fleshpound: decapitation and sudden-death

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Skunkee

FNG / Fresh Meat
Jun 17, 2009
302
2
0
I say there shouldn't be any decap bullcrap... its just ridicilously easy and boring, or if there must be, at least that they only can be decapped when less than 20% or 10% hp, 50% too much

Eh, 10 to 20% is a bit too low. The decapitation mechanic to remove specimen abilities is a cool mechanic that a lot of people enjoy. I still see tons of teams wipe to fleshpounds, and it's mainly clans and organized groups that ezmode decapitate the fleshpound. I really think that 50% is reasonable, as fleshpounds eat up LAW rounds, grenades, bullpups, and handcannon rounds like breakfast cereal. 50% means it still takes quite a bit of coordination to drop the health by that much before the decapitation can occur on hard/suicidal. I know a lot of you guys here on the forums are members of KF clans and whatnot, but you also have to take into consideration the pubs who play the game too. Make it too hard and they get discouraged from trying. I'm sure TW doesn't want to alienate the casuals too.
 

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
I say there shouldn't be any decap bullcrap... its just ridicilously easy and boring, or if there must be, at least that they only can be decapped when less than 20% or 10% hp, 50% too much

I'd known that you could decap one with the Chainsaw or Fire Axe up close (Didn't know that it was due to a specific animation and timing), but it seemed to be a heavy melee thing (Like how everyone assumed the Skrake stunning was), and I assumed it was pretty random, so it wasn't a problem, really.

But the way it seems that things are, you can decap fleshpounds and stun Skrakes with any weapon...kinda lame. It really, really devalues them, especially on higher difficulties. As it is, it's almost easier to take down a Fleshpound than a Gorefast on Suicidal...
 

Punkster

FNG / Fresh Meat
Jun 11, 2009
31
0
0
i still can't master this decap technique. i can do it maybe 50% of the time on normal difficulty online, but i fail badly on hard difficulty.

does a fleshy automatically start losing health when it's the last specimen of a wave?

what if there are two or more fleshies?
 

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
i still can't master this decap technique. i can do it maybe 50% of the time on normal difficulty online, but i fail badly on hard difficulty.

does a fleshy automatically start losing health when it's the last specimen of a wave?

what if there are two or more fleshies?

If there are less than 5 specimens left in a wave, they all start slowly losing health. This is to prevent having a pair of specimens glitched out somewhere and forcing the players to hunt for them. It can take a LONG time for some of them to die from this, however. Especially Fleshpounds and Skrakes...
 

Lantec

FNG / Fresh Meat
Jun 18, 2009
8
0
0
I don't get why everyone is making such a big deal about this. Yes, I finally got it to work today and everyone in the game knew about it but we still had significant trouble bringing down all FIVE FPs in that single wave.

They should definately keep this in there, because it doesn't work every single time, a tad off centre, bad timing and you're basically dead. You have to take a big risk to pull this off.. Risk vs. reward. Plus, you have to deal with all the other bullcrap specimens, (I think crawlers and sirens are WAY overpowered, since when can a rat on 'roids be allowed to inflicted that much damage??? Seriously retarded).

I think the dev. kept that weakness because they realized how useless every single weapon in the game was. When I first got the game and coming from L4D, I was so excited that there is actually decent weapons only to be disappointed when the bullpup barely scratches most specimens minus the clots unless you fluke out and all your burst fire smacks every single head on your screen.

The L.A.W. is pretty much neutered compared to other games that have rocket launchers due to low damage and reload times that take 4 and a half centuries make it a pretty much useless weapon. I've been far better off using my knife opposed to anythign short of a handcannon which is only good for taking out the little dip**** crawlers and sirens and the chainsaw is decent but making you run slower despite being a melee weapon is just dumb as hell.
 

Griever

FNG / Fresh Meat
Jun 16, 2009
419
2
0
Finland
If there are less than 5 specimens left in a wave, they all start slowly losing health. This is to prevent having a pair of specimens glitched out somewhere and forcing the players to hunt for them. It can take a LONG time for some of them to die from this, however. Especially Fleshpounds and Skrakes...

lol i still remember we were hunting one invisible stalker on KF-Manor.. It took over 20mins of search and we couldn't find her. Everyone just gave up and did suicide lol. No one never knows where she got stucked.
 

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
I absolutely awed a group of newbies today by decapping 5 Fleshies in a row...it made me feel kind of hollow inside. It's WAY, WAY too easy...I was popping 'em with the pistol, the knife, the chainsaw...didn't miss once. Chainsaw is by far the easiest, though...lots of room for error.

The sad thing is that, as a Berserker, once you know about this tactic, you realize that it's one of the only reliable ways you HAVE of taking down a fleshy, especially when you just have the 9mm and your chainsaw. So you have little choice about using it when you've got fleshies stomping towards you...

It did get kinda funny when the newbies tried it...and failed. All they'd do is rage it EVERY TIME and get killed.
 

Xer0

FNG / Fresh Meat
May 14, 2009
36
0
0
This is fine as is I believe. My friends are already high lvl perks anyway and we usually have 1-2 supports with hunting shottys. Usually they can kill the FP easily and still stay in the camping spot. This is just another method. Besides, lag can always mess things ups so it is not always reliable.
 

Punkster

FNG / Fresh Meat
Jun 11, 2009
31
0
0
ok, i now know it's very easy to decap fleshy on hard difficulty with chainsaw, as i've done it a few times myself now, but i can't decap with pistol or knife successfully most of the time.

i guess it's kind of a good thing, coz fleshies shouldn't be that hard to take down really.

i think that most of the players still don't know about this technique, let alone knowing not to enrage a fleshy when your team obviously does not have enough firepower to take it down before it kills a team mate.
 

Griever

FNG / Fresh Meat
Jun 16, 2009
419
2
0
Finland
ok, i now know it's very easy to decap fleshy on hard difficulty with chainsaw, as i've done it a few times myself now, but i can't decap with pistol or knife successfully most of the time.

i guess it's kind of a good thing, coz fleshies shouldn't be that hard to take down really.

i think that most of the players still don't know about this technique, let alone knowing not to enrage a fleshy when your team obviously does not have enough firepower to take it down before it kills a team mate.

They were supposed to be the hardest specimen.
I've seen so many ppl doin this and it gets really boring, I know how to do it, and i have never failed yet doing it, but I try to avoid doin it cuz it kills the game...
It makes me sad when i play on server and there are couple below average experienced players and couple pros. The "noob" yells "FP!!"#!#" on text chat, then the "pro" says "let me decap it with 1 shot lol" then he approaches the FP with 9mm and the "noobs" starts to burst FP, it results to FP raging after the "pro" and he dies. After that the "pro" starts to flame and talk **** about the ones who shot the FP and just cant shut his mouth .. They always whine about it for like 30mins, trying to tell others that they can be decapped with 1 shot so why to shoot em.
Don't feel like playing the game if there are such ppl. I'm literally begging on my knees to TWI that they fix this, somehow.
 

d-m4n

FNG / Fresh Meat
Jun 10, 2009
5
0
0
I browsed the bugs forum and didn't see any topic addressing this 'issue'.

Has there been any official reply from TWI that I might have missed? I sincerely hope that this won't be changed in an unannounced update without having some kind of discussion with the players, or taking their views and suggestions into concideration.
 

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
They were supposed to be the hardest specimen.
I've seen so many ppl doin this and it gets really boring, I know how to do it, and i have never failed yet doing it, but I try to avoid doin it cuz it kills the game...
It makes me sad when i play on server and there are couple below average experienced players and couple pros. The "noob" yells "FP!!"#!#" on text chat, then the "pro" says "let me decap it with 1 shot lol" then he approaches the FP with 9mm and the "noobs" starts to burst FP, it results to FP raging after the "pro" and he dies. After that the "pro" starts to flame and talk **** about the ones who shot the FP and just cant shut his mouth .. They always whine about it for like 30mins, trying to tell others that they can be decapped with 1 shot so why to shoot em.
Don't feel like playing the game if there are such ppl. I'm literally begging on my knees to TWI that they fix this, somehow.

So far, it seems unlikely. They won't even acknowledge it right now, which to me, totally screams "One of the dev team hid it in there so he can look cool, and now it's ruining the game and we don't know what to do..."
 

Templarion

FNG / Fresh Meat
May 26, 2009
288
3
0
After I heard this I was amazed and thought :"This should be removed. :eek:"

Now... I don't give a poop. Removing this would make FPs harder to kill but it wouldn't change much. The game is still too easy overall:
- There are not enough zombies in a map at the same time.
- You can always outrun them because there is no stamina bar.

Actually, the only thing that would change would be the time used per map. There would be more watching a lone wolf running through the map shooting a bit and running again.

At least, now you can kill the last two FPs faster and a new wave can begin. The FPs would die anyway - so why should we wait any longer?
 

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
After I heard this I was amazed and thought :"This should be removed. :eek:"

Now... I don't give a poop. Removing this would make FPs harder to kill but it wouldn't change much. The game is still too easy overall:
- There are not enough zombies in a map at the same time.
- You can always outrun them because there is no stamina bar.

Actually, the only thing that would change would be the time used per map. There would be more watching a lone wolf running through the map shooting a bit and running again.

At least, now you can kill the last two FPs faster and a new wave can begin. The FPs would die anyway - so why should we wait any longer?

That's the ONLY time it should be left in. Otherwise, it provides a ridiculously easy way to OHKO them. For Berserkers, it's fine; it even feels like it should naturally be their job. But for other classes, using stuff like 9mms, it just feels very, very wrong...
 

Krieg Jaeger

FNG / Fresh Meat
Jun 21, 2009
298
34
0
After I heard this I was amazed and thought :"This should be removed. :eek:"

Now... I don't give a poop. Removing this would make FPs harder to kill but it wouldn't change much. The game is still too easy overall:
- There are not enough zombies in a map at the same time.
- You can always outrun them because there is no stamina bar.

Actually, the only thing that would change would be the time used per map. There would be more watching a lone wolf running through the map shooting a bit and running again.

At least, now you can kill the last two FPs faster and a new wave can begin. The FPs would die anyway - so why should we wait any longer?

Are you honestly playing the game on suicidal with less than level 5 perks? =/

I can see things being easy if you are running around with your ubar OP support perk and blasting everything in front of you to hell in a hand basket along with your buddies, but I've had plenty of challenge playing the game on hard with my level 4 medic and level 4 pyro perks (most others are three though I most often use medic). Usually it comes down to me being the last guy against massive waves of the buggers and struggling to take them all out and survive.

More often than not, the pat kills everyone. Teams of hunting shotties can often own him in turn though, as can locking him in the room with you. But more often than not once he gets his first kill, things go downhill from there.
I agree with the general idea I'm seeing here though, this needs to be adressed.
 

driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
Since I saw this thread I've been using this technique on the Hard servers I play on. It works for me, and has really changed my attitude towards FPSs and I pretty much abuse it every time. Problem is, I think I'm actually dying to FPs more often now. Because I can't help myself, I do it even when there are other zeds around. Even if I can't see the zeds, Murphey's law clearly states that unless there are only FPs left, a stalker/crawler WILL get behind me and put me off the second before I pop off the FP's head. Another time, I was about to shoot a FP in a narrow alley with a gorefast close behind it. Just before the critical moment, the gorefast competed with the FP for space in the narrow passage, and they did this funny 1,2,step thing and the FP appeared in mid air for a moment, just as he did his attack animation and of course I missed. The fp then pawned me as I wasn't a medic and couldn't run away fast enough.

The moral of the story is that the technique is uber effective but high risk. From my experience so far, that risk is SO high (I died as often as not), that I would rather use traditional methods so long as there are other zeds nearby. But even knowing this, I'm tempted...and then get frustrated when I die :D

I would not be opposed to the suggestion of making the decap only possible at < 50% health. But then, only commandos would know when to do it??? Or ok for everyone else to take a lucky guess?
 
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Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
I would not be opposed to the suggestion of making the decap only possible at < 50% health. But then, only commandos would know when to do it??? Or ok for everyone else to take a lucky guess?

It gives Commandos another use, I suppose. This tactic really makes Commandos and Berserkers shine a cut above the rest. Commandos are the ones who can really make use of this, as the Bullpup has the rapid-fire and low damage that makes this tactic optimal. And with the pathetic damage, a Commando could almost never hope to kill a Fleshpound "Naturally" with the Bullpup...

In all honesty, it could stay in and be balanced just fine...just tweak the weapons it can be done with.

One-hit decap with a pistol or knife? No, that's a bit ridiculous. One-hit decap with a Shotgun, hunting shotgun, Fire Axe, Crossbow, or Chainsaw? A little more reasonable. Not to mention that it makes it even HIGHER risk because if you don't decap, those weapons WILL rage the Fleshpound on you! Plus it makes you expend ammo for more expensive weaponry, which can become troublesome on Hard/Suicidal!

I'll admit flat-out, though, that as much as I despise the tactic being in the way it is right now, Berserkers will find it near-impossible to kill a Fleshpound on Hard/Suicidal without resorting to it, as it simply takes too long to 'whittle down' one, and taking it on directly in a 'trading blows' match is certain death...so I often resort to it when berserking and can do it without a hitch 99% of the time!

As any class but Berserker, I take them down "traditionally" with either constant, withering fire, or an overwhelming assault from the entire team.
 

Skunkee

FNG / Fresh Meat
Jun 17, 2009
302
2
0
My question to you guys in this topic that are complaining:

Does it really affect you guys that much when playing on suicidal multiplayer? The only people I ever see that play legit suicidal difficulty are Rank 5 field medics because they're the only Perk that can do the traditional "kite stuff around" gameplay style that most people use. Fleshpounds and most of the other specimens for that matter can easily catch up to every other perk in Suicidal, leading to many many deaths.

Personally I don't think it's that big of a deal, and I'm just wondering if it's not more of an issue with how effective the Field Medic run bonus is when compared to the stuff that other perks receive.