More Firebug Weapons

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CageAquarium

FNG / Fresh Meat
Aug 5, 2009
12
0
0
Right. I suggest a flare gun, but not as a weapon. You could have it do piddly damage, but it's primary purpose would be to illuminate dark areas for the other players.

Alternately, a supply of flares to the same effect. You drop one, it burns for a few minutes, people can see what they're shooting at for a bit.

It's fire based, it's useful, it gives the class a bit of teamplay potential.

I disagree here. I think making a flaregun deal a huge amount of damage wouldn't be out of the question. Just give it a realistic arc, a horrendous reload speed, and a limited ammunition capacity for extra rounds. It would be a nice compliment to the flamer since it would probably fill a pistol slot.

The teamplay idea is still good but there are no maps that really utilize darkness with the exception of West London basement/prison area. I have never had much trouble seeing specimens anywhere else.
 

grex4d

FNG / Fresh Meat
May 19, 2009
19
0
0
35
copy and paste unreal 2 flamethrower, primary fire is the same, alt fire sprays out unlit liquid to light up at your leisure, combining the ideas you already have for making puddles with a gas can :p
 

Ulmassir

FNG / Fresh Meat
Aug 7, 2009
2
0
0
The firebug is by no means underpowered. Killing Floor is by nature a co-operative game, and firebug happens to be a class that requires you to fill a specific niche. To say that you are pigeonholed isn't inaccurate, but it's also beside the point. You are pigeonholed into being an awesome destructive elemental force. Really, if they added any firebug weapons people would start complaining that the class is overpowered.

The only addition that I could really get behind is the idea of an alt-fire that shoots out the liquid fuel without igniting it. It's pretty realistic, it's not as if you can't simply turn off the light. Killing Floor usually describes the ammo for the Flamethrower as 'Napalm'. This is usually just a gelatinized form of gasoline. It would make a perfect trap, and make a little more sense than lugging around a gas can or molotovs or many of the other suggestions put forth here.

The problem would be deciding how much damage it would do based on how much gelatinized gasoline you've sprayed. Perhaps it wouldn't do much more damage, but you could light up an entire hallway or something like that. Imagine running through the narrow corridors of Biotics Lab while everything behind you bursts into flames!
 

Krieg Jaeger

FNG / Fresh Meat
Jun 21, 2009
298
34
0
Play a firebug on hard/suicidal. Its damage is very very very weak.

In general the firebug is a class that could benefit from something to make things a bit more exciting. There is no tactical planning, decision making skills, or combat skills associated with pointing in a direction and spewing flames at shambling zeds.

I should know, I have a level 5 bug. And while I love em, it's pretty boring and not very challenging firing little puffs here and there to light up various specimens with all the excitement of a gardener spraying some weeds as he moves along. Just puff...puff...puff...oh hey, one's comin at me. Fwooosh. Puff...puff...puff.
We don't need some ubar weapon added to the perk. Just a little something simple to liven things up.....

How about a fire extinguisher? Primary bashes while secondary sprays. You can put yourself or your teammates out, or slow zeds. Uses a charge, based ammo system.

heck if I know. Anything would be a nice addition to it.
 

Krieg Jaeger

FNG / Fresh Meat
Jun 21, 2009
298
34
0
A laserweapon that sets specimen on fire!

Something about this guy and lazers.....

MiniMeHumpingLaserAv.gif
<------ Crusher
 

Forcen

FNG / Fresh Meat
Aug 5, 2009
5
0
0
russia
27 mm Pistol Signal 42
what do you think about it? this weapon like pistol from game "blood" .The shot sets fire to enemies.
 

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Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
Exactly what SgtStress said...the Flamethrower is terrible on Hard/Suicidal. On Hard, I can't even take down Gorefasts with constant streams before they can hit me and my teammates, while any other class can drop them in an instant. There's no real tactics or anything you can use either. Just mindlessly shoot flame and hope you kill something before it's flaming butt catches you.

And, ironically, despite me hating the idea of lasers being in Killing Floor for the most part, I think that a laser would be a very interesting one for the Firebug. Especially if it was one that had to be on a Specimen for a few seconds before causing them to burst into flame. Or one that did extreme damage to burning specimens. Something to spice up Firebug tactics...
 

IS-234

FNG / Fresh Meat
Feb 23, 2009
234
0
0
Lasers are a little to out there for me how about superheated plasma?
 

Krieg Jaeger

FNG / Fresh Meat
Jun 21, 2009
298
34
0
Well we already have XTREME ARMOR OF AWESOMENESS!!!11! from Horzine so why not?

Lazers are actually already in production as anti-missile systems (though more than capable of causing someone wandering around to spontaneously combust for little or so reason, with a plane innocently flying a few miles up)
so they really aren't that far fetched at all. All you would have to do is miniaturize the technology and have a good enough power source.

Heck, the military tech we do know of, is always 60 years behind the tech we don't know of.
 

Cr@zY-$HeeP

FNG / Fresh Meat
Mar 21, 2009
197
15
0
New York
www.darkrepublicstudios.com
I'll copy-pasta myself from a different thread, mainly due to relevance on this thread...

Cr@zY-$HeeP said:
I would say whatever comes next will ultimately have to favor the Firebug perk...

Why? Because every other perk gets to utilize multiple weapons (especially once the new Heavy Metal pack is released):

Support = Shotgun, Hunting Shotgun
Berserker = Knife, Machete, Katana, Chainsaw, Axe
Commando = Bullpup, AK
Sharpshooter = Lever action rifle, Handcannon, 9mm, XBow
Medic = Not a weapon-oriented perk, so they use whatever they want
Firebug = Flamethrower

Sure you can argue that the Fire Nades are a separate weapon allotted to the Firebug... But honestly, it's not a secondary weapon, as all classes are allotted a certain amount of grenades anyway...

Currently, the Firebug class thrives on Area-of-Effect combat. Basically, spray a huge mess of flames at the specimen and scorch everything to the ground. The more fire, the better.

Consequently, I would like to see something more specialized added as a secondary option to the standard Firebug gameplay. All the other classes are given this option except for the Firebug.

For example, if you're Commando, you can choose to carry either the Bullpup (high ROF), versus the AK (high DPS). If you're Sharpshooter, you can choose between the XBow (high-damage, single shot) or Lever Action (medium-damage, multi shot) or Handcannons/9mm's (high ROF). There's multiple ways to play all the classes, except for the Firebug.

Perhaps to contrast the typical AOE combat of the Firebug, devs should implement some type of accurate, direct combat weapon that ignites specimen. In the same vein of a "laser weapon", you could have it so on contact, the specimen are ignited (kind of like an accuracy-intensive Firebug weapon).

This would give the Firebug the option to choose between AOE and direct damage styles of gameplay.
 

Cr@zY-$HeeP

FNG / Fresh Meat
Mar 21, 2009
197
15
0
New York
www.darkrepublicstudios.com
So something like....

A lazer?

Well, not necessarily. I was simply speaking in the same vein as the few posts before me.

Even if it's not the addition of some completely new weapon, I still feel there needs to be more options for the Firebug.

It could be as simple as the devs implementing something like "incendiary bolts" for the Crossbow, exclusive to the Firebug class (much like the Fire Nades are exclusive). Something as slight as that could have massive benefits in the variety of playing the Firebug class.

My only issue is seeing Firebugs so limited in their load-out options.
 

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
I'll copy-pasta myself from a different thread, mainly due to relevance on this thread...



Currently, the Firebug class thrives on Area-of-Effect combat. Basically, spray a huge mess of flames at the specimen and scorch everything to the ground. The more fire, the better.

Consequently, I would like to see something more specialized added as a secondary option to the standard Firebug gameplay. All the other classes are given this option except for the Firebug.

For example, if you're Commando, you can choose to carry either the Bullpup (high ROF), versus the AK (high DPS). If you're Sharpshooter, you can choose between the XBow (high-damage, single shot) or Lever Action (medium-damage, multi shot) or Handcannons/9mm's (high ROF). There's multiple ways to play all the classes, except for the Firebug.

Perhaps to contrast the typical AOE combat of the Firebug, devs should implement some type of accurate, direct combat weapon that ignites specimen. In the same vein of a "laser weapon", you could have it so on contact, the specimen are ignited (kind of like an accuracy-intensive Firebug weapon).

This would give the Firebug the option to choose between AOE and direct damage styles of gameplay.

That's exactly my reason for starting the topic. The Firebug is cripplingly limited to the 'Area Effect' stuff right now. Against beefy enemies (On Hard, even Gorefasts qualify under this!), the 'Area Effect' stuff doesn't cut it. They close in on you, right through the area-damage and beat the tar out of you. The Firebug needs options to resort to in these situations!

A Flare Gun/Laser/Whatever that hits single or closely-grouped targets for big damage would be ideal. Even if it's not instant kill, the damage needs to be high. I'd like to see something that, if it hits and ignites an enemy even as big as a Skrake, you can think "Yeah, he's still coming, but he'll be dead in 5 seconds!" Big damage.

Or something that turns them into a close range (But not point blank!) powerhouse, like, as someone said, a Flamethrower with tiny range (And ineffective within 5 feet...gotta get distance!), but great damage to enemies in it's "Sweet spot".

We've just gotta have options. Yeah, we have the Fire Nades, but for the most part, they're just an extension of what the Flamethrower already has: Area-Effect damage...

Also, FOR THE LOVE OF GOD, TRIPWIRE, FIX THAT NASTY FLAMETHROWER RECOIL! It's really excessive. On Hard/Suicidal, where you can't kill enemies without constant spraying for a few seconds, those few seconds of spraying can and will cause the Flamethrower to practically leap from your hands. That may have been intended, I realize, but it makes it incredibly frustrating to play at above Normal. This needs fixing! If nothing else, do like most other classes and reduce the recoil based on Firebug levels! Even a 50% recoil reduction at Level 5 would be amazing (75% would be ideal!)
 

Steg

FNG / Fresh Meat
Aug 10, 2009
133
33
0
I didn't see anyone mention this, so forgive if it's been discussed.

How about letting the Firebug use the existing welder as a weapon? It's already in the game and set up, just give it some damage (like a mini-chainsaw) and set things on fire.
 

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
I didn't see anyone mention this, so forgive if it's been discussed.

How about letting the Firebug use the existing welder as a weapon? It's already in the game and set up, just give it some damage (like a mini-chainsaw) and set things on fire.

Wouldn't that just turn him into a berserker with flaming melee, though? He needs his own niche, not one that goes right into another class'. That's why I'd suggested something that does damage JUST outside of melee. Keeps the limited range, but makes it so you can't "melee" things. It'd also require a fair amount of skill to keep an enemy in the 'Sweet spot' to incinerate them instead of letting them get too close or too far and take almost no damage.
 

Sammers

FNG / Fresh Meat
Jul 2, 2009
1,646
547
0
Scotland
Here's a weird idea I dreamt up.....
Every weapon could possibly get incendiary ammo for Firebug?
We should consider the fact that all guns other than the Flamethrower will be super weak, so adding a small incendiary bonus to them all shouldn't be too OP I'd imagine. Let's not forget that after picking up the flamethrower, there's not much extra weapons a Firebug can use, so If you want to use any superly overpowered incendiary weapons(Hunting Shotty anyone?) with a flame bonus, you'd have to not be holding the Firebug's best weapon anyway. All the other classes either have their bonus' applied to lots of, if not all of the games weapons anyway(Sharpshooter's headshot damage or Commando's reload speed), so why not the Firebug too?