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Tactics Firebug: The unbelievably powerful perk no one uses

nutterbutter

Grizzled Veteran
Feb 8, 2010
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Firebug is an unbelievably powerful perk if played correctly. I rank it third most powerful perk in a group. http://forums.tripwireinteractive.com/showpost.php?p=584341&postcount=36

General playing tips and strategies here http://forums.tripwireinteractive.com/showthread.php?t=42173

I'm only considering firebug at lvl 6.

Ok, first the bad aspects about the firebug. He can't solo because he can't handle the FP. He can't carry a big secondary weapon, although he can carry dual hand cannons or an m79.

Now for the good aspects and there are plenty of good aspects.

Firing

The firebug has 3 distinct firing techniques.

The first is the most used technique; "The tap" This is done with a very quick tap and it fires 1 or 2 counts of ammo. Wait a half a second and then fire again if needed. This is very important. If you learn to only fire 1 or 2 ammo per shot, half a beat delay, then do it again, then you will be able to fire an almost continuous flame of death for the entire map. You will not be blinding anyone and everyone will still be able to see through the fire.

The second technique is the "Controlled burst." This is used then you HAVE to kill a specific or small group of specimens. This technique is a little tricky, but once mastered, you can really get yourself and others out of a jam with little fuel waste. Before shooting, positively identify your target. Also, take a mental note of your target's health. Say your target is a gorefast at full health. For the sake of argument, say it takes 3 seconds of full burn to kill him. That is 3 seconds of direct fire and not counting on Damage over Time (DoT). The seasoned flamer will fire 3 seconds of direct flame on the gorefast and then stop and move to the next target. The gorefast will not be dead when you stop firing but he will be dead when the last of the flame goes by him. If someone doesn't "keep count" in their head while doing this, they will inevitably fire a second or longer after the gorefast has died. That is a lot of fuel. Do that a dozen times or so during a wave and that firebug will run out of ammo before the end of the wave.

The third technique if the "Hose Down." This is when everyone else is occupied and you have to hold an area or hallway and lots of specimens are closing. Quickly reload if you can.Hold down the fire button and simply hose the area down. This is important. Remember to sweep the flamer from side to side and to elevate the flamer higher and lower. You want to cover as much area as possible. You don't want to be flaming toasty carcasses. So continually move that flamer up, down, left, and right. Fire half the canister then take a quick peek to see if you have to use the rest of the canister.

The flamer also has the ability to shoot through players as well. So the flames go where you want them to no matter who cuts in front of you.


The Damage Multiplier

The Firebug, when played properly is a damage multiplier for the entire team. The Firebug shouldn't be looking for kills. The Firebug should be looking to set every specimen, except for scrake, FP, and husk on fire. By doing this, the firebug is accomplishing two goals. The first is unintentionally dropping clots and crawlers. The second goal is reducing every mob's hit points so a single shot from any class will drop that mob. Sure, everyone should be going for head shots, but often people can't or they don't hit the head. So the properly played firebug turns body shots into single shot kills. The firebug increases the damage of every other player. That is his primary purpose.

Another huge benefit is the Firebug will drop the small trash as well. So all of the other players are shooting at weakened medium and large mobs without having to deal with the smaller mobs. Less dense crowds makes easier targets and easier prioritization.


Grenades

Firebugs have the absolute best grenades. That have incendiary grenades. Incendiary grenades burn for several seconds and they can not kill the firebug. Every other perk has to worry about a grenade bouncing back or an explosion setting off a closer grenade. Not the firebug. He can drop all of his grenades at his own feet and take no damage while still damaging specimens.


The OH SH*T Moment

The firebug can do something no other perk can do. The firebug can lay down a SOLID TEN SECOND FLAME OF DEATH. The Firebug can run through a completely packed hallway and burn everything in his path, save FP and husk. The Firebug can put out a swath of destruction no other player can match without reloading. The Firebug can be trapped in a corner and can burn himself out or destroy every specimen that is close.

Do a quick reload and then the player has another SOLID TEN SECONDS OF DEATH.


Spawning

The firebug also spawns with armor which is always a benefit.


The Midset

This is the important point. The effective Firebug thinks like a Medic. He isn't there for kills. He is there to benefit every other player and that works out perfectly. Firebug doesn't make a ton of cash, but he doesn't need a ton of cash. Firebug also gets exp from fire damage so he doesn't need the kills either.

Now a good flamer can dominate a game. But a great flamer makes the game easier for every other player.

The Firebug is a challenging perk to play that isn't the standard point and shoot perk. It is a ton of fun. The Firebug can affect the wave more than any other perk. So give some love to the Firebug and see what you can burn.
 
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I'm glad to see someone else who isn't talking about how "lame" this perk is. As a level 5 Firebug at the moment, (500k dmg until lvl6!) I can attest to the effectiveness of the tactics you present - I only wish I'd read this thread when I was a total n0ob... it would have saved me some hassle, for sure.

Once you learn to judiciously use the your perk's weapons, *that* is when you begin to become effective.
 
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Firebugs are immune to husk fire (but not the melee). Husks take less damage from fire as well.

Bloat, on the other hand, take extra damage from fire.

All zeds, including scrake and fleshpounds, move slower once they are badly burned. Easier to kite.

All zeds, including scrake and fleshpounds, can go into a panic-waving-their-arms-over-their-head-animation while on fire. Making them easier to kite.

Patriarch is easy to hunt down and kill once set on fire - even if he is trying to run away in stealth to heal. Just follow him and keep shooting. Similar to when a high level commando use bullpup/ak/scar to "paint" the position of a patriarch in stealth.

Drawback, as you mentioned, is that firebug - just like commando - can't equip a crossbow to solo kill fleshpounds (and they both need to waste quite a lot of ammo to bring down scrakes).
 
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The Firebug should be looking to set every specimen, except for scrake, FP, and husk on fire.

Totally agree with your points, a very very good guide nutter :)

Although 1 thing I would point out that setting Scrakes on fire is fine. In fact it is more helpful than having most other classes actually shooting at it for the kill. The Scrake will generally only charge when it drops below half health. Setting one on fire (as in setting it alight, not using controlled burst) isn't going to cause it to charge, however not only does it soften up the Scrake for other classes to gank it, the crisp up effect willl slow the Scrake down and interupt him if he does charge. This means that in the absense of a Sharpshooter, a Support Specialist or even a Commando can unload on the Scrake and if they don't drop him in time, the crisp will disorientate the Scrake and buy vital seconds to finish the job.

Note: this does not work on Fleshpounds. They do crisp up and the same effect happens, but the Fleshpound will rage long before the crisp effect can take effect.

Very solid work dude, I just thought I'd add to your guide with a frequently overlooked firebug trick :)
 
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I don't like firebugs because fire is so processor intensive that it lags like hell if they hose the stuff I look at down.
No other thing in the whole game drops my fps that much.

If there's 1 firebug I stay away from him, if there's 2 firebugs, I'm out.
 
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That depends on your view. In terms of absolute firepower (no pun intended), it's lacking a bit, but in terms of support and whittling down everything so everyone else can kill it easier, the firebug is beautiful.

Indeed it is, unfortunately its not necessary in the slightest. Its only real bright spot is in combination with a Demo to lower the health of a mob so a single grenade will kill it, but then you've got a beautiful combination that means noone can see jack.
 
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Indeed it is, unfortunately its not necessary in the slightest. Its only real bright spot is in combination with a Demo to lower the health of a mob so a single grenade will kill it, but then you've got a beautiful combination that means noone can see jack.

Why would you ever combine a demo with a firebug? Demos fill the role of quiet support, meaning pipes in necessary areas. No nade launchers or anything. That's like giving support (read: smoke cover) to specs that are trying to kill you.
 
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Why would you ever combine a demo with a firebug? Demos fill the role of quiet support, meaning pipes in necessary areas. No nade launchers or anything. That's like giving support (read: smoke cover) to specs that are trying to kill you.

What?

Players only think that if they don't know how to exploit the firebug. Firebug can't solo and I covered that, but I put it as third post powerful in a group.

Great suggestions from others as well. Thanks for adding them.

What is there to exploit? So long as the Xbow and M14 exist there is zero need to burn Scrakes or FPs to reduce there speed. Its only real bright spot is the ability to kill Sirens when the team is under pressure. Standing in front of Husks only works if its actually aiming at you or theres no chance of you blocking it. Sure its a nice class to have around and i'm sure its doing alot more than you'd notice helping the team, but how is it gonna help more than killing the specimens yourself with other classes? Its only advantage in a 'hose down' situation is that its clip is alot bigger than everyone elses, assuming it didn't waste alot beforehand.
 
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You forgot the mother of all get-out-of-pinch attacks, throw a grenade to your feet and puff it with your flamer making it explode instantly.
Whatever surrounds you is instantly fried or set alight.

Good if you don't have 3 more seconds to wait for the grenade to explode like for example if you're surrounded by trash or if there are 3 fleshpounds behind you and you have to go through the 20 clots, stalkers and crawlers in front of you NOW.
Just throw a grenade to their feet, puff it, the way is now paved and unlike demo, you can walk right through the explosion.

That's how I solo'd candlesmoke.
Well then the game crashed because all those fire particles just were too much for my computer to handle since there are over 100 zeds on fire at the same time :p
 
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You forgot the mother of all get-out-of-pinch attacks, throw a grenade to your feet and puff it with your flamer making it explode instantly.
Whatever surrounds you is instantly fried or set alight.

Ok i'm confused. 1. Incendiary Grenades still do not kill instantly anything bar the most useless of enemies. 2. If you are surrounded you'll be dead before the enemies are.

So really how is that of any use? The only real way to survive being ganked is to have allies nearby to clear everything away (whatever class they are)
 
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Flame grenades kill clots, stalkers and crawlers pretty much instantly.
Gorefasts also go down much faster. That's 75% of what enemy groups consist.

If you're backpedaling into a group of clots, this is the best way in the whole game to break free from that (well unless you're a berserker and can't get grabbed in the first place)
 
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Flame grenades kill clots, stalkers and crawlers pretty much instantly.
Gorefasts also go down much faster. That's 75% of what enemy groups consist.

If you're backpedaling into a group of clots, this is the best way in the whole game to break free from that (well unless you're a berserker and can't get grabbed in the first place)

Is this referring to 6man Suicidal? Because i'm a tad skeptical that thats the case. Otherwise why is it even relevant?
 
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