give the option of co-ordinating your team of 'not sharpshooter' perks together and taking him down that way, i think people wont feel the need to actually rambo with katana/crossbow as much if they know they have the time to organize a take down using other perk weaponry.

Although this being said, it would also make *** m14/crossbow users have an easier time of killing them

So in conclusion, NERF SHARPSHOOTER FFS.
 
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There will be a nerf for a SS, that's for sure . But the thing is > How to balance him ? If they put the HS resistance, they should balance the demo too.

It reminds me of Wow, the devs buff some skills/Classes for PvE but they ignored the impact about the PvP (Just see paladin x) ). Same here, the SS is good against Zeds and is totally overpowered against the others perks ..

Someone will be disappointed if he'll have to pay 1249 his scar @ lvl 6 on a suicidal game ? Or will it render the thing more survival / difficult?
 
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