Help:Fleshpound extermination tactics

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Class specific extermination tactics for the Fleshpound.

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[edit] Field Medic

The Field medic lacks any weapon perks that would give it an edge in a straight-up fight with a Fleshpound, however their incredibly effective body armor gives them a durability that becomes increasingly useful as one reaches harder difficulties. On Suicidal, a Field Medic with intact body armor can safely shield the rest of the team from a Fleshpound as long as they continue to fire on the specimen, allowing them to be taken down with relatively little harm. However, the Medic should always keep tabs on his armor level - once the vest is gone, one swing from the Fleshpound will gib the Medic like any other class. In solo play, a Medic can kite calmed FPs and use the Lever-Action or M14 to safely chip away at their health with headshots, so long as the Medic has ways of breaking line of sight with the target. Alternatively a Medic can carry Hunting shotgun and deal heavy damage to the Fleshpound as specimen been focus fired by the whole team. They can also assist in keeping those engaged with the Fleshpound alive; since it can do so much damage in one blow, a competent Medic can save a player from being instantly killed by a follow-up swing or any specimens supporting the Fleshpound.

[edit] Support Specialist

The massive reservoir of grenades available to the Support specialist class is perhaps the class's best weapon against the Fleshpound due to it's weakness to explosives. Unfortunately, it's incredibly dangerous for the Support class, especially if the Fleshpound is close, and extremely expensive. Much like Scrakes, if a Support has to take down an FP it will take a great deal of ammunition, more than a single drum from the AA-12 depending on the difficulty and perk level; so carrying the hunting shotgun for even more firepower is encouraged - a few secondary fire shots can severely weaken the FP. The Support class can also kite a FP in solo mode using the AA-12's weaker single shots as opposed to the regular pump action, but with the perk's limited run speed, you will have to rely on obstacles and welded doors to keep them from raging regardless. As a side note, a raging Fleshpound seems to forget to attack welded doors, this is most likely when player manage to do it when the specimen is enraged. You can weld the door up the Fleshpound's face and forget about it for a long while, if he can't find any specimen or player to attack he may have a heart stroke and die behind the door.

[edit] Sharpshooter

The Sharpshooter is one of the more ideal classes for handling the Fleshpound on all difficulties. On some lower difficulties a Sharpshooter can kill a Fleshpound with one headshot from the Crossbow (even with it's resistance to that specific weapon), and both the Lever-Action and M14 deal an impressive amount of damage with repeated headshots, decapitating him in 2.5 to 5 seconds. While the 9mm and Handcannon are not encouraged, if the Sharpshooter suddenly finds himself face to face with one, the high rate of fire of dual handcannons or 9mm's can possibly save the Sharpshooter's life. While on Suicidal, the pistols are nearly essential for Fleshpound removal, but the massive bonus the Fleshpound receives against them on Hell on Earth makes them nearly useless, and makes soloing Sharpshooter far riskier. When using the Crossbow it is recommended to keep your distance, especially on Hell on Earth difficulty; there should be at least 25 meters between you and the Fleshpound before you aim for a headshot. In solo play it is still possible to simply kite them along until you have sufficient range to fire the 1-2 crossbow bolts required, and at higher difficulty levels you can safely do the same using the M14. Keep in mind that once hit by a Crossbow bolt or Lever-action Rifle - if the Fleshpound isn't killed outright - it will instantly rage and target you. Lining up another headshot is difficult (but not impossible) while in this state, but it's recommended that you switch to your pistols before it closes the distance. On Suicidal and Hell on Earth difficulty, the Lever-action Rifle and M14 EBR have more DPS than the Crossbow and decapitate this specimen considerably faster with a greater number of quicker shots. Roughly 6-7 Lever-action shots is enough to kill a Fleshpound, but the Fleshpound will be enraged with your first shot. You can decapitate the Fleshpound with about 10 shots from the M14EBR during his enraging animation if you're quick. Before attempting to finish him with the Lever Action Rifle or Crossbow it would be smart to chip his head health with M14 or Handcannon first.

[edit] Commando

Commandos are at a distinct disadvantage against Fleshpounds, as their weapons have plenty of weak ammunition, which is made even weaker by the Fleshpound's damage resistance. In short, they're only truly good for raging the Fleshpound, and should only chip in with the SCAR when the team opts to focus fire on one - otherwise, the Commando should save his weaponry to mop up the horde behind the Fleshpound so that they won't swarm the rest of the team later on. In solo play, tackling Fleshpounds is a long and arduous kiting process, which requires cover in order to break line of sight. In wide open areas, a solo Commando will likely have a great deal of difficulty with one Fleshpound, and should expect to be hit at least once if they don't see the specimen in time to unload multiple SCAR or AK mags into them. On higher difficulties, it may simply be nearly impossible to win in a solo engagement due to the Fleshpound's inherent resistance. The Commando can compensate for this by taking the M32 as an off-perk weapon for Fleshpound removal, but it can only do so much.

[edit] Berserker

While their damage reduction bonus isn't as great as the Medic's with armour, Berserkers can pitch in with heavier melee weapons in a team setting. The chainsaw in particular deals an astounding amount of damage, and - coupled with a Sharpshooter's crossbow - can decapitate a Fleshpound very quickly. The katana and fire axe can help in a pinch, but in the long run the Chainsaw will help cut down the Fleshpound with minimal loss of life, though on higher difficulties the Berserker will most likely need a supporting Medic during and after the fight. Soloing as a Berserker may be a bit more challenging. Using a backup weapon to thin out the crowd around the Fleshpound, and then using a fire axe's alternate fire can allow a nimble Berserker to jump in and out of the specimen's range, whacking it in the head repeatedly whilst keeping himself out of harm's way. This takes a great deal of practice, but is effective on every difficulty level, and can even be used to take pressure off your squad in a team game. However, it becomes exponentially more difficult if two Fleshpounds appear in tandem, or if supported by a Scrake or Siren.

[edit] Firebug

Much like the Commando, the Firebug simply doesn't deal enough damage against Fleshpounds, making it a very risky affair. In a solo effort - with enough cover - it simply becomes a kiting game of lighting the Fleshpound on fire and running out of sight, repeating until the specimen keels over. In the open, you're usually better off to open fire with the Mac-10 at long range, then switch to the Flamethrower to deal a grievous amount of damage in medium range before the Fleshpound can connect; however, this places a massive strain on one's ammunition stores, and the Firebug of a lower perk level runs the risk of killing themselves with the Flamethrower's self-damage. Concisely throwing a single Incendiary Grenade will break their rage and cause them to lose their target - helpful for when they're being focus fired on and enraging. In a team game, Firebugs should treat Fleshpounds as collateral much like the Scrake, but must take care not to focus fire on it unless the remainder of the team does - the flamethrower doesn't do enough damage to take down the Fleshpound by itself. When Fleshpound enrages he will shrug off afterburn effects of Flamethrower so it's advised to keep him under fire when he's about to charge. Crisping - and therefore confusing - the Fleshpound is essential in Hell on Earth, especially when the team is having trouble with a seperate mob and can only get rid of the Fleshpound by focus firing.

[edit] Demolitions

Unlike the Scrake, the Demolitions class excels in Fleshpound removal - if the player in question isn't already working crowd control with his grenades. Much like the Scrake, a Fleshpound lured onto a pipebomb is momentarily vulnerable to a barrage, either from the rest of the team or from the Demolitions' M32. Unless on a low difficulty, or with a very long range, the M79 should not be used, as it reloads too slowly to effectively put down the specimen without risking harm - taking anywhere from 3 to 6 grenades in succession after a pipebomb detonation on higher difficulties. The LAW is an incredibly risky weapon to use for Fleshpound removal, but if one has enough range and the time to put a pipebomb down in the Fleshpound's path, a well-placed headshot from a LAW will kill or severely maim the Fleshpound depending on the perk's level and the difficulty being played.

[edit] See also

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