Make the fleshpound a fearsome beast again?

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SMIFF

FNG / Fresh Meat
Sep 19, 2009
1,811
804
0
I see two things here:

  1. You (both of you) have no idea how the original rage system worked.
  2. You didn't read my post.
Fleshpound rages caused due to damage have a "timeout" period, causing them to only rage for a limited amount of time. This means they just give up charging their target and go back to walking. This is why Medics kited Fleshpounds: any perk could outrun walking Fleshpounds, but Medics are able to run fast enough to even outlast the Fleshpound's limited rage duration.

Your proposed "difference" in the damage threshold at which they rage has absolutely no consequence whatsoever. It would still return Fleshpounds to being the absolute jokes they once were.

I actually forgot about that to be fair, Well.....get rid of the timeout period aswell, make them only unrage once they attacked someone, like they do now...sort of.
 
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CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,399
1,059
0
VIC
I say remove the un-rage mechanism. Make it a challenge.
If you pissed him off by shooting him, do you really think hitting you a little him calm him down? I think not. I think the Fleshpound wants to pound your flesh. He's not called a Fleshsmack last time i checked.

And Fleshies are jokes. Even now.

What did the Fleshie say to the FP?

"Hey Frank, why is that sharpie pointing his laser pointer stick at us?"
*bambambam*
"FRANK?!?! FRAAAAAANNNKKKK?!?!?!?!?!"
"That makes me-"
"bambambam"
*sharpie*
"i have sniper skills herp derp"

Funny joke eh?
 

brick_top1982

FNG / Fresh Meat
Jun 12, 2009
652
83
0
39
I know I'll probably get a lot of crap for it, but I kinda miss the Heavy Metal patch.(and as far back as when the FPs got the auto rage.)

Decaping FPs was fun for me because it didn't insta kill them like how a sharpshooter can now insta kill them. I got really good at doing it before, but there was always that headless guided missile effect that would happen after the decap. And to tell you the truth, I miss it. Yea most cases I would end up yelling at my comp because of it, but it was a damn good bit (yet frustrating) of fun.

I say bring back the decap, but give them the hard head thing that was mentioned before. (3-4 bolt to kill the biggins instead of just 1)
 

BEEEEEES

FNG / Fresh Meat
Aug 29, 2009
476
42
0
You can't all shoot at the fleshpound, that's how fleshpound kills teams in the first place: everyone focus on it and they die soon after the fleshpound goes down because they get mobbed by 20 gorefast and crawlers that they haven't been killing.

This is why: it is as Temstar says.
 

shaqism

FNG / Fresh Meat
May 17, 2009
680
102
0
113
Centre of the Earth
Id like to see him immediately rage once he gets mildly close to the target. say 40 feet, and the rage doesn't wear off.
 
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CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,399
1,059
0
VIC
Id like to see him immediately rage once he gets mildly close to the target. say 40 feet, and the rage doesn't wear off.

How many Metres is 40 feet? 40 feet means nothing to me. Unless they're attached to 20 people. :D
 

Anemia

FNG / Fresh Meat
Mar 22, 2009
232
15
0
Since it's the sharpshooter that is the actual problem, why make it harder for the other perks? To be perfectly honest, I don't think it would make much difference for a sharpy if the FP is enraged from spawn or w/e, It will make it a lot harder to take him down as any other perk though.

I believe that the FP should have some kind of headshot resistance. Since Any sharpshooter can bring down a 6player suicidal fp unless he's got like 500ping and a ****ty comp (no seriously, I don't know but you get the point (well offices is pretty nasty, but yeah)).

I vote for 60-70% headshot resistance for the FP.
 

Fedorov

FNG / Fresh Meat
Dec 8, 2005
5,726
2,774
0
I'd say:

Limit classes so people don't stack 6 man this, 6 man that

Leave the fleshpound as it is

Add new and more dangerous zeds: Shameless Bump
 

Zetsumei

Grizzled Veteran
Nov 22, 2005
12,458
1,433
113
34
Amsterdam, Netherlands
What i would like to see as a specimen next to the husk who shoots fireballs. Someone with a minigun but a really slow turning speed. So you can outrun his fire or jump over it, but with a ****load of health.

Kind of like a fleshpound machine gunner.

--------

However I still think the flesh pound should be able to take 2 shots to the head, perhaps a helmet or something, so first time you shoot he loses his helmet, the second time he pops his head. Or only being able to pop his head while he's red.
 
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Soanos

Member
Jul 2, 2009
569
8
18
Finland
Ooops, posted something in wrong thread here. :p

Here is the edited post.

Fleshpounds are pretty good as they are, but I think killing them dead with one crossbow bolt is a bit excessive. I would prefer them to lose their head and bleed out like other, lesser specimens, but keep their enraging status, whether enraged or not. Am enraged, headless FP charging around aimlessly is an unpredictable and dangerous threat to a team, but in some cases it can help killing a group of lesser Specimen.

Another thought I had was introducing a larger turn radius for an enraged FP, so he can't "turn on a dime" if someone jumps to the side and tries to dodge its attack. This would make it more like a charging bull that could be dodged occasionally with good timing.
 
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_Duke_

FNG / Fresh Meat
Aug 22, 2010
280
151
0
I'm all for making the Fleshpound a beast again, but strongly opposed to making him weak to explosives.

Demolitions arleady own everything but Scrake and FP, and even those they can own if they have pipes laid.
The last thing I want is to encourage more demo spam...
(I left out Bloats because you can 9mm their head really easy...)

---------------------------------------

I'd like to see Berserker return as the king of anti-Fleshpound, because unless he has a chokepoint, he's gonna have a hard time stopping FP zig-zag.

I'd also like to see that battery of theirs do something more than tell what emo mood they're in. :p
Maybe give them a suicide death explosion if you don't completely drop them in time. :eek:
 
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Vaecrius

FNG / Fresh Meat
Aug 2, 2010
633
131
0
Burnaby, BC
members.shaw.ca
Fleshpounds are pretty good as they are, but I think killing them dead with one crossbow bolt is a bit excessive. I would prefer them to lose their head and bleed out like other, lesser specimens, but keep their enraging status, whether enraged or not. Am enraged, headless FP charging around aimlessly is an unpredictable and dangerous threat to a team, but in some cases it can help killing a group of lesser Specimen.
I like this idea a lot, with the proviso that a decap'd FP should rage instantly.

Also, can he be made... I dunno... beefier? He looks so scrawny in any still picture.