Now I know that Fleshpounds receive less DoT damage, but scrakes take normal damage right? Since we were kiting and I was the last person to light the zeds on fire while running I thought it would be a good idea to burn scrakes...
Still Scrakes have fairly high maximum hitpoints at Hell on Earth and they rage as they lost 25-30% of their maximum hp. From a general stand point 6-player Hell on Earth Scrake has 6.1k hp and starts running when he lost 1.5k+. And I don't think as a Firebad you can deal the rest of the required damage before it rips the skin out of someone's face.
Litting Scrake on fire abit is fine. Scrake flails for a little while and it turns normal later but hosing it down and unleashing its rage is not. When it's enraged, attacked a player has to stand still and take the mow down damage which is slower, instead of stepping back and taking another 70 damage chainsaw hook for getting away from him. Enraging a Scrake let alone engaging it from up close when not needed is not an appropriate action in a kite scenery.
I tried to get resources on this, but no tutorial, wiki or other source seems to give clear answers...
http://forums.tripwireinteractive.com/showthread.php?t=45945
http://forums.tripwireinteractive.com/showthread.php?t=49922
You better check those thread and read attached pdf for further questions about mechanics.
So basically my questions are:
- What exactly defines beeing "crisped up"? And what is the mechanic behind zeds taking more damage when crisped?
As I read from that pdf, only your afterburn damage and the other player's damage stacks, it's not talking about a straight damage increase on crisped targets. Crisping the specimen (besides Fleshpound and Patriarch who are immune to these effects) will make their reaction times worse and move 20% slower. After taking full afterburn damage, turning to charcoal and their flailing is done, you can consider that target as crisped.
I didn't read any clear sources about Fleshpound's damage check either. But from personal experience, I do believe if you manage to crisp the Fleshpound, dodge its swing once and keep it under fire longer than 10 seconds it will cancel its damage threshold check as long as its on fire. Once it stops burning, damage check will be intact again I think; so, you have to go through another burning sequence for it to cancel damage check again right away. Correct me if I'm wrong here please. I think fire damage must be bigger than some value but I'm not sure.
Also litting the Fleshpound on fire is not really beneficial because of its innate damage resistance of 50%. That resistance will turn your afterburn damage to minuscule bug bites.
Although, in a team of zerks, litting the Fleshpound can hurt the teamwork as attacking the lit FP right away (before crisping fully) with an onperk heavy melee (a headchop) might enrage it right away. Inform zerks about dodging its swing first before attacking the lit FP right away.
- Do Scrakes/Fleshpounds rage from DoT-Damage? Or can I light them, run, light them, run, ... And they won't be mad at me?
Even if you can cancel Fleshpound's damage check, he'll still enrage and charge at you if it cannot engage in close combat longer than 10-15~ seconds. Cutting line of sight will reset that timer, so as you burn him run far, far away.
I guess you can slow rage Scrakes to death with a simple MAC10 by letting them take full afterburn but that require practice.
Also: Do you have any tactics to share on a kiting firebug?
Thanks in advance for those who might know and care to share!
1. As a kiting Firebug throw Flamethrower away. Flamer is only cool when you're willing to shield the team from the Husks and Sirens in a hole up spot by going forward. Killing too much from behind with Flamer only cause you to get stronger front spawns later, additionally its recoil will not let you go easy. Grab Trench instead, no recoil, fast reload and higher damage spike.
2. Prioritize targets; your class is made for killing Sirens (#1 priority) and take the attention of Husks. In no way you meant to lit big fierces on fire unless they're weakened or enrage at a VERY close range.
For picking ranged threats like Siren and Husks I suggest carrying a MAC10 as well. Keep it at single fire when trying to tackle Husk/Siren behind a big target (let it be a meatshielding Bloat or Scrake, Fleshpound). If they're around the trash specimen use the Trench for opening the way.
3. Keep your incendiary grenades to enraged big targets or stucked situations for traffic/pest control. Throwing your grenades to the behind horde only cause you to get stronger front spawn as objected by many.
Carry a single Flare Revolver (or a dual to deal with Scrakes when it's a due) to set the incendiary grenades on the ground earlier by shooting at them. Because of bad accuracy of flares you might need to get down on iron sights for that.
Remember; Sirens exterminate your incendiary grenades and nullifies flare projectiles. Kill them first before trying to lit Scrake or Fleshpound on fire and enrage them.
4. As a fun and risky loadout, you might try carrying a katana. Melee weapons are never a bad choice, just try to take attention of many Husks as you can, it could be fun if you can keep the front spawn in control ofc.