Then why can't I decap a Fleshpound with a single rifle shot from a distance like I can with any other easily beheadable specimen?
Don't know. There is no special code in the ZombieFleshpound.uc that explain this. I'm sure they put in the code somewhere though. Normal behavior for the KFMonster class that all zombies inherit is that you can decapitate it with damage done to the headshot hitbox. ZombieBoss, ZombieScrake and ZombieSiren have special code to override this behavior. ZombieFlehspound does not.
But from blackbox testing we all know shooting it in the headshot hitbox from range does not decapitate. There must be some code i missed
Why do I have to use the knife/pistol/handcannon/bullpup/chainsaw...
...and Machete, Axe, Lever Action Rifle, Crossbow (i've actually killed him dead, no bleed out, using a crossbow at point blank)... Possible even the both shotguns work (but they might have special code when it comes to decapitatations - havnt checked for that, but i don't see why shotguns should not be valid weapon for decapitations).
I am pretty sure i saw special code that prevent firedamage to cause decapitations, so that would rule out flamethrower and flame nades.
Using LAW at melee distance would be a bit counterproductive as you blow yourself up in the process, so we can probably rule that one out too
HOWEVER, it is much easier to do with bullpup and chainsaw - which commando and berserkers tend to use, more on that later...
...only when the Fleshpound is using a particular melee attack animation
It work on all melee attack animations last time i tried... But the timing is different (still when he expose the top of his head though). You have evidence this changed in the last patch and now only work for one single attack animation...? That would be a bit strange i think...
just as he's bobbing his head at the closest possible distance?
This is how they coded it. Guess they thought this would be another good weakness for the fleshpound (he got several, more on that later) and a way for berserkers to deal with them (as berserkers pretty much cant kill them with a chainsaw before they get close, now can they) and commando (as commando pretty much cant kill them with a bullpup before they get close too, now can they)
Why doesn't this work on slightly angled surfaces such as the terrain in Farm?
You sure of this? I was under the impression it does. Just that you have to aim in a different angle. Same as it is "harder" (but not impossible, you just have to aim at a different spot) to get a clear headshot on, for example a clots, when it or you are at different levels, for example in a staircase on the Office Map.
NOW, having said that - Fleshpounds HAVE several other weaknesses. This forum thread is all about the one weakness that was designed to let fast attacking perks such as berserkers and commandos decapitate it at melee range.
As a sharpshooter i shoot them dead solo using my xbow before they reach my team. You see, fleshpounds have a coded weakness to take insane amount of damage from sharpshooters using xbow (other zeds have this too, but xbow headshots on them are mostly overkill). So a sharpshooter basically 3 shots fleshpounds at 6ppl hard games. One to enrage it, one while he is enraged but have not moved yet (standing still and about to charge) and a third while he is running towards the team, killing all zeds in the process as an added bonus. This weakness was designed to let perks with high headshot damage snipe them. Is this a glitch too?
As a medic you can kite it, when at distance unload until it enrage and keep unloading until it get up to you. Stop shooting, let it hit you once. You see fleshpounds have a coded weakness to stop enrage once they strike their target. So once he is un-enraged you kite (using your faster run spead), heal (using your faster and more potent medkits) and when at a distance unload at him again. Rinse and repeat. This weakness was designed to let perks that kite and heal tank... well... kite and heal-tank them. Is this a glitch too?
As support spec you can use some of your ten frag nades. Fleshpounds take half damage from all sources of damage, except explosives (think LAW). Fleshpounds have a coded weakness so they take double damage from frag nades - in effect making frag nades x4 times as efficient vs the fleshpound. This weakness was designed to let perks that foucs on explosives blow them up. Is this is a glitch too?
Fleshpounds also had a weakness that was tailored for Firebugs. This was the "will not enrage as long as it take max 360 damage each two seconds"-weakness. Firebugs set them on fire and let the DoT kill them. Refreshing new fire if needed. This weakness was designed to let perks that deal damage over time set them on fire and let them burn down over time. Was this a glitch too?
I think not, however, this weakness was removed in a recent patch because it promoted solo-gameplay and solo-kiting (and because you could deal "slow" damage using other weapons except flamethrower) two elements that are "bad" for a co-op survival game like KF. So right now firebugs doesn't really have a tailored way to kill fleshpounds anymore... IMHO they should have just changed the code to prevent fleshpounds to enrage as long as it does not take more than 360 FIRE damage each two seconds. As it is right now, firebugs does not have a way to deal with flehspounds (unlike all other perks, as i just described).
Ohh, another "weakness" if you like, however a bit tricky to pull off, but if you get a scrake between you and a fleshpound you can enrage the fleshpound to attack the scrake and they will both stand still attacking eachother. Take your pick whom you want to assist.... Is this a glitch too?
The weakness described in this formum thread does not in any way, shape or form change the fact that suicidal is still suicidal. Going in for a melee headshot while even clots move close to full runningspeed... is deadly (berserkers can pull it off as they take less damage, have faster runspeed and will not be grabbed when they try to avoid the headless fleshpound, but i would not recomend it for any other class unless there are no other options). Due to the fact fleshpounds bleed out slower than all other zeds will give an enraged fleshpound on suicidal a big chance to hit you even after you decapitate it (and that will hurt really bad btw).