Fleshpound Rage Threshold Damage

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

t0r012

FNG / Fresh Meat
Aug 17, 2010
108
1
0
I know that Fleshpounds will auto rage but what if any is the damage is the damage you can do prior to causing an FP to rage?

I ask cause I have found myself doing the medic loner thing recently and I'm trying to figure a better way to mitigate the FP damage. I have been in the situation recently where I turn around to deal with some threats coming from the rear and when I turn back around the group I was with disappeared without letting me know they are moving on.
Then I find myself going rambo/loner keeping on the move using my speed to keep me alive.

I find that a xbow bolt to the head is pretty much instant rage and I need at least 3 to drop him by which time he is striking me or if I happen to miss a head shot as he is charging I need a 4th and am taking considerable damage.

To sum up how much damage or shots from other weapons can I use to cause maximum non-rage damage before I pull out the xbow and take my first headshot. Also I guess are the couple extra early pot shots even worth it? can I do enough without enraging him to reduce it to 2 headshots which I can usually get off prior to him reaching me?
 

SMIFF

FNG / Fresh Meat
Sep 19, 2009
1,811
804
0
Well if you keep out of his line of sight you could potshot him to death without him raging, i THINK anyway

Id say about 2 deagle shots to the head to play it safe, 3rd will most likely make him rage, but if you move out of his sight for about 5 seconds after every second shot, you could repeat it until hes dead

Its not very practical though, and im not 100% sure you can still do it
 

ShyMiningStar

FNG / Fresh Meat
Jul 5, 2010
61
16
0
...and I need at least 3 to drop him by which time he is striking me

Then you chose the wrong place to take him out. You can land 3 headshots on him befor he gets a chance to attack you.

or if I happen to miss a head shot as he is charging I need a 4th and am taking considerable damage.

(No offence but that sounds like a crying baby seriously...)

If you enraged him (due to a missed hs with the xbow for example) and he follows you it's very EASY to headshot him with the xbow (if your alone because if someone throws a nade on him while he is enraged and running he complety freaks out because he trys to avoid the nade. And to get a hs with the xbow is in such a situation pretty hard. The same happens if your not in a straight lined but a curved/bend room or if there are obstacles (like stones on manor or barrels on foundry) in his way while he is charging you then he will **** up your shot by jumping a bit over these obstacles). You should try to hs him while he is running towards you (even if you're not sure of getting a clear shot beacause enraged is enraged anyway) you have an excelent view to get a clear shot (if not you chose the wrong place) either by zooming when he is still at a distance or without zoom if he is already close to you. Then after you headshoted him while he was running towards you: Turn around and run and after he hit you in your back he will become yellow again (not charging anymore) (But if you hit him again in ANY way while he is attacking you he will enrage again and he will NOT become yellow: So leave him alone until he is yellow again) and then just get some distance and give him the rest. Yes he hits you but "considerable damage" as medic lvl 6 with the armor I'd think twice about the word "considerable" medic is very fast and it's easy to avoid the zombies if you know the map.

Yes a bolt to the head and he is enraged.
 
  • Like
Reactions: SMIFF

t0r012

FNG / Fresh Meat
Aug 17, 2010
108
1
0
Then you chose the wrong place to take him out. You can land 3 headshots on him befor he gets a chance to attack you.



(No offence but that sounds like a crying baby seriously...)

If you enraged him (due to a missed hs with the xbow for example) and he follows you it's very EASY to headshot him with the xbow (if your alone because if someone throws a nade on him while he is enraged and running he complety freaks out because he trys to avoid the nade. And to get a hs with the xbow is in such a situation pretty hard. The same happens if your not in a straight lined but a curved/bend room or if there are obstacles (like stones on manor or barrels on foundry) in his way while he is charging you then he will **** up your shot by jumping a bit over these obstacles). You should try to hs him while he is running towards you (even if you're not sure of getting a clear shot beacause enraged is enraged anyway) you have an excelent view to get a clear shot (if not you chose the wrong place) either by zooming when he is still at a distance or without zoom if he is already close to you. Then after you headshoted him while he was running towards you: Turn around and run and after he hit you in your back he will become yellow again (not charging anymore) (But if you hit him again in ANY way while he is attacking you he will enrage again and he will NOT become yellow: So leave him alone until he is yellow again) and then just get some distance and give him the rest. Yes he hits you but "considerable damage" as medic lvl 6 with the armor I'd think twice about the word "considerable" medic is very fast and it's easy to avoid the zombies if you know the map.

Yes a bolt to the head and he is enraged.

except I'm not a level 6 medic so on hard the damage tends to be "considerable" in my opinion.

and yes thanks for the wonderful description of when its difficult to get a head shot that was so helpful for my situation.

And yes I'm a crying little baby, and didn't realize it till you said something, thanks for pointing that out
====
The bit about the swing and return to yellow, is helpful stuff.

so any input on the actually question I asked? Which was how much damage (or number of shots, with a particular weapon) before I rage him?
 

ShyMiningStar

FNG / Fresh Meat
Jul 5, 2010
61
16
0
and yes thanks for the wonderful description of when its difficult to get a head shot that was so helpful for my situation.

And yes I'm a crying little baby, and didn't realize it till you said something, thanks for pointing that out

I tried to give you tips... don't bull**** me for that.

so any input on the actually question I asked? Which was how much damage (or number of shots, with a particular weapon) before I rage him?

Here it comes:

are the couple extra early pot shots even worth it?

No.

except I'm not a level 6 medic so on hard the damage tends to be "considerable" in my opinion.

You're talking about hard? When you mentioned that you need 3 to drop him I was 100% sure you were talking about suicidal sorry about that?! It's not a problem to drop him on hard with the xbow as medic lvl 0(or whatever you want as long as you're using the xbow) you only need 2 to decape him on hard btw what are you talking about 4 shots wtf.
 

t0r012

FNG / Fresh Meat
Aug 17, 2010
108
1
0
(No offence but that sounds like a crying baby seriously...)

If you enraged him (due to a missed hs with the xbow for example) and he follows you it's very EASY to headshot him with the xbow (if your alone because if someone throws a nade on him while he is enraged and running he complety freaks out because he trys to avoid the nade. And to get a hs with the xbow is in such a situation pretty hard. The same happens if your not in a straight lined but a curved/bend room or if there are obstacles (like stones on manor or barrels on foundry) in his way while he is charging you then he will **** up your shot by jumping a bit over these obstacles).

no you started by being a putz then went on not give tips for the entire 1/2 a paragraph.
I will say you did do a good job of describing situations which make it difficult to get a head shot.

Then you got all snotty again at the end talking about a level 6 medic and the damage from a FP not being that bad.
So I corrected you by saying I was not a level 6 medic. Pointing out that the damage was more significant than you are relating to.

To which point you came back and talk about level 0 medics getting head shots which of course has nothing to do with weapon damage. Thus trying to use deflection to direct attention away from the fact that you in fact gave very little information with any relation to the question I asked.
-------

I tried to be polite in my response with mild sarcasm for the "cry baby" comment then proceed to thank you for the very good, helpful information you did provide about the un-rage hoping to continue the discourse in a genial manner.
 

ShyMiningStar

FNG / Fresh Meat
Jul 5, 2010
61
16
0
Ok first I apologies for my bad behaviour I know I need to work on that since I'm not a social person really. I think about giving up posting on forums because of my social behaviour.

So what about your actually question:
You asked the following: Damage the FP befor he enrages in order to spare 1 HS or to hurt him a bit that he instantly dies after the 2. HS on hard or the 3. on suicidal, at least I assume this was your question.

Now here's MY mind about it:
You are going solo so you indeed need an xbow for the FPs it weights 10 Blocks and you start with 1 Block which leads you to 11 blocks so there are 4 Blocks left.

Since we are talking about going solo there are alot of bull**** combinations possible like: xbow + (m79 or DC or medic gun) you don't really want to go solo with a medic gun or Dual Handcannon trust me. And the grenade launcher forget about that one aswell.

So your ONE AND ONLY opportunity is to buy the katana of 3 nice blocks which leaves you even 1 block more for 2 pipes which you can use against FPs and I'm pretty sure that it does enough damage that the FP drops after you HS him with the xbow (but I have no clue if you can reduce it by 1 HS through useing a pipe because I never use a pipe as medic because I never had this problem which you are describing here).

Since the katana is your only choice your actually question turns pointless (or do you want to hit him a few times with teh katana in order to do some pre-rage dmg or how did you call it?) if you would be used to go solo you wouldn't have come up with it.

Throwing 1 grenade or giving him a headshot with teh handcannon will most likely not enrage him but he mostly avoids the grenade it does some dmg but I don't advise doing that if you have an xbow.

*It happened to me now the Fp stepped over a pipebomb and enraged he dropped after the second HS on suicidal 6 player so it was reduced by 1 HS an a bit more. Just wanted to let you know.
 
Last edited:

TreefolkTrample

FNG / Fresh Meat
Jun 25, 2010
67
2
0
Impersonanting a borg drone...
STAT TIME!
~~~~~~~~~~~~~~~~~~~~~~~~~
Base Xbow Bamage: 300
Headshot Damage: 1800
(Assuming a full 6 player squad)
Fleshpound health on hard: 4556
Headshot Damage needed for decapitation: 2126
Damage need to rage: 300+ in 3-5 seconds
~~~~~~~~~~~~~~~~~~~~~~~~~
Verdic: Aim better :p Two headshots and he'll be down. Might take some time to play sharpshooter to practice with the xbow. Fleshpounds aren't that scary, it's those damn crawlers that'll get'cha....

Edit: To answer the thread title specifically, you need to avoid dealing in excess of 300 damage in a 5 second period.
 
Last edited:

ShyMiningStar

FNG / Fresh Meat
Jul 5, 2010
61
16
0
~~~~~~~~~~~~~~~~~~~~~~~~~
Base Xbow Bamage: 300
(...)
Damage need to rage: 300+ in 3-5 seconds
~~~~~~~~~~~~~~~~~~~~~~~~~

I hit him in the shoulder with the xbow and he didn't enrage. IIRC it was on suicidal 6 player. (but sometimes he raged due to a bolt and sometimes he didn't)
 

TreefolkTrample

FNG / Fresh Meat
Jun 25, 2010
67
2
0
Impersonanting a borg drone...
I hit him in the shoulder with the xbow and he didn't enrage. IIRC it was on suicidal 6 player. (but sometimes he raged due to a bolt and sometimes he didn't)

Probably because he had probably taken damage from another player first. What class/level were you playing as/how many people? (also those numbers are crunched for a 6 player squad on hard)

Johnny Darko said:
I'm pretty sure the FP has a Crossbow resistance of some sort.

Nope. Grenades deal an additional 50%. Bullets deal half. Xbow, LAW, etc all deal normal damage.
 

Zeron

FNG / Fresh Meat
Jun 30, 2010
489
113
0
Somewhere Over The Rainbow...
Probably because he had probably taken damage from another player first. What class/level were you playing as/how many people? (also those numbers are crunched for a 6 player squad on hard)



Nope. Grenades deal an additional 50%. Bullets deal half. Xbow, LAW, etc all deal normal damage.
I'm pretty sure that the wiki says on the fleshpounds page that he has a 50% resistance to crossbows.
 

Compass

FNG / Fresh Meat
Aug 30, 2010
383
101
0
I'm pretty sure it's approx 50% resistance to XBow from experience. It takes 2 shots to kill a 6-player Normal FP, which has 1575 head points, while an XBow is supposed to do 2300 damage with any non-Sharp class, which technically should one-shot an FP. Technically, it's also more balanced if not every class can one-shot an FP with an Xbow. Pretty sure bullets would deal normal damage, because halving any of the major players really puts a dent in their game.
 

scary ghost

FNG / Fresh Meat
Sep 13, 2010
899
338
0
California
I know that Fleshpounds will auto rage but what if any is the damage is the damage you can do prior to causing an FP to rage?

If you deal over 360 damage over the period of 2 seconds, you will cause the FP to rage. Here's a nifty variable in ZombieFleshPoundBase.uc:

ZombieFleshPoundBase.uc
Code:
RageDamageThreshold = 360
And here is where it's being used:
function TakeDamage() in ZombieFleshPound.uc
Code:
    if( LastDamagedTime<Level.TimeSeconds )
         TwoSecondDamageTotal = 0;
     LastDamagedTime = Level.TimeSeconds+2;
     TwoSecondDamageTotal += Damage;
Further down the code in the same function
Code:
    if (!bDecapitated && TwoSecondDamageTotal > RageDamageThreshold && !bChargingPlayer &&
         (!(bCrispified && bBurnified) || bFrustrated) )
         StartCharging();
Looking at the code (and speaking from experience), the damage counter is reset after 2 seconds allowing you to shoot at it again. Or if you build over 360 damage too quickly, it will rage.

I'm pretty sure it's approx 50% resistance to XBow from experience. It takes 2 shots to kill a 6-player Normal FP, which has 1575 head points, while an XBow is supposed to do 2300 damage with any non-Sharp class, which technically should one-shot an FP. Technically, it's also more balanced if not every class can one-shot an FP with an Xbow. Pretty sure bullets would deal normal damage, because halving any of the major players really puts a dent in their game.

Yup, FPs have 50% resistance to xbows. From ZombieFleshPound.uc
Function TakeDamage() in ZombieFleshPound.uc
Code:
    if ( DamageType != class 'DamTypeFrag' && DamageType != class 'DamTypeLaw' && DamageType != class 'DamTypePipeBomb'
        && DamageType != class 'DamTypeM79Grenade' && DamageType != class 'DamTypeM32Grenade' )
    {
        // Don't reduce the damage so much if its a high headshot damage weapon
        if( bIsHeadShot && class<KFWeaponDamageType>(damageType)!=none &&
            class<KFWeaponDamageType>(damageType).default.HeadShotDamageMult >= 1.5 )
        {
            Damage *= 0.75;
        }
        else
        {
            Damage *= 0.5;
        }
    }
    // double damage from handheld explosives
    else if (DamageType == class 'DamTypeFrag' || DamageType == class 'DamTypePipeBomb' )
    {
        Damage *= 2.0;
    }
    // A little extra damage from the grenade launchers, they are HE not shrapnel,
    // and its shrapnel that REALLY hurts he FP ;)
    else if( DamageType == class 'DamTypeM79Grenade' || DamageType == class 'DamTypeM32Grenade' )
    {
        Damage *= 1.25;
    }
From DamTypeCrossbow.uc:
Code:
defaultproperties
{
    HeadShotDamageMult=1.300000
    bKUseOwnDeathVel=True
    bThrowRagdoll=True
    bFlaming=False
    DamageThreshold=1
    KDamageImpulse=2000.000000
    bSniperWeapon=True

    // Make this bullet move the ragdoll when its shot
    bRagdollBullet=true
    KDeathVel=110.000000
    KDeathUpKick=10
}
DamTypeCrossbow only gives a 1.3x HS multiplier so in the if statement above, the damage is scaled down by 50%.
 
Last edited:
  • Like
Reactions: rckrdude and smilin

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
If you deal over 360 damage over the period of 2 seconds, you will cause the FP to rage.


Why a 6lv ss will rage the fp by xbow body-shot if he has 50% resistance?

And most of the time I am not raging the fp when I shoot he body as a 6lv ss.
 

scary ghost

FNG / Fresh Meat
Sep 13, 2010
899
338
0
California
Why a 6lv ss will rage the fp by xbow body-shot if he has 50% resistance?

And most of the time I am not raging the fp when I shoot he body as a 6lv ss.

Because the damage added to the TwoSecondDamageTotal variables comes before the damage scaling from fleshpound resistances and perk bonuses. That is to say only the base damage of the weapon is added unless the specific weapon has its own damage multipliers that are factored in before the TakeDamage() function is called (see example below for xbow). I was wrong when I earlier said "auto-rage" since xbow base damage is 300, but either way, hitting the body instead brings him within 60 damage of the raging point.

Note that the xbow bolt has its own HeadShotDamageMult (6x) [CrossbowArrow.uc] that is applied before the victim's TakeDamage() function is called. So on a xbow headshot at this point in the code, you are dealing 1800 damage, not the full 2340 yet until the DamTypeCrossbow multiplier is accounted for (1.3x), which is higher than the 360 needed to enrage the fp so a headshot from a non SS will auto rage the fp.

The TakeDamage() function in ZombieFleshPound.uc goes like this:

  1. Add base damage to "TwoSecondDamageTotal"
  2. Apply damage scaling based on damage type
  3. Call parent TakeDamage() function in KKMonster.uc and apply perk bonuses
Why it is coded this way is anyone's guess. I assume TWI could have applied damage scaling first, then called the parent TakeDamage() function, then add to the variable, but there's probably a good reason why it isn't that way.
 
Last edited:

Breach

FNG / Fresh Meat
Dec 16, 2010
17
4
0
Be aware that since the patch, perk-bonuses now attribute towards triggering rage of a FP.

Furthermore, there is also another trigger for rage, which is line of site duration. If the FP has not used an attack for an extended amount of time, then he will rage.



Some tactics you could employ:

1) Need katana + xbow:

Xbow first from as large a distance as you can manage. Yes he will rage. Yes he will come for you. If you can get one or two, preferably headshots in before he gets too close, then you are golden.

Ideally: 1 headshot to make him rage, 1 headshot during the rage.

The aim is to have him leave rage before he makes it to you. If you find that you have mistimed this completely, throw a grenade between the two of you. He will spaz out trying not to run into the grenade. While he is re-routing, you should be building distance.

Now the situation is either:
a) Risk more headshots if you can for-sure decap him without getting hurt.
b) Engage him with the katana (medic or berserker only).

The classes movement speed increase will enable you to successfully kite his normal melee attacks (preventing rage), and the alt-fire from the katana every 3 or so seconds will ensure a proper safety net for making him not rage.

More on this tactic summed up below



2) Use another weapon, such as an LAR that you can fire into his head and not rage him. Take pot shots (this will require some experimenting to master) quick enough to chip away his health, but not enough to make him rage.

The controlled damage flow will leave you 1) more able to defend against random specimens interrupting your flow of events, and 2) be easier to handle under stressful situations, because if you feel in too much danger, you can always turn tail and run before he gets with in a rage distance, and continue the process.

You also can lend yourself into a short-cut form of method 1), where you chip at him until comfortable, take 2 xbow shots (remember, it isn't a forced reload, fire- switch wep- switch back- fire). Throw the grenade to leave you some room for gap against the rage. And then katana.



Now the katana playstyle for this is very important. You will be backpedaling. You will be timing your attacks on him. BUT, the window will allow you some time while you wait for his damage tick to reset.

1) Lead the battle. Tunnel Vision is the enemy in this case. If you can afford the room, curve the path he takes to you, so you can effectively change the view of the battle, to keep yourself more aware of mobs heading your direction.

Take quick turns left or right to see about awaiting groups. Remember, don't leave your best friend without attacking you for too long (slip in his attack range, usually fire a shot and back off while he swings) so that he doesn't rage.

2) Deal with the other specimens. This would be completely useless (after a fashion) if you weren't able to deal with other crap teaming you at the same time. Leading the battle will let no surprises fool you. In the midst of attacking him, asses the next threat. That siren standing in your backpedal path: Slip in FP attack range, cause him to fire, and while back pedaling do a quick 180 pulling out the xbow, destroy her head, switch back to the katana and readdress the fp.

Any gorefast / clot / stalker that try and interrupt your spree are dealt with you leading the battle so that they end up in front of you attempting to nestle next to the fp. Simply angle your path, primary fire or 2 the mob and move back.

Bloats - 9mm fire the head. If you can do it effectively with the xbow, then you can do it effectively with the 9mm. WATCH YOUR Reload though. 9mm is forced wait reload, you will walk slower during this period. Bad if timed wrong.

Crawlers - either time it like the bloats with the 9, or if a group of 1's and 2's come handle it like most other. Two options, time the swing to kill it mid jump (takes more practice than the next option to master), or bait the jump, take a quick step back and look down, and primary. Resume attention to FP.

Situations with 2 FPs or more require more finesse. The goal I have had the most success with is make sure they aren't together.

2 of them spawned next to eachother?

Rule 1: Cardio. Put some distance between those two.

Kill off any groups you see to be a challenge to above kill styles.

Then rage one of them (IE method 1).

Just 1 mind you. He will then put distance from the two of you, this buys you some time to space out the death threats.

IF done right, you shouldn't have to heal during your fight, and shouldn't be in danger of dying. However, stuff gets hairy sometimes. If necessary pop the syringe and toss ONE grenade to cut off his path, and book it out of there.


Keep in mind. I don't attempt to hurt the FP's with the grenade, just buy me some valuable running distance. Do this enough to start the process over, with full health and more threats (like husks) eliminated.



Lastly, this was all for by yourself tactics. Once a teammate is introduced, the dynamics make this task easier (provided they are on the same wavelength as you).

Control his raging, and you win. Use it to your advantage in whatever scenario you are in. So with that if you are going to rage him, and you can line him up with a few ZEDs out in front, let them become casualties while it doesn't effect your style at all.


Sorry for the long read,

Hope it helps : )
 
  • Like
Reactions: rckrdude