Fleshpound (Killing Floor 2): Difference between revisions

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==Behavior==
==Behavior==
- Fleshpounds are the largest and toughest non-boss Zeds in the game. They boast an incredible amount of effective health, outruns players easily and rarely miss with their powerful attacks. <br />
- Fleshpounds are the largest and toughest non-boss Zeds in the game. They boast an incredible amount of effective health, extremely high speed and rarely miss with their powerful attacks. <br />
- As such, when a Fleshpound spawns, it should be treated as the biggest threat and taken out as soon as possible. Team co-operation is crucial in taking down Fleshpounds with minimal losses. <br />
- As such, when a Fleshpound spawns, it should be treated as the biggest threat and taken out as soon as possible. Team co-operation is crucial in taking down Fleshpounds with minimal losses. <br />
- Like Scrakes, Fleshpounds announce their entrance with a global roar. Upon spawning, they will walk at a moderate pace towards players.<br />
- Like Scrakes, Fleshpounds announce their entrance with a global roar. Upon spawning, they will walk at a moderate pace towards players.<br />

Revision as of 16:46, 30 December 2015

This page is under construction.
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The new Fleshpound

General Fleshpound Information

The Fleshpound is a slow moving zed that attempts to close the distance with players and engage in melee with his enormous arm grinders. The Fleshpound will enrage upon seeing a player for 7 seconds accumulatively (Line of Sight) and/or if they have been dealt a significant amount of damage in a short period of time. The Fleshpound's enrage is not permanent and ends 10 seconds after it begins or if it attacks a player (the EMP grenade from the Berserker perk will also stop it's enrage). While enraged, the Fleshpound gains a large movement speed and damage boost as well as gaining the ability to instantly kill lesser or weakened zeds in his path. The Fleshpound is considered to be of critical threat to the players due to it's massive health pool, very high damage output, enrages, and occasional area of effect attack. In team mode, the Fleshpound is a threat that can only be temporarily ignored, otherwise it will deal massive teamwide damage. Focus fire this threat at the first available opportunity.

Statistics

- Single Player Health Reduction: 50%

Normal Hard Suicidal Hell on earth
Bounty £220 £200 £170 £130
XP 35 47 63 72
Base Health (Body) 1500 1500 1875 2325
Base Health (Head) 650 650 747 812


Notes on XP

  • XP rewarded for your on-perk weapons.
  • Killing with weapons other than your current perk grants the XP to the perk that weapons belongs to.
  • Damaging with on-perk weapons and then finishing it off with an off-perk weapon divides the XP and grants it to both perks.
  • Damaging with off-perk weapons and then finishing it off with an on-perk weapon divides the XP and grants it to both perks.
  • Assist kills grants full XP.
  • The Katana currently does not grant XP towards any perk.
  • The bash attack (default v) does not count as Berserker damage for Berserker XP, meaning it grants the XP to your current perk.

Multiplayer Scaling

- Fleshpounds have their health value scaled accordingly to the number of players in the game.
- The Fleshpound's base body health is 1125 on Normal, 1500 on Hard, 1875 on Suicidal, and 2325 on Hell on Earth.
- The Fleshpound's base head health is 650 on Normal, 650 on Hard, 747 on Suicidal, and 812 on Hell on Earth.
- These values are increased for every additional living player in the game, meaning the health values are determined by the number of players that are alive when they are spawned.


Normal Hard Suicidal Hell on earth
Body / Head (1 Player) 1125 / 487 1500/ 650 1875 / 747 2325 / 812
Body / Head (2 Player) 1687 / 633 2250 / 845 2812 / 971 3487 / 1056
Body / Head (3 Player) 2250 / 780 3000 / 1040 3750 / 1196 4650 / 1300
Body / Head (4 Player) 2812 / 926 3750 / 1235 4687 / 1420 5812 / 1543
Body / Head (5 Player) 3375 / 1072 4500 / 1430 5625 / 1644 6975 / 1787
Body / Head (6 Player) 3937 / 1218 5250 / 1625 6562 / 1868 8137 / 2031

Speed

- Fleshpounds move slowly when docile, and sprint when enraged.
- Fleshpounds have specific conditions that have to be met before they enrage.

  • If a Fleshpound has a player in his line of sight for 10-14 seconds;
  • After a Fleshpound has taken 276 points of damage;
  • After a 10-14 second delay, if they among are the last 5 Zeds in a wave;

- Once enraged, Fleshpounds will not stop raging until they successfully land an attack on a player, or 30 seconds after they have lost sight of players.
- Exception: If a Fleshpound is among the last 5 Zeds in a wave, their enrage will be permanent.
- Movement speed is randomized, but is skewed towards higher values as difficulty increases.
- Movement speed is set to maximum at all times on Hell on Earth difficulty.

Normal Hard Suicidal Hell on earth
Speed (Walking) 238 - 286 238 - 286 238 - 286 238 - 286
Speed (Enraged) 540 - 660 540 - 660 540 - 660 540 - 660
Chance to Rage on Sight 100% 100% 100% 100%
Chance to Rage when Shot 100% 100% 100% 100%
  • For comparison, a healthy player character with minimal weight walks at a speed of 383, and sprints at a speed of 460.
  • These values are increased by 1% per level for Berserkers, Gunslingers and Medics.

Resistances

- Fleshpounds boast an impressive array of resistances, and are only weak to Explosives and Piercing damage.

Ballistics Piercing Slashing Bludgeon Toxic Fire Microwave Explosives EMP
Damage Taken Multipler 50% 150% 50% 50% 50% 50% 100% 150% 50%

- Fleshpounds have 2 weak spots, which are the head and the glowing plate on his chest.
- Their arm grinders deflect attacks.

Hit Zone Damage Factor
Head 110%
Chest Plate 110%
Arm Grinders 50%
All other 100%

Behavior

- Fleshpounds are the largest and toughest non-boss Zeds in the game. They boast an incredible amount of effective health, extremely high speed and rarely miss with their powerful attacks.
- As such, when a Fleshpound spawns, it should be treated as the biggest threat and taken out as soon as possible. Team co-operation is crucial in taking down Fleshpounds with minimal losses.
- Like Scrakes, Fleshpounds announce their entrance with a global roar. Upon spawning, they will walk at a moderate pace towards players.
- Between 10 to 14 after sighting a player, they will grow frustrated and automatically enrage and begin sprinting at high speed. At higher difficulties they will easily outrun players.
- This presents a threat that cannot be ignored safely for any long period of time and forces the team to act quickly. It is still possible to kite a Fleshpound provided the team moves together and stays out of its line of sight, but doing so gets progressively more difficult the more players you have on the team.

- When docile, the Fleshpounds' chest plates are yellow. They have several single attack animations with significant knock back power.
- When enraged, the Fleshpounds' chest plates will turn red. They sprint with their heads low, and arms in front of their bodies, protecting both their weak spots with their grinders which deflect attacks. While they are sprinting, they gain the ability to instantly mow over any lesser Zeds that are standing between them and their target.
- Once enraged, Fleshpounds attack ferociously and relentlessly, swinging and smashing with both arms, as well as jumping at players while pounding them. They tend to attack multiple times in quick succession.
- After successfully landing an attack, Fleshpounds will calm down until one of the enraging conditions are met again.
- On higher difficulties, Fleshpounds don't gain any additional attacks or abilities.

Extermination Tactics

Team Play

The Fleshpound will charge into your team at after seeing one of your team for 7 seconds. When one shows up, lay down some grenades and focus fire together, aiming for the head. When it's arm grinders are down during it's charge, don't shoot them, as they take 50% damage, and if you shoot it with anything except explosive or piercing, you will do 25%. Depending on how coordinated your team is, it is possible to kite the Fleshpound around almost indefinitely, if you know what you're doing, but this is more difficult the more people you have. Never try to take down a Fleshpound alone, use teamwork and work together to take it down.

Solo

The Fleshpound is much easier due to his 50% reduced health. Every time he finishes an enrage, focus fire his head. Remember to focus the Fleshpound first, but not to be pinned to death by lesser zeds or obstacles.