Yet again, one of the pictures we uploaded while the wiki was still new. Maybe someone could get a better pic? --Takua 10:44, 24 June 2009 (UTC)
"The biggest weapons kill these hulking slabs of flesh and anger fastest and make them safer to take down."
This sentence really confuses me probably due to the overuse of "And". I also don't get how making them anger faster makes them safer to take down. I'm left unsure whether I should reword it or not. :S --Takua 09:23, 11 January 2010 (UTC)
- Yeah, consider just re-writing the line completely, i think. Only the biggest weapons will do the job safely anyway (i.e, before he gets mad). --Tigerhawk71 09:25, 13 January 2010 (UTC)
- I wrote that a while ago and missed out a comma >.< It should have read;
- slabs of flesh and anger fastest, and make them safer to take down.
- Dont quite know why I wrote it, I think it was because I had been writing some short stories and I gave into my more theatrical tendencies >.< --Alessio 22:36, 31 January 2010 (UTC)
The current revision states on more than one occasion that your distance and line of sight affect the event that it rages: "a Fleshpound will rage if its target goes out of sight or too far away", "[...] cause it to rage as will going to far away from it". However, my experience contradicts this as I've never perceived any correlation whatsoever between their propensity to rage and their distance, given that I'm not damaging them. I just tested it out at West London on the Beginner and Suicidal difficulties, and I've observed FPs rage right in front of me, on the other end of a long street, around a corner, and virtually anywhere, with a uniform distribution. —Weldindisdowa 22:22, 31 January 2010 (UTC)
- I've noticed that FP's sometimes rage when they are out of sight, but I dont know what triggers it. Sometimes they even seem to 'overdose' on their adrenaline and when they enrage they seem to sprint at you then randomly drop dead. Bleed out time maybe? Not really sure lol --Alessio 22:30, 31 January 2010 (UTC)
- Yes, they do randomly drop dead sometimes if they're not able to hit anything for a certain amount of time after being enraged, and I've seen it for both near, far, and out-of-sight FPs. We can put in that piece of trivia somewhere, but I'm more worried about the factual accuracy of the statements I quoted above. —Weldindisdowa 22:38, 31 January 2010 (UTC)
- Agreed, I am curious however, to know the exact time it takes them to 'overdose' as we could call it. Would be nice to deal with a FP on Suicidal or something =D --Alessio 23:31, 31 January 2010 (UTC)
- An interesting thing I have seen a few times on the Poundamonium! mutator is that the wave number randomly drops down as they 'overdose' even if I havent dealt any damage to them at all. Do we think that the adrenaline damages them in some way? --Alessio 23:32, 31 January 2010 (UTC)
- I doubt that adrenaline damages them because I tried running around as a Commando and none of the FPs lost health. I wasn't able to have them spontaneously die just now, but I still think that's just a bug. Going back to the topic: after running around for several minutes on Farm and West London, I've noticed that they rage more frequently if I'm in their line of sight because on West London, it was relatively rare to have a FP enraged around a corner. On Farm, where I was running around an open field and in their line of sight (although outside of the draw distance for most), they raged far more frequently—usually around three at a time as opposed to the occasional one on West London. If you don't mind, I'm going to change the statements I quoted above to conform to my findings because I'm starting to really doubt that the original author(s) did their research. —Weldindisdowa 00:16, 1 February 2010 (UTC)
- That explains the (known) fact that FPs can be enraged without taking damage, but it doesn't help determine what their other trigger is. —Weldindisdowa 03:54, 1 February 2010 (UTC)
- I've gone through the scripts for it. Its actually based on a random variable of time which is reset whenever the fleshpound attacks and I've changed the section accordingly. — Balthazar (T|C) 04:00, 1 February 2010 (UTC)
- As a reference point here is the script User:Balthazar/Sandbox/Fleshpound. — Balthazar (T|C) 04:11, 1 February 2010 (UTC)
- Balthazar, although this thread is out of date, do you recall any limits or minimums on the variable of time? Is it possible for them to rage within only a few seconds, or is there a minimum amount of time before the variable is actually considered? I ask this, but at the same time, I do not remember ever seeing them rage in too short of a time without someone inducing it manually. — Karebu 12:18, 15 August 2012 (UTC)
Under "Extermination" there is a quote that reads: "L.A.W isn't recommended for extermination since they have 50% resistance to it, unlike other explosives." However, in the next paragraph there is a quote that says: "On the other hand, it incurs double the damage from hand grenades, pipe bombs and L.A.W rockets; and 25% more damage from M32 and M79 grenades." I honestly don't know which one is true, or is both are true, just under different circumstances. Either way, this needs to be cleared up. — Preceding unsigned comment added by Not Matlock (talk • contribs) 22:34, 27 April 2011
This doesn't make sense
"However, they were never able to free themselves from the 'mace' restraints used to hold their giant fists at bay, which ironically makes them even better at pounding flesh."
But if each of the FP's fist spikes spin in opposite directions as I have seen from playing berserker up close in zed time, that doesn't really make them restraints, and more grinders, unless I'm wrong as to what their restraints are.--PlNG 08:29, 26 February 2012 (UTC)
- The back story is from way before the Fleshpound looked like it does. Back in the early mod era when they looked like this. — Balthazar (T|C) 21:02, 26 February 2012 (UTC)
i've reverted the concise version of the table to the one made by ip address 126.96.36.199 on 13:49, 21 February 2012 since it is more informative. hope you don't mind. -Porkchops 09:36, 30 March 2012 (UTC)
- Actually, the previous table wasn't more informative; it was misinformative. Either the SDK is incorrect or your trace was incorrect because I thoroughly tested the entire table with the actual game. The only thing I forgot to include was the blunt headshot, which is now there. Thanks for looking out for factual accuracy and bringing the blunt headshot to my attention, though. —Weldindisdowa T/C 03:27, 31 March 2012 (UTC)
- erm... something is wrong here? If fleshpounds really take 2.0x damage from M32/M79 nades, then each unperked m32 shot should cause 700 damage to it.
- However, on a 6-man normal difficulty server, I've never been able to kill a fleshpound(3375hp) within 6 shots when using M32 as a medic or commando....
- I've done a very quick test using a lvl 6 demo on beginner difficulty. The fleshpound did not die when I shot a M79 at its feet....
- I believe we should test it a few more times (headshots & bodyshots) before we can finalize the table. -Porkchops 02:02, 1 April 2012 (UTC)
- The test I just conducted demonstrates some very interesting mechanics. The damage that the Fleshpound incurs from an explosive projectile (L.A.W., M32, M79) is greater if it strikes between the head and crotch instead of the legs. The multipliers for the M32/M79 and L.A.W. on the torso are 2.33 and 2 respectively, and on the legs they are 1.25 and 1. However, the AK-47's damage was constant no matter where I shot, besides the head. So when I tested the M79 as both a level 6 Demo and Commando on Beginner, I couldn't one-shot a Fleshpound by aiming at the legs, but could by aiming at the torso. I was also able to barely kill a Fleshpound with one M32 drum as a Commando after setting its health to 4800.
- These results are consistent with my experience in the game. I've completed most maps as an M32 berserker on Hell on Earth solo, and every time I depended on the fact that I could kill a Fleshpound with four M32 grenades; 2625 / (350 * 2.33) ~ 3.2, but 2625 / (350 * 1.25) = 6. I'm going to update the table according to these results because they don't contradict what you've told me so far (with the exception of you being unable to kill one with six M32 nades on 6-man normal as a non-Demo, but I'm assuming that human error was a factor because it's not easy to land 5/6 shots with five teammates and a massive smoke cloud). Please keep me updated on the tests you're conducting, and thanks. —Weldindisdowa T/C 09:30, 1 April 2012 (UTC)
- hiya again, sorry for the late reply. regarding the 6-man normal fp, i guess its because i always aim the 1st 1~2 nades at head/torso & fire the last few at his feet to splash him in case of a miss....
- i don't have the mutator to change specimen health, so my test setup is as follow:
- Started a HOE difficulty listen server on testmap6p
- Spawn a husk to kill off the extra players until i'm the only one left.
- Spawn a stationary fleshpound (body health should be 2625) in the small sideroom.
- Shoot at the fleshpound's head with a m32, wait for smoke to clear, shoot again until the next m32 shot will kill him.
- Switch to 9mm & shoot at his torso(lights area) until he die.
- Repeat the test 2 more times to make sure i have consistent results.
- Repeat steps 3~6 now aiming at the torso(light) & leg (right shin/boot)
- final results looks kind of weird to me.... table below:
M32 Damage 9mm Damage # of M32 Shots # of 9mm bodyshots Total Damage Commando Head 815 17 3 15 2700 Torso 815 17 3 11 2632 Leg 437 17 6 9 2775 Demo Head 1304 17 2 6 2710 Torso 1304 17 2 2 2642 Leg 700 17 3 38 2746
- possible explanation is damage falloff due to distance from explosion? i think i need to hunt down that health change mutator & test it out some more when i'm free... -Porkchops 16:11, 3 April 2012 (UTC)
- Delay's no problem at all; take your time. I use console set commands to change specimen health, as they are easier to use than a mutator (if one exists) if you have the script files and some knowledge of where certain properties are stored; I just need to restart Killing Floor each time I start a new map. I haven't examined the explosive damage code, but looking at your table I suspect that it's a decreasing function of the explosion's distance from the centre of the specimen. During my tests I found that explosive projectiles frequently didn't inflict as much damage as their maximum potential. By the way, the M32 multiplier is probably 2+1/3 because the maximum amount of damage I've inflicted upon a Fleshpound with one grenade as a Commando is 816, but I just rounded the multiplier to two decimal places in the table. —Weldindisdowa T/C 21:45, 3 April 2012 (UTC)
- Well, it turns out that I'm mistaken. There's no health change mutator that can set a specimen health to an exact number, only one that can change weapon damage values. In the end, I used your method (console: set zombiefleshpound health <value>) to test how much damage my nades are doing.... Results look good so far. I ended up with 793/813/413 1270/1301/663 unperked/perked H/T/L damage. Plugged in the values into my previous table & everything seems to make sense...
M32 Damage 9mm Damage # of M32 Shots # of 9mm bodyshots Total Damage Commando Head 793 17 3 15 2634 Torso 813 17 3 11 2626 Leg 413 17 6 9 2631 Demo Head 1270 17 2 6 2642 Torso 1301 17 2 2 2636 Leg 663 17 3 38 2635
- Sidenote: To anyone else who wish to repeat my test, please make sure you do it on a 1-man normal game as the console "set health" command is affected by the difficulty level + number of players left.
- I agree that damage done is being affected by distance from explosion. (Since the damage value will vary by a few points depending on exact hit location) However, it does not explain why there's such a big difference between hitting it above/below the waist. (almost double the damage for a non-headshot, 1mm distance diff between abs & groin?) Will try to look around in the SDK & see if I can find anything.... Finally, should we leave the leg shot multiplier at 1.25 as per the SDK? or around 1.18 as per our tests? --Porkchops 22:54, 8 April 2012 (UTC)
- I looked at the TakeDamage function of ZombieFleshPound.uc, and it already appears to contradict the damage inflicted by the M32, LAW and vomit, so I'm not surprised that what's going on above/below the waist is a mystery to us. I don't think we should change "1.25" because it's difficult to find the exact upper bound and the same problem applies to all the other explosives. I suggest just adding a note that says explosive damage multipliers are not always accurate because of falloff, which is proportional to the explosion's distance from the centre of the body. —Weldindisdowa T/C 02:26, 9 April 2012 (UTC)
- Agreed. 1.25 + disclaimer about damage falloff seems like the best solution. :) --Porkchops 20:16, 9 April 2012 (UTC)