Killing Floor 2

Killing Floor 2

154 ratings
How to firebug (aka Survivalist)
By {ST}Immortal Nub
I see so many people not know how to play this perk. This perk, when you do a bit of research, has an incredibly one-sided skill set, and it is very powerful when played correctly.

TL;DR Run up to trash zeds and tap fire them to hell and gone, and pick skills RRLLR.
   
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Know your role
You are the best trash killer in the game with insane crowd control on trash to boot with nothing but a caulk n' burn.

What this allows you to do is:
  • Kill all the trash (obviously)

  • Guarantee an escape route with all of that cc

  • Pick up all sorts of different off-perk weapons, allowing you to partially fill any other roles the team might be lacking (this is no replacement for the real thing e.g. You cannot go without a medic just because you can fit the medic assault rifle and smg)

  • Make the team tons of dosh with all of that dosh you don't have to spend

  • Peel zeds off of teamates

  • Become an indestructable door

  • Permanently disable medium trash zed abilities

What you cannot do is fight large zeds. I get that you can cause microwave/flame panic, microwave pushback, and stumble; but unless you can kill it, or your teamates don't need to land headshots, you would be doing your team a disservice.
What you should be doing
Tap fire
There is a 0.35 second period of time after tap firing where you can deal damage without consuming ammo. To emphasize the significance of this, let's do a bit of math. Spray-based weapons consume 857 ammo per minute. A tap fire will consume a minimum of 4 ammo (3 for MWG).
(857 ammo / 1 minute) * (1 minute / 60 seconds) * (0.35 seconds) = 4.999167 -> 5 free ammo every tap fire rounded up.

5 free ammo / 4 ammo = 125%
5 free ammo / (5 free ammo + 4 ammo) = 55.56%

TL;DR You effecively increase your ammo by 125%, and reduce your ammo costs by 55.56% by tap firing.

Sprint all the time
When you finish a tap fire, you quickly create a flame wall if you are sprinting instead a little spot. Very nice for creating lots of ground fire.

Handy dandy guide for that
https://steamproxy.net/sharedfiles/filedetails/?id=754653243

Aim for the feet
You will deal impact damage and create ground fire this way. You will also not obstruct your teamates' view.

Don't attack large zeds
Scrakes and fleshpounds only take 30% damage from fire. All you are capable of doing to them is pi$$ing them off.

Get up close to husks and sirens (pretty much anything that isn't a large zed)
It is not a suicidal tactic. Remember: your heat wave skill gives you insane crowd control. Even though sirens and husks only take 50% damage from fire (this means that they are more vulnerable to fire than the large zeds), they won't be able to do $hit to you because they get perma stumbled like all other trash before they can do any real damage. They die reasonable fast against a firebug and are quite threatening to other perks. This also applies to bloats. Remember: ALL trash get perma stumbled by heat wave.

Sell and rebuy caulk n' burn
After you have consumed 125 ammo, it is cheaper to sell and rebuy the caulk n' burn.

Share dosh
You spawn with your entire loadout. You don't need dosh except for ammo and a medic pistol.

Hans crowd control
Originally posted by Abdelhazred:
Is Hans aware that he's weak to fire? He seems to actively try to walk around ground-fire (making him manipulatable.)
Great find. It also works when he tries to drain as well.
Skills

Supplies
It depends on which weapon you have. You need 100 fuel in the tank, otherwise you can find yourself reloading while you are overwhelmed.

Spicy
Ground fire (not the skill) does significantly more damage than afterburn or impact damage at a rate of 10 damage (5 for MWG) every 0.25 seconds. Ground fire (skill) will double that to 20 damage. Both the flamethrower and caulk n' burn deal the same amount of ground fire damage. As for barbecue, if you decide to stop firing, you turn off almost all of your damage. This isn't the godly afterburn from KF1 when the impact damage was $hit and when ground fire didn't exist.

Burn
Zed shrapnel has a 20% chance on zed kill to deal 10 damage in a 2 meter radius with linear explosive falloff (explosive falloff = 1). The explosion has cc values of 500 for knockdown, melee hit, and stumble. Basically means that you can knock down a scrake or an unraged fleshpound and screw up you sharpshooter, gunslinger, or demo. With napalm, zeds that come in contact with a burning zed will instantly take 7 damage and 35 more damage over 12.5 seconds.

Flame
All trash zeds can be perma stumbled by heat wave, guaranteeing an escape route for your team should you need to book it and allowing you to get into zed's faces without consequences.

Advanced Training
Pyromaniac does not change the interval by which zeds take damage from spray-based weaponry. In other words: pyromaniac does NOTHING to your damage. Don't know why, I was super disappointed when I found out. Feel free to see for yourself on SomeTestMap. Might as well pick up inferno since it actually does something.
Flamethrower vs Caulk n' Burn

Damage: 10
Afterburn: 34 damage over 1.7 seconds
Fuel: 50
Ammo cost: 20
Ranges:
1 hit = 10.00m
2 hits = 8.80m
3 hits = 7.20m
4 hits = 6.35m
5 hits = 5.65m
6 hits = 4.99m
7 hits = 3.50m
Bonus: You do not take damage from caulk n' burn



Damage: 21
Afterburn: 57.12 damage over 1.7 seconds
Fuel: 100
Ammo cost: 83
Ranges:
1 hit = 11.50m
2 hits = 11.20m
3 hits = 11.00m
4 hits = 10.75m
5 hits = 10.00m
6 hits = 7.00m
7 hits = 4.50m


Conclusion
Flamethrower kills stuff faster, but is much more expensive to run. You would be better off giving dosh to your teamates, starting with the medic.
That's it
There is so much $hit that you can get away with using caulk alone. Sprint n' tap fire is all there is to it. You want to play the survivalist perk before it is released? This is it. You have so much space available to use all sorts of weapons without compromising your build that is the caulk n' burn.
101 Comments
Atilio, el perrito raro 5 Dec, 2021 @ 6:39am 
I don't understand the hits vs range data. Can someone explain it?
Th3Dark0ccult 17 Oct, 2019 @ 1:00pm 
Big thanks for this guide! I don't yet have all the skills to make him OP, but even as he was, I finally managed to beat the Weekly task, for which he was the only one suitable.
Stvy 17 Jan, 2019 @ 5:09am 
GOOD GUIDE!
Matriarch Dairy 15 Nov, 2018 @ 7:11am 
Still my favorite guide, that contains almost everything you ever need for Firebug
{ST}Immortal Nub  [author] 14 Apr, 2018 @ 3:44pm 
deserted
It's hardly optimal, but it's good enough to justify it on the grounds of playing differently.
The impact is all explosive, while the dot and ground fire are all fire. Weak against scrakes, but fairly decent against fleshpounds. I would let a chaotic or neutral perk initiate the fight while having a charge shot ready, then spam uncharged shots. Do not interfere with gunslingers or sharpshooters, just fire uncharged shots on the trash to keep them clear or avoid precision perks altogether.
deserted 14 Apr, 2018 @ 3:26pm 
husk blaster any good?
{ST}Immortal Nub  [author] 14 Apr, 2018 @ 9:13am 
Peace-D
I honestly cannot recommend the Mac-10. Looking at its stats (and from trying it), it's just an overpriced MP5: same damage, slightly smaller mag, more expensive gun/ammo, screws up your precision-based teamates.

I actually found a pretty powerful build recently: CnB, med pistol, winchester, and double barrel.
Since the first 3 weapons are T1, it is cheaper to sell and rebuy to get ammo, and double barrel has served me well for quarterpound takedowns should the need arise, though you have to exploit the shit out of reload canceling (which isn't bad since TWI made it super easy as fuck in one of their updates). Entire build costs 1250, and is very cheap to maintain. So if you're tired of doing the same shit over and over like I was, try this. Winchester is completely optional and is only used if you are bored as fuck and want to switch it up a bit.
Peace-D 14 Apr, 2018 @ 7:30am 
The MAC-10 seems WAY stronger than anything else. I'm running your setup and just reached LVL 20 with that perk, having an easy time even on HoE if the boss is the Patriarch as he pretty much can't hit you with melee while being slowed by the fire. I was thinking of trying different skill combinations, but with only 32 bullets inside for 35% more damage, it doesn't seem logical. Especially at its high fire-rate
{ST}Immortal Nub  [author] 16 Mar, 2018 @ 12:34pm 
I haven't tried them yet, but looking at the stats, they don't look any good. Though take it with a grain of salt until I have tested them out.
deserted 15 Mar, 2018 @ 11:45pm 
opinions on the new firebug weapons and if they are viable or not?