Killing Floor 2

Killing Floor 2

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Purge with fire
By däktərGnäwMangüs
quick firebug guide.
   
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Class Introduction
Once the game had the big content update I came back and first thing I did was start playing the firebug. I believe I have a solid grasp on how to play firebat properly so if you're reading this guide hopefully it will allow you to quickly become aquianted with how awesome this class is.

Solid class, DoT/debuff of the enemy. Can survive easily by constantly sprinting around and tapping fire patches. The only real downside is low immediate damage but it's not too much a problem.


Pros:
- Mobile fire DoT allows you to kite very well or reach comrades.
- Fire debuff can cause confusion/panick amongst zed. ex) clots cannot grab when panicking on fire
- Very good damage support. In the long run you and your team should be taking less damage and saving more ammo as you move quickly between points if/when applicable to apply fire damage which overall whittles down the zeds.
- Good close and long range applicable DoT weapons.
- Big ammo pool and decent at saving cash.

Cons:
- Can be annoying to solo; see below
- Anemic impact/immediate damage, the trench gun is your only source and it's ok at best; but that's not the point of the firebat. If playing solo in higher difficulties scrakes and FP can be a problem if you only have perk weapons.
- No speed or health bonus, survivability is decent and mostly depends on individual and can be more mobile then you think.
- Spamming fire will cause you to run out of ammunition quickly (This shouldn't even be happening.)
- Weapons are moderately heavy
Weapons
QUICK NOTES:
- If in a hurry for any reason, you can lay down fire while sprinting so you can remain extremely mobile while possibly purging a whole lot of zed.
- Boss (Hans) takes less damage from fire but a little extra from microwave. Exact numbers I do not know.
- Headshots still do extra damage with fire weapons.
- There is a hidden meter that builds up on zeds when being hit by firebug perk weapons and once maxed the zeds will start panicking. i.e.) a few good shots from a trench gun or impact from molotov can stumple a scrake
- Tapping any of the DoT weapons will cause you to burst more damage as each tap will use up the 4 ammo or 3 ammo for microwave gun.
- Aim low but still able to land both a impact and ground damage.
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Caulk 'N' Burn: Starting weapon that'll do well until you save for flamethrower.
- Spends 4 ammo per mouse click: Can tap repeated for bigger burst damage then continously holding the trigger but will run out of ammo fast.
- Cast fire on the ground/feet of zeds will be better then center mass or head as it'll leave patches of fire on the ground that'll last roughly 2 seconds and each zed walking through will be set on fire.
*No alternate fire
*Pressing reload when full ammo will cause you to either check if the fire still burns OR checking the trigger.

Trench Gun: The only solid impact damage weapon for firebug.
- Can use to set fire at range or for impact damage.
- Once you notice the spread, use to your advantage for setting multiple zeds of fire
- Can also cast on ground for fire patch that'll last less than half a second, I don't think it works the same as the flame thrower or caulk.
*No alternate fire
*Pressing reload when full ammo will cause you to inspect the side of the gun for bugs OR finger the chamber

Flamethrower: The bread and butter. Essentially there is no difference between Caulk 'N' Burn aside from extra impact damage,more ammunition, and does indeed have longer range; It'll serve you with good faith and loyalty until you pick up Microwave Gun
- Spends 4 ammo per mouse click: Can tap repeated for bigger burst damage then continously holding the trigger but will run out of ammo fast.
- Cast fire on the ground/feet of zeds will be better then center mass or head as it'll leave patches of fire on the ground that'll last roughly 2 seconds and each zed walking through will be set on fire.
*No alternate fire
*Pressing reload when full ammo will cause you to shake the fire sack to check functionality OR to throttle the handle like it's a motorcycle (This action may or may not cause the flames on top of the weapon to react accordingly.) OR check the pressure knob

Microwave Gun: For it's advanced unassuming apperance it is a gritty, grotesque and fun weapon. The burst of microwave pulses cause zed to swell up and then explode into bits of fleshy goodness if finally killed by it. They'll go back to normal if they don't die after swelling.
- Spends 3 ammo per mouse click: Can tap repeatedly for faster burst damage.
- As with the other flame weapons, shooting in bursts/tapping the mouse will allow it to do most damage
- Alternate fire will do damage and blow zeds backwards. Not sure if can work under certain animation frames or when big zeds full rage
*Pressing reload when full ammo will cause you to carress the gun to show affection.

Molotov cocktail: This is your grenade, it'll leave a big patch of fire upon impact.
- You can use when large groups of zed are funneling through a choke as it'll last much longer than your perk weapon fire patches.
- Doesn't have much impact damage.
*Pressing reload when full ammo is not possible.




Firemans Knife: Your starting knife.
*Pressing reload when full ammo will cause you to do a swirly cool knife trick, would be even cooler if it was a balisong (butterfly knife)
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Numbers make any guide look better! Weapon stats from tripwireforums

Firebug:

Caulk n' Burn:

- Flame impact: Damage = 10, DOT scale = x1.5, DOT duration = 5s, DOT interval = 1s.
- Splash: Damage = 2, Radius = 3m, Falloff = 1 (linear), No damage to instigator.
- Ground fire: Damage = 10, Damage interval = 0.25s, Radius = 1m, Falloff = 1 (linear), Life time = 2.5s, Applied at rate of 1 per each = 0.1s, DOT scale = x0.5.
- ROF = 857.
- Reload (empty) = 3.31s, Reload (half) = 3.30s.
- Bash: Damage = 15, ROF = 44.
- Feature: Flame has post-firing life time where it does damage without consuming ammo.

Incendiary Trench Gun:

- Pellets: Damage = 15, Amount = 10. Penetration power = 3, Spread factor = 0.1.
- Afterburn: DOT scale = x1, DOT duration = 5s, DOT interval = 1s.
- ROF = 77.
- Reload: First shell = 1.67s, Each next shell = 0.55s.
- Bash: Damage = 20, ROF = 55.

Flamethrower:

- Flame impact: Damage = 25, DOT scale = x0.6, DOT duration = 5s, DOT interval = 1s.
- Splash: Damage = 2, Radius = 3m, Falloff = 1 (linear), Damage scale to instigator = x0.35.
- Ground fire: Damage = 10, Damage interval = 0.25s, Radius = 1m, Falloff = 1 (linear), Life time = 2.5s, Applied at rate of 1 per each = 0.1s, DOT scale = x0.5.
- ROF = 857.
- Reload (empty) = 3.66s, Reload (half) = 3.66s.
- Bash: Damage = 15, ROF = 54.
- Feature: Flame has post-firing life time where it does damage without consuming ammo.

Microwave Gun:

- Wave impact: Damage = 20.
- Blast: Damage = 200, Radius = 7.5m, Falloff = 1 (linear), Angle = 60deg.
- Splash: Damage = 20, Radius = 4m, Falloff = 1 (linear), No damage to instigator.
- ROF = 857.
- Reload (empty) = 3.30s, Reload (half) = 3.31s.
- Feature: Wave has post-firing life time where it does damage without consuming ammo.

Molotov Grenade:

- Instant explosion: Damage = 60, Radius = 2m, Falloff = 1 (linear).
- Residual flame: Amount = 5, Damage = 10, Damage interval = 0.25s, Radius = 1.5m, Residual flame does full damage, Life time = 5s.
- Feature: Instant explosion spawns residual flames.
Perks

All preference of course so I'll just share my opinion.

Supplies I personally went with Full Stocked for the ammo.
Fully Stocked
- Start with extra ammo
- Full ammo on any firebug weapon bought at trader. (revisiting trader does not restock ammunition)
Flarotov Cocktail
- Twice as long fire patch and for 30 seconds it'll light up the environment at point of impact.


Spicy Both can be useful, I went with fuse for longer lasting fire for lower difficulties. Mostly I'll use heatwave as there is better utility across all difficulties and you're reapply so much burn that fuse can be over shadowed by heatwave.
Fuse
- Fire last longer by 70% on zed.
Heatwave
- Can push back zed, helpful for more bufferzone during escape/surround

Burn I like both of them as they both have good potency in difference. I went with Zed Sharpnel as you can quickly wipe out a bunch of trash or cause chain reactions.
Zed Sharpnel: 50% chance to explode zed to chunks if killed by fire weapons.
- The explosions can quickly clear out waves which allow you to keep mobility up for escape or new pathing.
- Will only cause explosions upon fire perk weapons.
*If wanting ultra fast clearing can burst fire some zeds with perk fire damage
Zed Napalm:
-Zed on fire will spread to others if they're close enough proximity.
-This can save a lot ammo and money as tapping fire even one time can potentially light up a whole lot via chain reaction.

Flame
Splash Damage: Seemingly negligible outside of using the microwave gun which seems to synergize well with splash and causing good destruction
Range: Very useful for Caulk N' Burn and the Flamethrower, microwave gun loses damage the further the hit range.


Advanced Training

Gameplay
Style of gameplay is all subjective and preferenced but here are a few.
Full mobility:
- Staying mobile the entire time spraying fire and keep moving.
- Applicable for solo and /or if your team wants to move as a solid unit.
Zoning:
-Mobility within proximity while slowly clearing out chunks and moving to another section to hold out.
Turtle
- Defending a room. Classic hold out style.

The End.


feel free to comment, but please don't fire out of your butt hole.
4 Comments
däktərGnäwMangüs  [author] 11 Oct, 2015 @ 1:28pm 
@Shaman: Indeed it does, fixed.
screeno42 11 Oct, 2015 @ 12:42am 
GOD DAMIT DEADPOOL
Section31Truther 26 Sep, 2015 @ 7:30pm 
AFAIK the flamethrower has improved range over caulk as well
PhatMeat 13 Sep, 2015 @ 10:02am 
Ass canon.. FIRE