Given the two provided choices, I'd have to give my vote to the flamethrower. While it certainly has some limitations, it is the equivalent of a squad-level tactical nuke on anything below Scrake on the specimen foodchain. Anytime the team is about to be engulfed, it is the Firebug who is able to say, "
Exit this way, please" by using the flamethrower. The trenchgun isn't going to make that happen. At least, not nearly as quickly, efficiently and painlessly. Other than the crossbow, I think it is the most-powerful weapon a player can spawn with.
The flamethrower is an absolute godsend on mission maps, where you can have insane swarms of predominately trash-class specimens. I don't see how a team can progress successfully without one. I'm sure it is done, but it seems like an unnecessary handicap not to have one on-hand.
The trenchgun is definitely a fine weapon, and, IMO, is probably a better choice for the team that is constantly on the move, where the time-of-flight of the "projectile" can be an issue. For example, the 200 meter stroll across KF-Farm, where you can have threats from pretty much any clock position, is probably a better stage for the trenchgun. While I don't think this weapon contributes too much to blinding teammates, occasionally the impact of the shot is a bit blinding to the shooter. I admit to having a few misses on crawlers in dark areas and not realizing it until they're feasting on my legs. Still, this is a nasty weapon, and has undoubtedly attracted some players to give the Firebug perk a serious second look. I'm glad to see it in the inventory.
While not a choice in the poll, there isn't any question the flare pistols, (for those of you who have purchased the DLC), hit VERY hard, and can do a tremendous amount of damage for just the cost of a few blocks of carrying capacity. The time-of-flight of the flare can be a downside, as well as it being entirely negated by a Siren's scream. Still well worth carrying if you're able.
I believe the "sleeper" of the Firebug's quintet of weapons is the MAC-10. At Level 6, you can have up to 480 incendiary rounds. 480 individual opportunities, (because this weapon is magnificent on semi-auto), to erase trash at extreme range, or to "highlight" and slow a middle-tier threat so that your teammates can either engage or take advantage of the target's delayed advance. And, with a click of the mouse, you can add a respectable amount of spike damage to a squad's effort to crush a marauding Scrake or Fleshpound by doing a mag-dump into it's dome.
While this doesn't remotely make the 'Bug a Scrake/Fleshpound killer, it is better than adding to the chaos and confusion by hosing down a turbo-charged FP with the flamethrower who is gyrating about in the middle of your camp. That choice is probably worse than a waste of time; you'd be more useful just syringing your squad. When playing 'Bug, I'm never without the MAC.
Somehow, I still haven't managed the time to get cozy with the Husk gun. Perhaps I've missed it, but I've been waiting for a "
Everything You Need to Know About The Husk Fireball Launcher And Nothing You Don't" treatise, written by an accomplished Firebug, who, unlike myself, actually has a clue to playing that particular perk, and effectively using that particular weapon. I'm thinking there is probably some secret, special-sauce voodoo involved with that shooter.
*****
That's why you play with friends. On servers that you or the friends own. :]
I'm not going to avoid my favorite perk just because some someone else in the server is playing on a toaster.
I don't
think I'm a hardware-Nazi, but I must "+1" this, in any case.