Ok, I wanted to give this thread a little time to shake out. So here comes the big reply.
But, every other perk simply outpowers firebug in almost every aspect so I dont know how can you put it in the top 3.
Because with the right player, the flamer is a force multiplier for the entire team.
Like lets take this argument you had about firebug being able to run through thick groups of enemies by just hosing everything down on his path.
Not really. Your examples are fine for a group of 4 or 6. When I meant thick group, I meant 30+. And don't forget that except for medic and melee, on suicidal those mobs are going to chase the player down from behind.
The firebug can run full speed down a hallway and simply level everything in front of him. A group or 6 crawlers catch him from behind? A quick spin and everything is dead and he never stop running the entire time.
Put a group of 60+ mobs, or more, close to a player and see which perk walks out. Put them on different levels (a box or random junk on the deck that makes the mobs jump over) and those headshots aren't a given. Doesn't matter to the firebug. And the firebug can spend the last 10 or so ammo to carve out a little space and the can reload and then put out another 10 seconds of unmatched damage.
Yes, firebug is a support perk that relies on other teammates, but when you think about it, almost EVERY perk can take out almost any specimen with one or few hits with their strongest weapon. So, whats left to assist?
Because the firebug turns killing every mob from "one or a few hits" to "one hit anywhere if the mob is still alive."
You know, that "damage multiplier" is actually just softening up large groups of zeds while they can still move freely.
Pretty much.
The only real advantage the firebug has over the demo (if both play correctly which means nothing comes too close to them) is the "on fire" behavior that makes scrakes cancel their charge but until that kicks in, the specs need to be on fire for quite a while.
I disagree.
The flamer can fire at any mob no matter how close.
The fired grenades have a limited damage range.
The firebug can drop grenades at his feet.
Firebug doesn't die if someone cuts in front of him when he fires or throws a grenade.
Firebug doesn't die if a mob jumps in front of him just outside the range of the grenade arming.
The firebug doesn't need to aim perfectly for damage like the demo, but the flame continues when the mobs drop and that is the important thing. Demo fires a grenade that hits a clot with 1 hp that grenade detonates.
Flamer still does DoT while grenade doesn't. People who don't like flamer keep saying that DoT is minimal but I disagree. DoT is significant in my opinion. And if the firebug has 6+ mobs on fire at the same time, that is significant damage.
Firebug can walk the fire to distant targets.
Any tiny separation between mobs means that fire can get past him and hit mobs behind. And those mobs can be 30 feet or more back.
The demo can do the "damage multiplier" thing too on gorefast+ specimens by shooting one grenade at them, instantly killing everything lesser around them while also stunning them.
The grenade does stun, but only does initial damage and the demo also produces smoke. Well deserved smoke in my opinion. If that smoke obscures anyone's vision, then it hurts that player's output. If that grenade doesn't kill that mob immediately, it is still a threat.
The firebug should be setting everything on fire he can. So he can be doing direct damage in one are while still be doing DoT everywhere else.
Yes it may take 2-3 seconds for 1 clot... however it also takes 2-3 seconds for a firebug to ingite and kill groups of 4+ clots in the same fraction of time, whereas a commando or sharp has to shoot each one individaully. I sure you can see that this takes longer overall.
Exactly. I'd say that group of 4 can be killed even faster and the best part is the firebug doesn't even really have to aim. The firebug can see those out of the corner of the screen, swing around, fire a quick limited burst and then go back to the main attack.
That is the firebugs role, DoT and crowd control.
I personally have always hated when people rag on the firebug when they don't understand how to play them. I think I would happily say you raise some valid points regarding the firebug as you would play it. However when played as how myself, Nutter, and other true Firebugs play the class these issues are negligable at best. That is the point of this guide, to show people how the firebug should be played.
That's what I was thinking.
True the Firebug can't take on a Scrake or a Fleshpound singlehanded, and thats the way the game should be. If people can't see that they need to go back to their level 6 M14 Sharpshooter normal games, cause thats pretty much what they are trying to turn the game into.
I agree with you completely. Having a perk that completely dominates every mob/wave/game is boring.
That's why I love playing the game with people I trust. When I play on hard, I usually do a "perk round robin." I switch perks each wave to keep things interesting. When I play on suicidal, I almost always play sharpie until I learn I can trust the team and that I won't always be the last one standing trying to save the wave. When I can trust the team, I love playing other perks, especially firebug.