Firebug
The Firebug is primarily a supporting class, specialising in mob control. His main task is to ignite groups of specimens early to help thin out the smaller zeds, while softening up larger targets and making them easier to deal with. To accomplish this, the Firebug utilises fire-based damage, receiving bonuses for the flamethrower, MAC-10, and Husk fireball launcher. For all of the three weapons, the Firebug is given a damage bonus of up to 60%, a discount of up to 70%, increased ammo capacity of up to 60%, and faster reload speed (with the exception of the Husk fireball launcher, which doesn't reload).
At lower levels, the flamethrower may lack range, and for stronger enemies, damage output. It can also be awkward at close range, when he is forced to either fire at point-blank and sustain self-damage, or wait through the long weapon swap animation to pull out another weapon. However, from level 3 onwards, the Firebug enjoys 50-100% more range, and incendiary grenades. At level 4, a Firebug with armour takes no damage from fire. Upon reaching level 5, a Firebug becomes immune to fire and cannot be ignited by the Husk's fireballs.
The MAC-10 can only fire incendiary bullets in the hands of the Firebug. If fired full auto, its ammo reserves are quite low, but each successful shot ignites its victim. Its recoil is very high, especially with sustained fire, so keeping a steady aim while taking on large numbers of specimens is a big challenge with the MAC-10, and is almost always inferior to using the Flamethrower. Learning to score headshots from afar and letting specimens burn out is a useful skill for rationing ammunition throughout each wave. Because of the MAC-10's high recoil and limited ammunition reserves, some Firebugs prefer to use the katana instead, as it can sometimes be more effective against burning specimens when using hit-and-run tactics. This does however require the slow-moving firebug to actively engage foes at close range and may also leave the Firebug with little fire-based ammunition if he is careless in the later waves.
The Husk fireball launcher is sometimes used as an alternative to the flamethrower, but is often overlooked due to being somewhat expensive even at level 6 (£3200 - £1200) and functioning very similarly to the flamethrower despite its price and relatively low ammo reserves. However, the Husk cannon has several advantages over the flamethrower. it requires no reloading, so Firebugs using it will never find themselves stuck reloading while being mobbed by specimens. Its power can also be "charged" by holding down the mouse button while firing, which is useful for taking down bigger targets, and it has a significantly shorter weapon switch time than the flamethrower. Although it can't spit as much fire as the flamethrower in the same amount of time, this is rarely necessary and causes much less recoil than the flamethrower. Overall, the Husk fireball launcher is what it is: an alternative, possessing advantages and disadvantages to the flamethrower.
The Firebug is very much a defensive class, and functions very well when ‘bunkered’ inside a room and using ignite and kite tactics. Although he can deal rapid damage on the move and can burn his way through most obstacles, both of his weapons recoil will frequently restrict his view and off set his aim. He will usually find locking a room down and holding a doorway is a lot easier, where specimens funnel in front of him and he can ignite them at range and safely allow them to burn out before reaching him. He can make also make good use of his incendiary grenades, even at close range since his fire damage resistance will shield him from the blast while wounding or killing all the specimens around him. Their main weaknesses however are being over eager and wasting their ammo cutting down individual enemies. The Firebug must be disciplined and use as little ammunition killing their targets as possible to avoid running out of fuel and ammunition. Reloading at the wrong time can be equally as dangerous, as moments where he can’t fire his weapons gives specimens valuable seconds at closing the gap to overrun him.
Unlike other weapons the Flamethrower cannot score a critical headshot, and while it deals steady, high damage to groups of enemies, it cannot spike a single target very well and will have difficulty taking down fast enemies with a lot of health, such as Gorefasts and Scrakes. To counter this ignited foes will "crisp up", interrupting charging specimens and slowing them down. This gives the Firebug more time to kite and allow the specimens to burn out, or hose them down if they get too close. This tactic however is ineffective against the Husk and is very poor against the Fleshpound, who will usually rage and kill the player before he can deal any substantial damage. Conversely the MAC-10 can score critical headshots and is better at picking off individual foes like Gorefasts and Husks, but presents a lot of problems when being rushed by multiple targets, and still lacks the damage to take on larger foes such as the Scrake and Fleshpound. The Husk fireball launcher lands in between, being able to hit headshots and possessing potent area of effect damage, however getting headshots is somewhat awkward due to the travel time of the projectile. When attempting to deal with the larger specimens, The Firebug can stack his fire grenades quite safely due to his grenades dealing incendiary damage and being immune to fire at levels 5 and above. Coupled with rapid or continuous fire from his flamethrower or Husk fireball launcher, he can deal significant damage to his target, and make use of the crisp effect to slow them down. Usually, this will still not be enough to kill them alone, but another good trick is to use the flamethrower or Husk fireball launcher to detonate a fire grenade just as a Scrake or Fleshpound reaches it, to ensure maximum damage. Other key points to a Firebug's survival are teamwork and careful analysis of incoming specimens to decide on the best course of action.
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[edit] Levelling tactics
Although the perk description reads, "Deal x damage with flamethrower", fire damage from the MAC-10, Husk fireball launcher, and incendiary grenades also counts. A Firebug at level 3 or higher can therefore throw incendiary grenades during the first wave to earn some extra fire damage before acquiring a more versatile weapon from the Trader.
[edit] Tactics
- With the flamethrower, use light taps when igniting foes at range, and use rapid taps to eliminate nearby foes to conserve ammunition. Damage output will still be adequate and you will use a lot less ammunition than a straight hose.
- When using the Husk fireball launcher, try to use charged shots on larger targets (like Scrakes, Fleshpounds, or the Patriarch) rather than just rapid firing uncharged fireballs. A fully charged shot from the Husk gun can instantly stun a Scrake if hit.
- When cornered you can put your incendiary grenades to use and escape to safety by crisping and leaving the horde behind. After level 3, you will be highly resistant to fire and your grenades will deal fire based damage.
- You can either side with Berserkers and Support Specialists at the front lines or stay in the middle of the group with Field Medics or Demolition Experts. Wherever you choose to fight, your purpose is still helping the others by crisping the large targets and cutting down the smaller zeds in the crowd.
- Sirens are a frustrating target for the majority of the classes, especially because they destroy grenades and cause the screen to rattle with their Scream while players attempt to tackle big targets. The Firebug's weapons can usually ignite and kill Sirens hidden amongst a horde with little difficulty, even when they are meat shielded. Eliminate her early before she causes some real problems.
- Husks, with their fire resistance, are also problematic. Don't waste time and ammo using a flamethrower on them. Handle it with a Mac-10, a Katana, or a .44 Magnum, or leave it for a sharpshooter.
- Once you are fireproof, you can block a husk's shots by putting yourself in the way - although you should try not to 'catch' a fireball if others are close by and would suffer splash damage.
- Take advantage of the way the stream of fire from your flamethrower droops with range; you can hit a specimen even if you can't get direct line-of-sight to it because there's a vehicle or a hillock in the way. If you position yourself correctly it's entirely possible to fire along a corridor and down the stairs at the end.
- Aim for the head when using your Mac-10. Decapitated, burning specimens soon fall.
- Stalkers and Crawlers may sneak up on you and chip away your armour or cause you to burn yourself with panicked fire from your Flamethrower. Commandos excel at removing both kinds of specimens; make sure you're in sight of one when you're in an enclosed dark space.
- As big specimens move in on the team, switch your focus to igniting the foes following in behind the larger zeds to prevent anything getting a free kill on any teammates that get wounded taking the big boys down.
- Even if you can't kill any big target alone you can crisp them up easily with your Incendiary Grenades. You can set them off with your Flamethrower after tossing one onto the ground. Since your grenades are pretty valuable and low on count, it's not recommended to stack them. Any crisped specimen will take extra damage from attacks and will be slowed down for a while, which is invaluable for heavy hitting team members.
- You can burn yourself deliberately between waves, letting a medic heal you so that he can level up faster. Take care not to waste ammo, though.
- Weapons and ammo are very cheap for a high-level Firebug so he can earn money for the team.
- The pilot light of the flamethrower has a detonating effect, therefore grenades, pipebombs or rockets passing through the flame disappear. Be careful not to neutralize your team's fire. Alternatively, you can use this to eliminate a Husk's missile attack or a Patriarch's rocket.
- A nice tactic to use for the firebug is to use a Mac-10 with Dual Magnums and simply shoot enemies, igniting them, then use the Dual Magnums to finish off higher priority enemies, such as the Siren and the Husk. It's quite possible to solo a Scrake on Normal Difficulty using a Mac-10 on semi-automatic and firing the .44 Magnums at it's head until it's dead, the Scrake normally should die before you run out of ammo.
[edit] Helping the Firebug
The Firebug doesn’t always do enough damage to exterminate the specimens that are running towards him, so be prepared to finish off the larger ones with a little supporting fire. Also, try to leave ammo boxes for the firebug to collect if he’s always running out of fuel for the flamethrower. Finally, the Firebug is a supporting class; he is there to ensure that you do not get overrun, so choose a suitable place to fight from where he can provide you covering fire without having to put himself in danger to do it.
[edit] Perk ladder
| Rank | Fire damage required | Flamethrower | Flamethrower/MAC-10/Husk Fireball Launcher | MAC-10 | Resistance to fire ↑ | Spawn | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| Reload speed ↑ | Fuel capacity ↑ | Range ↑ | Damage ↑ | Discount | Reload speed ↑ | Mag size ↑ | ||||
| 5% | 10% | 50% | ||||||||
| ★ | 25,000 | 10% | 10% | 10% | 20% | 5% | 12% | 60% | ||
| ★★ | 100,000 | 20% | 20% | 20% | 30% | 10% | 24% | 70% | ||
| ★★★ | 500,000 | 30% | 30% | 50% | 30% | 40% | 15% | 36% | 80% | Incendiary grenades † |
| ★★★★ | 1,500,000 | 40% | 40% | 40% | 50% | 20% | 48% | 90% | ||
| ★★★★★ | 3,500,000 | 50% | 50% | 100% | 50% | 60% | 25% | 60% | 100% | Flamethrower † |
| ☆ | 5,500,000 | 60% | 60% | 60% | 70% | 30% | Combat armour | |||
| † Denotes an item also available to all additional levels of the perk. | ||||||||||
| Equipment by perk | ||||||||||||||
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| Weapon damage table |
