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Help:Fleshpound extermination tactics
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==Commando== [[Commando]]s are at a distinct disadvantage against Fleshpounds, as their weapons have plenty of weak ammunition, which is made even weaker by the Fleshpound's damage resistance. In short, they're only truly good for raging the Fleshpound, and should only chip in with the SCAR or FAL when the team opts to focus fire on one - otherwise, the Commando should save his weaponry to mop up the horde behind the Fleshpound so that they won't swarm the rest of the team later on. In solo play, tackling Fleshpounds is a long and arduous kiting process, which requires cover in order to break line of sight. In wide open areas, a solo Commando will likely have a great deal of difficulty with one Fleshpound, and should expect to be hit at least once if they don't see the specimen in time to unload multiple SCAR, FAL, or AK mags into them. On higher difficulties, it may simply be nearly impossible to win in a solo engagement due to the Fleshpound's inherent resistance. The Commando can compensate for this by taking the [[M32]] or [[Pipe bomb]] as an off-perk weapon for Fleshpound removal, but it can only do so much. Although it is extremely difficult to solo high difficulty fleshpound with 5 or 6 players on the map, there is one very easy way. Pipebomb will hit the fleshpound even harder if it is detonated by Flare Revolver, taking away more than 5000 hitpoints if timed correctly. After that you will only have to unload your SCAR/FAL to finish it. Commando can actually kill 6 man HoE Fleshpound with perked weapons and grenades, but takes immense training to pull out consistantly. Easiest way is using FAL, the recipe for takedown follows : -Short burst -Grenade -short burst -4 x grenade.
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