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Help:Fleshpound extermination tactics
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==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 single grenade throw then a secondary fire from Hunting Shotgun (to activate the fleshpound's adrenaline ability and keep it stationary momentarily) followed up by 2 more grenades is a useful tactic for taking down a fleshpound. Support's biggest issue here is the presence of Siren or multiple Sirens coupled up with Fleshpound as they will destroy the grenades. In that situation Support's best bet will be his AA-12 to cut down the crowd with the help of a Firebug or Commando. The Support class can also kite a FP in solo mode using the AA-12's single shots rather than fully auto, 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 in 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 an aneurysm and die behind the door as the players run away from it to a certain distance.
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