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.
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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