Some Firebug feedback/thoughts/questions

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masteriamamind

Active member
Oct 12, 2010
497
113
43
Evil Lair
Starting ammo is a useless passive. I would take range per 5 levels or increase on burn time as that would make more sense for the class. All i need is a Mac 10 and i'll have my old Firebug back!:D
 

ellesee

FNG / Fresh Meat
Jul 21, 2013
40
0
0
Starting ammo perk bonus with the full ammo skill is pretty redundant. Would like to see an additional 5% maximum ammo every 5 levels instead.
 

Rainydaykid

FNG / Fresh Meat
Jan 25, 2010
1,010
203
0
TN
Might be a glitch, but when I pick the lvl 5 ammo skill, I spawn with full caulk gun ammo(300 total) and every perk weapon at trader comes with full ammo.

I thought that just the trader thing was what it was supposed to do.
 
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Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
This is what I thought, possibly a bug as a level 25 firebug is supposed to get 75 extra units of caulk ammo as a passive bonus(useless!) where it actually gives you max ammo.

Also Engineer I agree that flame projectiles are weird, sure the nature of flame makes it hard to see what you're hitting but they should be changed to help the user out a bit.

At the very least, if none of that changes then stream weapons shouldn't really require headshots to get the most damage out of them. I must say I also really dislike having to tap-fire to get the most damage out of them.
 

Petch

FNG / Fresh Meat
Feb 2, 2015
38
0
0
Increased the pellet penetration and ability for Dragon's Breath Shotgun rounds to panic ZEDs

Well, that's welcomed I guess. Still a lot of changes I'd like to see.

Something I forgot to mention in my OP is that 25 ammo from a box for the flamethrower/mw gun is really sad.
 

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
It is. I usually feel like letting someone else pick it up as it makes no difference. Molotovs are still useful however.
 

Petch

FNG / Fresh Meat
Feb 2, 2015
38
0
0
Kind of disappointed the game went live as it was... It felt like it needed a lot of balancing in various places, not just for FB.
 

Vahnkiljoy

FNG / Fresh Meat
Apr 14, 2010
128
6
0
I've got to say, I don't like how the flames look in this, it's impossible to gauge the distance of the flames with EITHER of the weapons, the loss of the liquid fire from the first one to this gaseous one seems like such a damn downgrade imo.

I just don't see the point in the FT period when you look at the MW gun, it can kill ANYTHING quickly including FPs which I was amazed at.(normal and hard).

I wish they would redo the flames though.
 

CrashFu

FNG / Fresh Meat
May 11, 2014
1,143
0
0
Ohio
The microwave gun IS awfully powerful when it comes to direct damage (and I love that I can throw down a molotov, let zeds walk through it, and then MW-blast them back into the fire patch. lol) but the flamethrower is just efficient. For just a little fuel you can cover a large number of enemies in delicious burning death... and, y'know, actually set them on fire.

So I like both. I also tend to run out of ammo for either far too soon...

Of course, not much you can do when your entire team has left you to die with a Scrake hot on your heels, except empty an entire canister of fuel on it in desperation. Somehow dying first doesn't feel that shameful when you've started a wave with 0 dosh, and died holding more than twice what the wave survivors ended the wave with. Cowardly good-for-nothings. :rolleyes:
 

Vahnkiljoy

FNG / Fresh Meat
Apr 14, 2010
128
6
0
I think they need to lower the price of the FT, or give the firebug a class specific discount for it because really, 300 dosh difference between the FT and the MW is just....wat.

850 or 900 sounds fine imo.