killing floor 2 firebug guide This is a topic that many people are looking for. bluevelvetrestaurant.com is a channel providing useful information about learning, life, digital marketing and online courses …. it will help you have an overview and solid multi-faceted knowledge . Today, bluevelvetrestaurant.com would like to introduce to you Killing Floor 2 Firebug Guide – Builds, Loadouts, Tips, And Weapon Stats. Following along are instructions in the video below:
“Firebug is the king of trash control. Having the ability to wall off small and and mediums as with their fire weapons. So let s look at the firebug starting and weapons. The firebug starts out with the cock and burn the 9 millimeter.
Pistol. The knife and molotovs the cock and burden weighs 5 pounds and costs 200. It does. 10 damage on direct hit and 5 damage on splash as well as 10 damage on ground fire usually i calculate the weapons damage per second but with fire weapons.
It s a bit difficult to calculate as they also have burn damage overall at high levels. The cock at burn is really strong it can take care of pretty much all small and medium zed s with no time at all it s also really cost effective in terms of ammo. The molotovs can do 60 damage on impact and then additional 10 damage per second well enemies are on fire from it the mole tops are one of my favorite grenades in the entire game. As it allows you to wall off enemies and keep friends safe by throwing grenades towards them.
There s only two real reasons to use the 9 millimeter pistol. Or the knife with the firebug and that is to either conserve. Amaral or once you were empty unable to switch to them as a last resort. The first weapon that the firebug can afford is a spitfire you buy one or two of these pistols.
Each of these pistols. Cost. Three hundred and twenty five dollars and weighs two pounds each the spitfire does 40 damage per shot. And then can do an additional 10 damage on residual burn this does not count towards a ground fire perk.
Though overall. I would definitely recommend taking two spitfires over one as two will give you additional shots as well as much more damage per second. More burn. Chance and can be reload cancelled much faster than just one of them overall.
I really like the spitfires. They can take some getting used to as the bullets. Do have drop and can kind of block your line of sight when firing. But just like the other fire weapons you can fire them directly at the ground.
And just start fires and then deal damage to enemies that way try to aim for the legs and try to aim for the body to deal additional damage to them as well as the fire damage and light ground on fire. The next weapon and the fire bugs arsenal is the trench gun the trench gun weighs 5 pounds and cost 650 dollars the trench gun fires 9 pellets each of which do 27 damage on impact and 25 damage per pellet fire damaged the trench gun cannot start ground fires easily where the fire can spread to other enemies and it s easy to hit multiple enemies with pellets causing them to catch fire as well overall the trench gun is a pretty solid weapon being the highest damaging weapon in firebugs arsenal for the time being. But it does suffer from a slow rate of fire and a slow reload. The next weapon and the.
Fire bugs. Arsenal is the flamethrower flamethrower weighs 8. Pounds and costs 1100. The flamethrower can do 21 damage on direct impact.
5. Splash damage and 10 damage with ground fire. The flamethrower in my opinion is probably one of if not the best about control weapons in the entire game as it allows you to completely wall off small and medium jets from your team as well as easily push out areas where multiple zed s are flooding in and then the final weapon in the fire. Bugs arsenal.
For the. Moment is the microwave. Gun. Microwave.
Gun weighs 10 pounds and cost 1500. Dollars with its primary fire it does. 14. Damage on direct hit 10 splash damage and then 5 damage with ground fires with its alternative fire.
It can do 200 damage. It is important to note that the microwave gun counts both as fire damage and microwave damage towards enemies. Except for when using its secondary fire than it is explosive damage overall. I find the microwave gotten somewhat underwhelming against most enemies mostly just using its secondary fire to push out enemies specifically flesh pounds as the firebug does not deal well with large enemies.
So now that we ve looked at the fire bugs weapons let s take a look at their passive. Perks the fire bug gets perk weapon damage 08 per level up to 20 max perk weapon reload speed 1 per level up to 25 resist zed fire 30 2 per level up to 80 total immunity to their own fire. 25. Plus.
3 per level up to 100 immunity. And starting ammo 10 per. 5 levels up to 50. Max alright.
Now that we ve looked at the weapons. And the passive perks. Let s take a look at some fire bug builds and some loadouts. So the first build is the most common firebug.
Build. And we are going to be discussing each of the perks per level. So at level 5. You have your choice between bring the heat or high capacity fuel tank.
Honestly either of these are really good bring the heat gives you a bonus damage. But high capacity fuel tanks is also quite useful with its increase in ammo capacity at level 5. It s really your choice between the two i tend to lead more towards bring the heat. But high capacity fuel tanks is also really good at level 10.
You have your choice between ground fire. And bbq with the general goal to usually go with ground fire as it provides much more damage per second than bbq bbq is better against larger enemies that would likely be running around more on fire. But with the fire bugs main purpose being trash control ground fire just seems more useful at level 15. You have your choice between napalm and zed shrapnel.
Zed. Shrapnel may look like a promising hurt to take as adding explosive damage. Seems like it would be really good. But the explosive damage on it is extremely low mostly you re using it for all of its effects.
Giving more stun and stumble on the other hand napalm. I find to be much much better as it allows you fire to jump from z. To z. Allowing you to conserve ammunition and deal more damage over time at level 20 of your choice is between firestorm and heat wave definitely go with heat wave here firestorm only increases the range on a few weapons namely the flamethrower the microwave gun and the cocking burn it really does not affect the spitfires or the trench gun whatsoever heat wave however affects every weapon as well as just having the ability to knock enemies back makes you even better at holding locations as if anything large tries to stick to you you can easily push it off of you and then at level 25.
You have your choice between pyromaniac and inferno. This is another really tough call as both of these are very good both of these perks allow you to conserve ammo pyromaniac allows you to have more damage per second. But inferno allows you to deal more damage over time both of which are extremely useful for the fire bug. So it s really your call on these tend to lean towards pyromaniac.
But that doesn t mean inferno is any less effective all right the second build. We re going to be talking about is the all trash control build with this build all you want to do is focus on small and medium things and completely ignore any of the larges ads at level 5. You ll take high capacity fuel tanks as it gives you more ammunition your guns at 10. You ll pick ground fire.
As it gives you more damage towards smaller enemies. At 15. You ll pick napalm as it will allow fire to jump easily between small enemies at 20. You can pick firestorm or heat wave.
I would still say heat wave is more useful. But if you re specifically going to use the flamethrower and you just want to kill things. Even faster. Maybe firestorm is a better choice for you and then at 25.
I would say go inferno as then you ll do even more damage over time allowing you to set up flames. Pretty much. Wherever you want and kill any of the small and medium zed s and then the third build is someone would build made to injure larger zed s while still being able to control smaller zed s at level 5. We ll go bring the heat as it gives you more damage at level 10.
You ll go with barbecue as it gives more damage over time specifically towards larger heads at 15 you ll go with zed shrapnel as the bonuses from zed s exploding can allow you to stun larger enemies. Without too much trouble at level 20. I ll still go heat wave as if any large sets get on top or you can easily push them off and a 25 year old pyromaniac as it will allow you to do the most amount of damage per second. That you can really with going with any of the fire bug builds your job is essentially the same you want to kill all smaller.
Zed s control mediums edd s and just stay as far away from big heads. As you can unless. The team is being attacked. Then quickly get to them and apply as much firepower as you can towards them alright.
Let s look at some load outs alright. Let s look at some fire bug lookouts. The first loadout is the most common loadout. Going with the flamethrower as your primary weapon to deal with most zed s and then either duel spitfires or a trench gun.
It s really your call here depending on which you enjoy using more the trench gun will give you more damage per shot. The spitfires will give you more damage per second as well as longer range and then finishing the build off with a medic pistol. This just allows you to have utility for the team by healing them a second loadout for the fire ball is the microwave gun and the cocking burn. You will use the microwave gun.
As your primary weapon to deal with most larger zed s and then use the cock and burn to deal with any of the smaller sheds and then the third option for the firebug at the moment is going the trench gun. The dual spitfires and then something either high damage or medic related going to the trench gun and spitfires will allow you to deal with zed s at really any range and allow you a pretty good amount of ways to deal with them as well as going with something high damaging. Like a grenade launcher or c4. Will allow you to deal even more damage towards larger sets or going with medic weapons.
Help heal your team. More as of right now. There really isn t a whole lot of load outs for the firebug with the new update that s coming out soon they are getting additional weapons. Which will likely make for better load outs for them.
But at the moment. I find that just going with flamethrower and then either dual spitfires and a medic pistol. Or a trench gun. And a medic pistol.
Is probably the most effective loadout for them alright. So now that we ve looked at everything. That s go over some firebug tips. The first tip of firebug is aim at the feet.
Don t do this really with the trench gun. But with every other gun. It s fine this allows you to like the ground on fire dealing damage to everything around them. As well as dealing damage to them directly.
This is best for walking off enemies. And it s pretty simple for even new players to understand the second tip for the firebug is use control bursts with your weapon. This is mostly so that you don t waste ammo and this really applies to the microwave gun. The flamethrower in the cocking burn.
You don t want to be running your ammo out really soon. You just want to be burning a little bit. And then letting the fire do its job to deal damage over time and kill enemies. A lot of people just starting immediately just blow as much fire as they can on something until it s dead and then they ve wasted half the clip on it really all you got to do is spray.
One or two little first flame adam. And it ll likely kill them third tip for firebug is watch out for your teammates. It is very easy for you to keep small ads off of your teammates with nearly any of the firebug weapons. You can easily keep zed s off of your teammates as fire will cause moses to panic.
This is really useful for demos and sharpshooters as you can throw a molotov at their feet for just light. A fire near them and pretty much keep away any sort of crawlers or stalkers that wants to get close to them the fourth tip for firebug is don t attack large sets. This is pretty straight forward. Keep your flames away from strikes.
And to a lesser extent flesh. Pounds fire does not really hurt. The big sets all that much. And it s more likely to cause them to panic and rage towards your team.
Which will just give your team an additional problem to deal with your job is to keep all the smalls ads off of everybody and then like somebody better equipped for dealing with large sets deal with them somebody like a demo or a sharp shooter. And then the fifth and final tip is use your molotovs to wall off enemies you can throw them all tiles at your feet. Even at somewhat lower levels and not deal too much damage to yourself. And you can throw them at the feet of your teammates to keep any small ads away from them you don t want to throw them the same way as you would throw some of the other grenades in the game you want to throw it at much more of an arc.
So it lands more on top of the area that you re aiming for overall. I do like the firebug they are extremely useful for getting rid of any small zed s. I do find them extremely underwhelming. Though when it comes to boss fights or for large sets.
And that s just kind of the nature of their class. I would recommend switching from firebug to some other class. When it becomes the boss round having a firebug on your team is extremely useful. Though as they can deal with many small zed s without any trouble and get their full build extremely quick.
Usually having a flamethrower by about round three. So overall. The firebug is just like any other class. It definitely has its strengths that definitely has its weaknesses hopefully with a new update coming it ll get a bit more variety and won t really feel quite.
The same as it always does we can only hope so i hope you guys enjoyed this little guide next time. We re gonna be taking a look at the gunslinger and i hope to see you there until then stay cool and bye. ” ..
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