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=== Behaviour === While most other specimens will pick and change targets based on proximity, the Fleshpound fixates and will pursue one specific player until it loses line of sight or either one of them is dead. However, since the Christmas Update, the Fleshpound's behavior has changed in that it will automatically target players that are dealing damage to it or too close if the current target is running away or ain't firing potshots at it for several seconds. Fleshpounds also have a tendency to rage, signified by their distinctive imposing roar and the red colourisation of their torso light. A raging Fleshpound runs towards its target at great speed and causes massive damage that increases by 75% upon raging. There are two triggers for this rage, the first and foremost rage trigger is based on damage over time; if a Fleshpound receives more than approximately 360 damage within a 2 seconds period it will rage.<br> The second enrage trigger added after game's retail version, a few months after its initial release. Before that, Fleshpounds were to remain calm as long as it doesn't incur too high damage per second and can be kited around with ease without needing to lure or hide. The second trigger is based on sightline period for melee attack; if a Fleshpound hasn't made it into attacking range for a variable length of time to keep a direct sightline; between 10 to 15 seconds without attacking once, it will become frustrated and rage anyway. Enrage timer for sightline frustration will be randomized at each reset, adding a random variable of extra seconds between 0 and 5 over 10 seconds at each reset for enrage timer. Second trigger can be reset if Fleshpound swings his grinder maces at any player or loses direct sightline when players hide behind solid obstacles or walls. When Fleshpound enters the melee range and allowed to swing at any player even once, the enrage timer will reset back to 10-15 seconds again. It doesn't matter if the swing hit the target or completely miss. As long as he's allowed to attack once every 10-15 seconds and don't incur too much damage over 2 seconds regarding first enrage trigger, he'll stay calm. Where there's no walls or solid obstacles, Fleshpound's time based second rage trigger still can be reset even it's abit risque; time based enrage also resets when he evade grenades. Tossing a single grenade at the Fleshpound to land nearby his feet where he can evade it, will reset the timer when players can not cut eyesight. Risk of this practice being Fleshpounds incurring more damage from grenade shrapnels and at very tight spaces they can be easily enraged even from a single grenade. That makes such technique only viable at the open with no obstacles to hide behind for, where Fleshpound can steer away from a single thrown grenade safely. Multiple grenades to form a barrage, will not slow him down more than 2 seconds and will enrage him right away when grenades set off in a chain. When enraged, Fleshpound will let out a mechanical shriek, his amber lights will turn to red and he will start rushing towards players at great speeds to hit them. Any attempt of focus firing, not holding back strong attacks when they're lit on fire, backstabs to its head by strong melee, tossing random grenades or explosives without a plan and entering a staring contest for several seconds, always end with Fleshpound getting frustrated and raging.<br> Apparently he is able to pick another target based on sightline, close proximity gunfire noise or damage, after he nods down as he's about lash out an enraged shriek. So if the player who enraged him able to hide from his sight in that very brief moment, Fleshpound will beeline towards other teammates that lit him on fire, players attacking him or anyone shooting non-stop at closer proximity regardless of one aiming for him or not. Only exception to this rule being is the Fleshpound damaged by a [[pipebomb]] that didn't kill him; in which he chases the owner of that pipe bomb relentlessly for a while ignoring other players' interference or proximity. If by any reason, Fleshpound fails to hit the player after being enraged, he'll continue to charge in an enraged state until he finally land a massive blow for 75% increased damage. A Fleshpound's enraged state can subside after it has successfully struck a player providing the conditions for its occurrence are no longer being met or ceases away after a long period of time without coming into sight contact with any player. That timer is approximately 30 seconds to one minute at Hell on Earth; enrage cease timer stops when he detected a player on his sights and counts down as it loses sight line of player. Alternatively shredding a welded door successfuly will also subside his enraged state and cause him to go calm. However welding a door on an enraged Fleshpound is hard when there are other specimen around and he has to be the one to tear the door down for enraged state to cool off. If by any chance, another specimen manage to break the door before Fleshpound did, Fleshpound will continue his adrenaline filled dash until he hits a player or faces another welded door. Considering this, players have to keep the doors not only closed while other specimen will be very active to open them back, they also have to weld them down for a good medium amount to ensure it only could be broken by enraged Fleshpound. To note, a single door will not keep multiple enraged Fleshpounds calm, as they have to be the specimen to break down the door. There is also no cool down period for their rage, so a Fleshpound can be enraged again immediately after calming down. Getting focus fired to suffer high damage spikes as he hits a player will enrage him again right away as it cools off. This sometimes result Fleshpound to cancel animation frames for his enraged shriek and hit right away to the victimized player and it can be lethal.<br> At Hell on Earth [[Difficulty|difficulty]] his enrage duration is doubled, with his high movement speed while charging it's much harder to outrun him to cease its enrage on its own. This makes the door welding scenario viable if the current map has any, otherwise players have to face what's coming at them. An interesting point regarding Fleshpound behaviour is their lack of regard for other specimens. A raging Fleshpound will mow through weak specimens, doling out fivefold damage against other specimen to get to its target. If an obstructing specimen is strong enough to survive, like a [[Bloat]] or [[Scrake]], they will sometimes retaliate against the Fleshpound, who will in turn engage them in combat instead of the players. Unless disturbed, specimens engaged in fights with each other will ignore players until the fight is over, with the victor usually being the Fleshpound. This mow down action can work as a double edge for the player, as it can instantly kill annoying medium threats like [[Gorefast]], [[Husk]]s and [[Siren]]s but killed spawns might end up respawning at the front positions in a kite scenery right away as if they're killed too quick by squad. As by default there are only 32 specimen present in the map at a time, enraging a Fleshpound from long distance to watch him wreck havoc in the horde only cause new respawns to appear all over the map. This results in team getting flanked or facing cross aggression from front spawns if they were to lose sightline of ahead directions while kiting. Between its inhuman growls and laughter, Fleshpound can be heard hissing "Flesh... Pound!", "I'm going to fix you!", "Ha-ha ha-ha, puny!" between its teeth. It also seems to have a robotic personality, due to saying "Level of aggression: 11!" and "Merging process: complete." on occasion. Fleshpound can bleed out for up to seven seconds when softly decapitated by a weak weapon, which is the longest a specimen can endure for. When headless, he can still enrage based on damage taken but will lose its time based checks. [[File:FleshpoundKFMod.png|thumb|right| The Fleshpound as he appeared in the KillingFloor Mod.]] <!-- === Historic data === {{KF-mod notice|s|specimen}} -->== Background == The story behind the Fleshpound is that they were developed by Horzine, to make super-soldiers. Fleshpounds were routinely injected with muscle growth stimulants and adrenaline cocktails to help build a titanic body, however it had the side effect of making them incredibly violent and quick to anger. After a few accidents, each Fleshpound was harnessed with a device to monitor their adrenaline levels, as well as to inject them with depressants and other chemicals in order to keep them calm. However, the device also served as a life preserver, as it would flood the Fleshpound's system with adrenaline and stimulants whenever it was in pain. They were considered a failure, and the entire population of them was consigned to the lowest levels of Horzine's laboratory. When it came time to destroy them, the drugs used instead triggered their devices into action, allowing them to break free from their bonds and kill the laboratory's staff. 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. Their name stems from the few words that they knew.
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