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Welcome to Lasting Thoughts
This episode is on the Fire & Rescue Class
The flamethrower is a short range weapon that is capable of executing multiple foes within
a close proximity.
Per unit the flamethrower's damage is weak but a high rate of fire more than compensates
for this.
15 units is enough to execute an opponent
with a further 10 units needed to strip a layer of armour
Range is short, but does exceed the distance covered by an upgraded 2x4, which is the most
common threat to a flamethrower user. One draw back of the flamethrower is that it does
require an initial 5 units of sustained fire before reaching maximum distance. So when
dealing with enemies at the 2 meter mark, it is advised to pull the trigger early, in
order to stay effective.
What makes the weapon stand out is how enemies react to fire. Once the enemies health has
reached zero, instead of going into a down state they're consumed by flames and instantly
executed. Couple this with no heat signiture being shown on the radar when the weapon is
in use. The flamethrower has the potential to cause quite a lot of damage to a group
of enemies before they have time to react.
As one of the purchasables, the gun has to be bought during the match in order to be
equipped. At 300 parts the flamethrower is the cheapest of the purchasable weapons and
on top of the previous price, refill canisters cost an additional 60 parts. With that in
mind it's best to focus on keeping the flamethrower topped up, rather than putting parts towards
armour or a small firearm.
We begin with the revolver, costing zero skill points this side arm delivers a solid punch
and good accuracy when stationary. This provides you with a fighting change if you come across
enemies at medium range or the flamethrower is unavailable.
At 3 skill points Marathon level 2 gives you enough stamina to close the gap on your opponent.
With the ability to sprint 30% longer and recover 30% faster. This skill allows you
to flank, escape and cover more of the map in a shorter space of time. Keep in mind sprinting
will show your location on the radar so don't be surprised if enemies ambush you more often.
As this is very much a rusher class where you're constantly on the move, it's useful
to have a skill that reduces your profile when needed. For 5 skill points Covert Training
level 3 provides three benefits: You can't be marked, won't show up in the enemy's listen
mode when crouch walking, and start with a shiv with every respawn. Quite a powerful
tool to counter the negative effects of sprinting around the map.
Reviver level 2 costs 4 skill points and provides the base line to how the class gains parts.
Since you do have the stamina to monuver between your team mates quite quickly, make it your
priority to revive them even if the enemy is closing in on their location. Having level
2 of this skill revives a team mate 45% faster and they receive 25% more health, which gives
both of you a better chance of surviving a compromised situation.
Our last 2 skill points go into the flamethrower. This weapon makes you a force to recon with
at close range and the mere sight of it's flames can be enough to warn off foes who
are trying to push towards your location. It's also quite an easy weapon to master and
provides a fun alternative to more conventional options.
So that's our loadout, let's move on to some tactics & strategies that will help us reach
the full potential of this class.
A rather well known tactic at this point is the shiv dance. In the inital stage of the
match when you're saving up for a flamethrower or later on when you're dealing with armoured
opponents. This tactic is well worth implementing into your playstyle, even if it's just for
the 175 part reward. When you spot an enemy in front of you, the objective is to get in
a position to shiv them from behind without being gunned down in the process. Since most
players are using a default sensitive they wont be able to track a moving target up close.
This works in your favor as you can hold down L2 to run, while keeping the right stick locked
to the left or right. This creates a spiralling effect towards the target and results in the
confused player trying to back away while aiming or franticaly using melee attacks,
which is only a problem if they have an upgraded 2x4. Once you have closed the gap and positioned
yourself behind the target, start to press the triangle button with your trigger finger.
At some point the in-game prompt to shiv will appear and allow you to execute the opponent.
Dodge running allows you to reduce the distance between you and the enemy without sustaining
to much damage. Whilst zig zagging between cover, hold down L2 and randomly double tap
circle, to create some unpredictable in your movement. By adding variety to speed and height,
this tactic can make the enemy miss their shot and allow you enough time to get into
flamethrower range.
Knowing how far to distance yourself from your team comes down to two factors. Do you
have a good supply of ammo for your flamethrower to maintain domanance at close range and how
able are your team at surviving on their own.
As with all the purchasable weapons it makes sense to ration your supply of ammo. If you
can kill an enemy or two with each 30 unit canister that should allow you to gain enough
parts to keep the flamethrower equipped for a good portion of the match.
When canisters are costing over 500 parts, it's best to reduce the distance from your
team. Simply because once you have depleted that canister it becomes considerably harder
to fend off a group of enemies on your own.
Do keep in mind you have the skills to intervene, revive and protect a team mate who has found
themselves in a compromised position. By monitoring the colour of your team mates health symbols
during the match. This provides an early warning system for judging which of the 3 players
is most likely to need a revive. When you see a red symbol over a team mates head, gravitate
towards that players location and prepare to revive them whilst underfire.
By reducing the amount of unnecessary team deaths and maximizing the effectiveness of
each 30 unit canister, this class is great for supporting your team and leaving foes,
a little hot under the collar.
This concludes our episode on the "Fire & Rescue" class.
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