Well my main suggestion it to have the Fleshpound continously rage once his healths drops below a certain figure. So he would stop and rage, run at the player and hit them, stop and rage immediately again, and repeat until either dead or he kills his target.
Sadly that did prompt me to run some numbers and (assuming I'm right) I do see the problem.
Spoiler!There is only about 1200 hit points between the head health of a 1 man FP and a 6 man FP. (2756-1225 = 1531) You dimish this value to 33% health and your only talking a difference of about 400 health (33% of 6-man head health = 805.62 (2756 / 3 = 918.67), 33% of 1-man head health = 404.25 (1225 / 3 = 408.3))
Obvoiusly hits to the body are much greatly sparsed but any Berserker worth his salt would hit the head, and an alt Fire Axe headshots does about 340 damage on a Fleshpound (275 * 1.25 = 343.75 [fp have 50% resistance while berserker double melee damage]). This equates to killing the 33% Head Hp Fleshpound in 2 hits for a solo FP and 3 hits for a 6 man FP.
Real numbers in spoiler.
The issue that I now understand that you've been elluding to all this time is that if you try to make him poor at killing the FP in a multiplayer game you make him poor at it in a solo game by default as well...
Only way to save the idea...
Spoiler!I guess is to make it so that the Fleshpound gets a buff to his melee weapon resistance (I think its 0.5 now)... but I'm not really overly keen on that idea, cause its a bit of a balance nightmare.
I suppose if its made to say 70% melee resistance (or times melee damage to the Flehspound by 0.3 instead of 0.5) then it would take 2 alt fire axe headstrikes to decap a solo Fleshpound once is starts continously raging and 4 to decap one in a 6 man game. I imagine 4 would be quite hard to do when he's chewing on your face
EDIT: Although after reading scary ghosts post in the weapon damage and specimens health PDF thread I've learned these values are out of date... so they'll need reworking anyway
Hell... I hate maths...
If 70% resistance is applied:
Each axe alt-fire head shot do 275 * 2 * 1.25 * 0.3 = 206.25 dmg to fps.
Solo fp needs 6 hits to decap, and fp consitanly rage after 4th hit.
6-man fp needs 12 hits to decap, fp constanly rage after 8th hit while fp have a total health of 4256. Meaning the team have a constanly raging fp with ~72% health if the zerker fails. Also, if you increase the resistance, fps decap by axe will not get the decap bonuse as much as it gets now. Meaning fps decap by the new axe potentially having too much health. Which will lead to a weird play style to miss fp's head on purpose. Because you dont want a headless fp killing you. (0 head health is lower than 33% of total head health)
This will make rambos need to take 1 hit from a raging fleshpound which doesn't kill the berserker. So any sirens near by will kill him. It seems "OK" for me. But keep in mind the worst case is the team geting a constanly raging fleshpound with ~72% health. And you are in fact benifited by missing the head on both mutiplayer or solo play...
This seems like the optimal setup kind of change for this particular idea, but as I say I'm not sure how keen I am on it cause it seems little band aidy... but at least now I'm up to speed
Lastly, I still think that given the Bersekers numerous strengths against all speicmens with his very good survivability, he does need something to hold him a back a bit. I feel with the right alterations the FP can be the best candidate for being his weakness. Although all perks can use the LoS tactic, its really only the Zerker and Medic that can use this step in and dodge attack style. I personally feel that both are kind of cheap, so I favour either that pause idea or the your rage calming idea, and I am seeking some way of removing the effectiveness of this dodge technique.
I agree Sharpshooters and Demommen can kill the 6 man FP solo with good efficiency, the reason I don't begrudge them for it is their obvoius weaknesses against alot of the trash specimens. (4 pistol body shots to kill a crawler for example.)
That's why fleshpound should not be keep mentioning... the real thing is "berserker kite much better" not "berserker kill fp single handy". Killing fp is only one factor in "kiting".
Overall: Guess its back to the old drawing board as they say![]()
And now medic and commandos with only perked weapons become the only two perk that cannot kill fleshpounds without taking at least one hit. Even on solo. (I assume you can NEVER prevent the rage from fleshpounds by running away, so goodbye to ak+SCAR commandos, you dont have a chance unless you have nearly full armour)
And double pound is unbeatable by firebugs too.
So, I support to reverse the rage timer by losing LOS more.
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