Killing Floor

Killing Floor

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Fleshpound disposal guide
By Aupied
The fleshpound always seems to be the the one speciman that can break a team when there are very simple ways of killing it. This guide gives some of the best ways to get rid of it even on Hell on earth difficulty. below are more advanced ways of a team being able to handle them on the higher difficulties.
   
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Basic Rage mechanics
The most noticable thing about a fleshpound is the fact that after a certain amount of damage it will roar and start charging towards whoever has done the most damage recently. This is only one of the things that can set a fleshound off. It should be first noted that a fleshpound will not stop its rage or its charge until it has hit a player and be warned that it does increased damage compared to its regular attacks. (it should be noted that an enraged fleshpoun hit can 1 shot any class that does not have armor except a high level bersker on the hell on earth difficulty). Fleshpounds will only rage when a certain amount of damage is done to them withing a certain interval of time so it is possible to hit and run them without setting them off. The other way they may go into rage is if they have not attacked anything in a certain amount of time whgile having a player in there line of sight. If someone is kiting them around it is important to do two things break line of sight everyonce in a while or dodge an attack to avoid rage( this while only heavily matter if you are taking one on as a berserker alone or kiting it when you are the only one left). It should also be noted that if a group is kiting around that you cannot simply avoid a fleshpound forever. A fleshpound will go into rage if it has not attacked anything after a certain amount of time or if it has kept its line of sight on a player for too long without attacking ( after about 25-33 seconds of line of sight without attacking it will go into rage).
Sharpshooter
As a sharpshooter you can more easily diopose of a fleshpound on the hard and below difficulties. 1-2 headshots from a crossbow on hard and below at lvl 5-6 sharpshooter will kill it(with a 6 player mulitplayer game). However, at the higher difficulties (suicidal and hell on earth) the fleshpound gains heavier resistence to crossbow shots to the head. At suicidal it will take 3 headshots (when 6 players are present) headshots with a crossbow to kill and on hell on earth it takes 4-5 headshots(6 player game, may be less if only 1-3 people are playing at this difficulty) to kill.
An alternative method for fleshpound removal is using the m14 at max level sharpshooter. however this takes alot of practice to get and skilled aiming to do. The m14 must consistenly headhost very quickly in order to remove a fleshpound quickly without taking damage, but with enough practice this can easily remove a fleshpound on the hard and below difficulties. Once again though it takes more repeated headshots at suicidal and hell on earth difficulites removing more of the effectiveness of killing a fleshpound at this difficulty as a sharpshooter alone.
The m99 rifle can also be used by a lvl 6 sharpshooter to oneshot fleshpounds with a single headshot on hard and below difficulties even with the max amount of players. However on Hell on earth and suicidal this is not the case. On suicidal if there is 4 or more players it will take 2 shots to kill. The reason that a 2nd shot is a mjor problem is the long refire time that the m99 has after a single shot. On hell on earth it is the same case when there is more than 3 players it will also take 2-3 headshots. The other downside to the M99 is the fact of its cost. The ammo alone will chew up alot of the team's money and this can put a great strain on the team's resources especially on suicidal and hell on earth difficulties.
Berserker
As a berserker you can easily dispose of a fleshpound without taking any damage at level 6 berserker even on hell on earth difficulty. The method for beserkers is to simply slowly chip away at its health while kiting it and and preventing its rage. The method is simple to use ether the scythe( note if you using the scythe that the alt fire will cause it to go into rage if you strike the fleshpound in the head with it as the scythe has the strongest alt fire so it is best to use the basic attacks n its head instead if you are using the scythe.),fireaxe, or claymore and use its alt fire on the fleshpound's head. However, there is one very big detail that must be noted. It is very important that when you alt fire on its head that the fleshpound is not attacked again for 2.5 seconds or else it will go into rage. This is not the only detail however the fleshpound must either have its line of sight on you broken every 20-33 seconds to prevent it from raging or it must attack you within that time interval. Its attacks can be trigged and dodged using the bersker's movement speed and jumping back at the right time making the fleshpound swing its arms but not connecting its attack. This method WILL take practice to get used to at first but after a while it becomes very easy to do but, be very aware of of your surroundings as you need to keep them clear in order to have room to kite and slowly chip away at the fleshpounds health. Please note that this is a slow method of killing and it takes time.
(please note this is an advanced method mostly used when playing solo or playing hell on earth while KITING).
Demolitionist
As a demo you are simply the bane of a fleshpound's existence. The reason for this is that fleshpounds are more vunerable to explosives than any other type of weapon in the game. Pipe bombs can easily halve or kill fleshpounds. When playing demo it is best to not use the LAW simply because of its cost reload speed. If a shot is missed or does not kill the fleshpound the slow reload of the law will get you killed and please not ethat rockets can "fumble" in a sense if fired too close. The best method for even hell on earth is to have pipes ready on the ground for fleshpounds and simply allow them to walk onto them, but 1 pipe will not kill them on Hell on earth even at lvl 6 demo. It is best to use the m32 nade launcher to shoot a few shots quickly after the pipe bomb explosion to finish the fleshpound off. If you are lacking m32 ammo use your hand grenades on them a bit before they hit the pipe but be warned fleshpounds will try to avoid the hand grenades.
(note. pipes take a few seconds to arm so set them beofre the fleshpound is in your face, and try to keep them at a distance where a surprise siren will not break them.
Support Specialist
The support specialist is a class very well geared towards removing fleshpounds. Like the demolitionist support gains increased grenade damage and capacity making the support specialist have a huge advantage over other classes. A support can toss a few grenades to damage a fleshpound heavily then finsih it off using its other weapons as its charging from being enraged. The aa12 can be very effective dealing damage with repeated headhsots from as well as the hunting shotgun's alt fire. On difficulites such as suicidal and hell earth it is best to not engage a fleshpound alone if it is possible. On these difficulties a support should throw 2-3 grenades at a time in order to avoid blowing themselves up and then use their heavier weapons such as the aa12, and hunting shotgun to finish a fleshpound off quickly.
Medic, Firebug, and Commando
Medics do not have the firepower the quickly take down a fleshpound, but they can still greatly beneift the team in a few ways. One is blocking a fleshpound when it is enraged by shooting it and drawing its aggro in order to give classes such as a demo or support the chance they need to kill it. medics can only do this while they have body armor( since medics get better and stronger body armor) and only at level 4-6 depending on the difficulty. This can be a very effective way to help a team at the max level medic on hell on earth survive several hits from fleshpound encounters. Medics should focus on healing there team if someone does take damage from the fleshpound in the case that a medic was unable to tank it.
Commandos once again do not do a lot of damage to fleshpounds, but they are very good at removing alot of the lesser specimans from the picture to allow classes with heavier firepower to take care of the fleshpound. A commando's prime target should be sirens as they can remove exlposives and obstruct the aim of people which cna lead to a disaster when a fleshpound is mixed in.( not to mention they can deal extremely heavy damage at the hell on earth difficulty.)
firebugs are much in the same position as a commando when it comes to fleshpounds. Firebugs should focus on the lesser specimans that could harm a team while they handle a fleshpound. There is one very important rule for firebugs and it is simply DON't LIGHT THE FLESHPOUND ON FIRE. The reason is very simple, the continous fire damage from setting a fleshpound on fire will cause it to go into rage more often. ( it should also be noted that fleshpounds are quite resistant to fire damage as well). Only attack a fleshpound with fire weapons such as the husk cannon, flare revolers, trenchgun, and mac 10 when it is of dire importance.
40 Comments
Dolphin Buff Man Jul 27, 2014 @ 3:59am 
One thing to note that I have found recently trying to kite them, is that if they do rage, try and get a door between you and them. Even if you weld only a few percent on the door, the Fleshpound will have to hit it and will resume it's "relaxed" state. Only useful if you manage to get enough room between you and it to run to the door, close it and pull out the welder. That little process alone takes a few seconds, which is a lot of time when you have a raged FP on Hell On Earth.
Mec Jul 25, 2013 @ 12:51pm 
good
Pingy Jul 24, 2013 @ 6:36am 
I would like to add this for Firebug, Medic and Commando but it can be useful for pretty much any class: http://forums.tripwireinteractive.com/showthread.php?t=87022
Pizzatastic Jul 23, 2013 @ 11:40am 
I can help refine your Support Specialist method for killing fps:
You throw one nade at the UNRAGED fp's chest, then rage him with your shotgun (1 hunting alt fire, 3-4 shotgun blasts, 4-5 AA-12). Then you throw two more nades at his chest. Done perfectly, it will instantly kill a 6 man HoE fp. If not, it will leave the fp very injured, to the point where a single hunting shotty alt fire will kill it.
You can throw one nade instead of two if you need to save nades. Simply shoot a few extra shotgun blasts at him before finishing him with a hunting shotty.
Pizzatastic Jul 23, 2013 @ 11:23am 
@[64]DeadPixel It's one of those things that's good to know, but pray that you never have to use. But when the time comes, you'd know exactly what to do.
BloodLines Jul 21, 2013 @ 3:01pm 
thanks
Billy Jul 20, 2013 @ 5:42pm 
@[x64]DeadPixel Game Thrill's strategy actually works out. I've seen many vids on YouTube and guides stating this very same way of taking out a FP as Commando. Of course, such risk should only be taken when you're the only one left or in extreme danger.
Gobbo Jul 20, 2013 @ 12:01pm 
I found out how to solo fleshpounds as a lvl 4 commando, with 6 player co-ops.

What I do first is fire a few rounds at the flesh pounds head, and when you can predict the fleshpounds enrage process. throw 2-3 grenades either, infront, or underhim, depends on how you react to your prediction.
The grenades do a massive amount of damage to his hp, and then just finish him off with multiple head shots with the scar, and FAL.

I've done this MULTIPLE times, and it has worked.
TheMysa Jul 20, 2013 @ 9:43am 
useful
Tukes(T3K) Jul 20, 2013 @ 12:51am 
useful to people that are 0-4 if they are play hard the got to sui.lrean to play the game then make a guide