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==Demolitions== Unlike the Scrake, the [[Demolition]]s class excels in Fleshpound removal due to the specimen's weakness to explosives. A single grenade/rocket from any of the perk's weapons (barring the bullets from the M4203) does enough damage to make the Fleshpound go into his enrage animation and a smart demolitions player should try to take advantage of this as much as possible; either by waiting until the Fleshpound is directly on top of a [[Pipe bomb]] before raging it or by stacking 1 to 3 hand grenades at the fleshpound's feet before setting everything off with his M79 / M32 / M4 203 / LAW. Players should note that explosives fired from the above four weapons does approximately twice the usual amount of damage on a direct hit to the upper torso area of the fleshpound and the tactics below are written with this in mind. Despite dealing increased damage to the Fleshpound, the [[M79]] and [[M4 203]] should not be used as a primary weapon for Fleshpound removal. Due to their slow reload rate, the Fleshpound will have finished its raging animation and be charging by the time the weapon is ready for its second shot. If forced to use these two weapons against fleshpounds, the demolitions player should try to combine it with pipe bombs or hand grenades to maximize the damage dealt in the first attack while backpedaling during his reload animation to buy time for a second shot. While the [[L.A.W]] does very high damage per shot, it is still considered a risky weapon to use for Fleshpound removal as it suffers from the same slow reload rate as the 2 grenade launchers. The demolitions player will usually only have time for two rockets and the fleshpound will always be charging when taking the second shot. To complicate matters, rockets are easily negate by a siren's scream and the large blast radius of the LAW means the demolitions player have a serious chance of heavily injuring himself while the fleshpound is charging at him during his second shot. In order to manage the risk of using this weapon, the demolitions player should combine it with pipe bombs or hand grenades like the example given above. If done correctly, a level 6 demolitions should be able to kill a 6-man HoE fleshpound with his 1st barrage, saving his 2nd rocket as a backup in case anything goes wrong. If equipped with the [[M32]], a demolitions player can easily get rid of Fleshpounds. The first shot from the M32 will rage the fleshpound and the demolitions player can continue to empty the rest of his M32 cylinder into the fleshpound while it is stationary and raging; taking between 2 to 7 direct, upper torso grenade hits to kill a 6-man fleshpound depending on perk level and difficulty. (The 7th, final grenade being shot from the M79 or M203 if the demolitions has one equipped.) To make things even easier, the demolitions player can throw up to 3 hand grenades at the fleshpound before making his first M32 shot to reduce the number of hits needed. Unless low on ammunition, the demolitions player should never try to throw additional hand grenades during the fleshpound's rage animation as firing from his M32 will deal more damage within the same amount of time, is cheaper, and has a lower chance of being negated by a siren.
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