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When using flame weapons(caulk and burn,flamethrower,MWG)just tap fire.Don't hold the fire button because you'll deal less damage this way and waste much more ammo.
When you fire,wait until it stops firing then tap again.
Right now the meta build is MWG and spitfires.When you have enough dosh upgrade both of them once.
For mobbing waves I recommend
L
R
R
L
R
But for boss wave I recommend
L
R
L
L
R
If you find yourself using too much ammo with the MWG, you can take the +100% mag perk to get more ammo from ammo crates in the map and have a slightly higher max ammo pool. Also, ground fires are your friend, even against bosses.
Not only do you want to focus on killing trash, but staggering medium zeds like sirens can prevent them from using their special attacks and can really help your team.
I finished every map on HoE solo with every perk , except SS which I don't enjoy , but I'm not going to argue with you.
?
Anyways:
LLRLL
1-4 Players:
(+2) Dual Spitfires + RPG
(+1) Dual Spitfires + RPG + Med Pistol
(+1) Dual Spitfires + Railgun + Med Pistol
4-6 Players:
(+3) Dual Spitfires + Freezethrower + Med Pistol
the L (left side) perk skills are mostly for ranged damage and benefit by hitting zeds from across the hall while they come towards you
the R (right side) perk skills are mostly geared towards flamethrowers and benefit zeds getting into medium range to short range.
The only perk skill that almost anyone will argue to always use is heatwave (lvl 20 L) over firestorm (lvl 20 R) because of the zed stumble.
For weapons almost all below the mac-10 (except the trenchgun works really well for scrakes).
The mac-10 itself is pretty crappy now too much and the spitfires can do the job way better.
MWG is king against metal zeds so non-clots non-crawlers and non-stalkers, pretty much every other zed and EDARs die really quickly from it too.
Husk cannon used to be op'd af but now its not worth even considering.
Flamethrower is alright but the CnB is better expecially for being economical.
spitfires are pretty powerful for trash and medium zeds since it shrouds the entire area, including
the the trenchgun, in residue fire. It's groundfire but not GROUNDFIRE that gains benefits from the groundfire perk (lvl 10 R perk skill).
CnB is the utlimate economic weapons for trash and some medium zed kills since the groundfire damage is pretty significant.
lastly is your molotov cocktail which is a pretty good grenade that creates a small ring of fire where zeds gain alot of damage.
Your main role as firebug is AoE damage which means killing zeds fast, especially trash zeds. The flamethrowers do that really well with groundfire.
spitfires and the trenchgun just engulf the area in fire.
with the upgrade system, at max upgrades, the CnB becomes basically an economcial flamethrower
the flare revolvers/spitfires become pretty powerful (almost as powerful as KF1 spitfires) and if you headshot often you can kill even fps quickly.
The trenchgun was made for gorefasts/fiends, EDARS, and especially scrakes
mac-10 is okay but rather getting the spitfires for ammo economy
MWG and Flamethrower become okay as well but they still do well normally
husk cannon avoid
as a firebug though your main role is gonna be trash and supporting on big zeds. The MWG alt blast or any weapon + heatwave helps keep them at bay but it has a cooldown phase so use it sparingly on big zeds and as a last resort if your allies cannot deal with the big zeds. If not shoot the area behind them and set all the trash on fire to have your allies focusing on the big zeds without interference from trash zeds blocking rpg rocketts, sharps getting their positions messed up, etc.
lastly for bosses best use your powers against trash but still some things you can do:
-patty set him on fire without a commando you're the 3rd best perk next to c4 sticking demos to highlight him.
-hanz fire panic and aim for the legs, he'll keep sidestepping but be kept at bay. Include a zerker in the mix and you can practically keep him in a corner
-KFP go for the minions with the MWG but with the alt-fire blast of the MWG it helps keep him back a bit
-the abomination best use the fire residue to set the abomination minions on fire as well as the alt fire blast from a MWG to push them back. Time it right and you can kill them just barely before they explode but they'll be far enough so that it won't be near you. Aiming for the feet can be good too since his feet are unprotected (not knees his actual elephant feet).
In all scenarios you're great for dealing with the trash zeds, or other helper zeds like EDARs, gorefasts/fiends, and husks especially, they spawn unless you got a commando then have him kill them for zed time extensions.
Once you get the hang of it you can help carry and be on trash duty with only a CnB or spitfires, and just be a main source of dosh for your team. Just remember to save up at least 1800 during the last 2 waves in a 10 wave match so wave 8-10 final wave, or if on waves like 7 or 4, wave 4 keep all the dosh wave 7 i'd say maybe wave 5-6 but i'm not too sure atm.
https://steamcommunity.com/sharedfiles/filedetails/?id=1448798750