Fleshpound (Killing Floor 2): Difference between revisions

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[[File:FleshpoundKF2.png|500 px|thumb|The new Fleshpound]]
[[File:FleshpoundKF2.png|500 px|thumb|The new Fleshpound]]
=== General Fleshpound Information ===
=== 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. He will enrage when seeing a player for 7 seconds accumulatively (LoS), or when dealt a certain amount of damage quickly enough. Unlike the Scrake however, his enrage is not permanent and ends 10 seconds after it begins or he attacks a player (the EMP grenade from the berserker perk will also temporarily stop his enrage). While enraged, the Fleshpound gains a large movement speed and damage boost as well as gaining the ability to mow over many types of zeds in his path. He is considered to be of critical threat to the players due to his massive health pool, very high damage output, random enrages, and occasional area of effect attack. This is a threat that, in team mode, can often not be ignored for any reasonable amount of time without incredible coordination. Focus fire this threat at the first available opportunity.
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 ==
== Statistics ==

Revision as of 14:21, 30 December 2015

This page is under construction.
The contents are not final and information may be incorrect or temporary.
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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) 1125 1500 1875 2325
Base Health (Head) ??? ??? ??? ???


Notes on XP

  • XP rewarded for your on-class weapons.
  • Killing with other class weapons allocates the XP to that class.
  • Damaging with off/on-class weapon then finishing it off with another divides the XP and allocates it to both classes.
  • Assist kills reward full XP.
  • The Katana does not reward XP towards any perk.
    • Bash attack (default v) does not count as Berserker damage for Berserker XP, meaning it allocates the XP accordingly to your current class.

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 ??? on Normal, ??? on Hard, ??? on Suicidal, and ??? 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 / ??? 1500/ ??? 1875 / ??? 2325 / ???
Body / Head (2 Player) 1687 / ??? 2250 / ??? 2812 / ??? 3487 / ???
Body / Head (3 Player) 2250 / ??? 3000 / ??? 3750 / ??? 4650 / ???
Body / Head (4 Player) 2812 / ??? 3750 / ??? 4687 / ??? 5812 / ???
Body / Head (5 Player) 3375 / ??? 4500 / ??? 5625 / ??? 6975 / ???
Body / Head (6 Player) 3937 / ??? 5250 / ??? 6562 / ??? 8137 / ???

Resistances

- Fleshpounds greatly resist All Damage Types, except for having a weakness to Explosive and Piercing.

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

- Fleshpounds only have 1 weak spot, which is the head.
- Their arm grinders deflect attacks.

Hit Zone Damage Factor
Head 110%
Arm Grinder 50%
All other 100%

Behavior

  • Melee bash from guns or successful parries will send Fleshpounds into a stumble even while they're enraged.
  • Certain attacks won't be cancelled by a bash.
  • Fleshpounds enrage upon seeing a player for 7 seconds accumulatively and/or if they have been dealt a significant amount of damage in a short period of time.
  • The enrage will last for 10 seconds.
  • They gain an immense speed and damage boost during their enrages as well as the ability to instantly kill lesser zeds in their path.
  • Unlike Scrakes, Fleshpounds will stop being enraged after the 10 second period or when they've finished attacking something.
  • The Fleshpound can have it's enrage cancelled by Berserker's EMP grenades.
    • It will take two Berserker EMP grenades to stop their enrage, as they take 50% EMP damage.

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.