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In gameplay with crovel against FP, the fact you stay close to him would in reality, make the FP hit before rage, so doing this close is a big mistake, also bash usually cancel a incoming FP, not always, mean if you base your gameplay by doing those takedown, you need to be 1vs1, next you need to have luck so the FP don't hit you when you are too close, then the bash actually work, AND the team doesn't trouble you. so its 100% random
Those takedown are basicly the dream and perfect thing you would never have in 10wave OR online
Just to say to anyone, the guide is not bad, even full i guess, but i stop at takedown after seen the mistakes made, and to be honest, almost all Berserker weapon kill SC in 3 headshot and FP in 5-6-7
PS : Someone send me this, so i can argue if its was a good guide or not, so as i say, outdated, and i spot lots of mistakes.
Knowing this, there's not much you can really do to change the aggro on a raged Fleshpound aggroed on someone behind you aside from try to stand in their way as much as you can and deal some damage to them. Eventually the Fleshpound will aggro on to you once they've been blocked for long enough.
You can find more info here:
https://wiki.killingfloor2.com/index.php?title=Mechanics_(Killing_Floor_2)#ZEDs_-_Aggro
The way you use the Piranha Pistols is aim at the head and fire until their head is gone. If you've ever used any other gun before, it shouldn't be too different.
Ground fire works only on a few weapons.
How to use those flareguns at all?
I want long range alternatives to this hrg incendiary cause I don't like hrgs