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These little guys are the only thing adding difficulty in the later waves and are fun to fight earlier. You can take out 8 of them easily with 2 players, no matter what perk, depending on which weapon of course (don't expect a 9mm to work well duh).
It is NOT a cool idea to decrease their power. They have the right amount of power. Just take them out before they get to you.
The Quarterpound zerg rush is the only thing at the moment that pushes players out of camping spots more easily.
These guys are ok to spawn raging, since they run with open arms, exposing their weak points, and have enough health to be taken out before they get to you.
They hit hard but have mediumish health.
They were not a big mistake, they are a zed variation that changes gameplay.
And what's wrong with a horde of them and a fleshpound? We already have spawns where 3 fleshpounds spawn at once...this is somehow worse to you?
They do not need any nerfing. The game is still winnable despite their existence. They just change the pace a lot.
Heck, a demo can just one shot each one with an RPG, a Firebug can handle a few well with the microwave gun, a sharpshooter or gunslinger can make quick work of them, and even commandos can take them out quickly with tier 3 weaponry and above.
"Zerk melting". What is that? Zerk's dying fast? Lol. Blocking will work wonders for that. Zerks can handle quarterpounds very well, especially with the pulveriser.
They are a mini large zed that all perks can take out in their own ways, and prove their strength in numbers and damage, but can be taken out simply with the team putting cohesive focus on them.
Yeet.
A demolitions, support, gunslinger or sharpshooter make very short work of them. A demolitions will knock them all down like bowling pins with his rpg and from there they're very easy to finish off.
Hell, firebug with spitfires can down them pretty quickly. I personally don't think they're any more scary than couple fleshpounds. yeah more smol bois = more damage, but you can wipe most of them out before they reach you unlike with bigboi fleshies sometimes.
Unless you are a class that is able to outheal and run the flood of the raging pounds, you are pretty much doomed as any class that cannnot keep up with the Pounds rage cycling, not even a demo with RPG will work, since the reloading will pretty much mean that at least 1 to 3 Pounds will get close enough to start attacking you and it only requires 1 FP in your face to be stuck in the rage cycling.
With the Quartar Pounds on the loose it pretty much made me go Breserker or Gunslinger for waves 5+ and beyond. No more late waves as Commando, SWAT, Support or Sharpshooter.
Edit: After checking wiki. A double barrel will kill a 2 player HoE quarter pounder in two body shots. If it did 6 damage more, it'd kill a 3P in 2 body shots. It also has penetration to kill multiple QP at same time. This is offperk of course.
Demo struggling against them??? Oh please. One RPG and they're all lying on the ground with critical health.