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[Issue 36] The Ultimate Guide to Firebird


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Firebird is one of the deadliest and most feared weapons in Tanki due to its blisteringly high damage per second and strong afterburn. Those who use it learn to take advantage of its devastating potential, and those who fight against it learn to respect it. But, terror aside, what exactly makes Firebird so good at its job as a close range brawler? Let's find out.
 
The History of Firebird

 

Firebird was present in Tanki since the very beginning, along with Smoky, Twins, and Railgun. It was the only close range weapon available at the time, since Freeze, Isida, and Hammer had not been released yet. During this time, it was quite strong, but it had no afterburn, which limited its capabilities. It also recharged extremely slowly (M0 took 20 seconds to recharge fully!) Many players will also remember the unique blue flame of M3 Firebird, which was removed in the later updates.

 

When the Tier 2 turrets (Freeze, Ricochet, Thunder) were introduced, Firebird was outclassed by Freeze, since the latter dealt more damage and had a constricting effect. This was remedied when the rebalance came- Firebird was given afterburn and a faster recharge, making it much more powerful and capable of defeating Freeze by itself. Since then, its damage, recharge speed, range, and afterburn have been adjusted, but it hasn't changed dramatically.

 

Basic Stats
 
Throughout M0-M3, Firebird retains some key characteristics:

  • Firebird has the highest damage per second in the game, although Hammer isn't far behind. It can melt tanks in seconds with its direct damage, and the afterburn can finish off anything that isn't killed by that.
  • As you deal damage to an enemy, their temperature will increase (since you're setting them on fire), which is indicated by their tank turning a bright red. Burning will deal lots of damage over time, but it will wear off after a while. Freezes and friendly Isidas can cool down burning tanks. Health kits will also counteract afterburn.
  • Firebird deals the most damage when you're right next to your target. The further away you are, the less damage and heating it will do.
  • Fairly short range. It's shorter than Freeze's, but longer than Isida's.
  • It has no impact force or recoil to speak of. This means that enemies can continue to aim and drive unimpeded, and you can't use it to stabilize yourself during long falls. On the bright side, you won't have to worry about becoming unstable when attacking in mid-air.
  • Firebird takes a while to recharge once you run out of energy.
  • The rotation speed is very fast.

 
Pros and Cons
 

Pros:

  • The massive damage will make short work of any enemy in your way- even druggers will succumb to constant flame.
  • Afterburn can do a lot of damage if your enemies are heated enough. It will net you a lot of kills from the grave- enemies that manage to survive your direct damage will, more often than not, fail to survive the effects of being set on fire.
  • Since the flames can pass through enemies, Firebird is the premier weapon for crowd control. If you attack a group of enemies, you can destroy quite a few with direct damage and watch as the others get destroyed by the afterburn.
  • You can use Firebird to defrost frozen teammates (or enemies). Since Freeze's constriction now lasts a very long time, this is especially useful.
  • The fast rotation speed lets you fight Freezes effectively.

Cons:

  • The sluggishness of the recharge will hamper your offensive capabilities- you won't have enough fuel to engage multiple targets one after another unless they're bunched up. In addition, this makes Firebird somewhat weak against druggers; a single health kit can undo all of your damage, and you will be stuck with an empty Firebird against an angry opponent. That said, you can drug too.
  • The short range handicaps you against ranged weapons. Turrets like Vulcan and Thunder can butcher you before you get close, Railguns can make kebabs out of you at longer ranges, and Shafts can take you out from across the map without you being able to do a single thing. This also makes it a less than ideal choice on larger maps.

Possible combinations
 
Let's see how Firebird does on different hulls.

 
Firebird-Wasp
 

150px-Hull_wasp_m3.png

Fast and deadly. Wasp's speed and agility let you get close to your opponents in no time at all and dance around them as they burn to death. Unfortunately, Wasp's fragility means that you won't be able to survive much punishment, and on smaller maps, this may not be the best combination.

How it does in different gametypes:

  • CTF: A good choice for flag carriers, since you can destroy defenders quickly. However, on smaller maps, the speed difference won't matter as much, so the low health tends to be a liability there. Still, if you want to use Firebird on maps like Dusseldorf or Lost Temple, this is the way to go. It's also good for chasing down enemy flag carriers thanks to its speed and damage.
  • DM: Pretty good for DMs. Firebird's quick fuel expenditure means that you don't need to live for very long in order to do lots of damage, and the speed will let you get in and out of action quickly. Try to go after distracted targets; a surprise attack against two dueling enemies will often net you a few kills. The afterburn helps with kill stealing too.
  • TDM: A good choice in general, especially against unaware campers. Since you won't have to go after flags, the speed won't be quite as useful here, though.
  • CP: Great for clearing out points as long as you don't get destroyed in the process. It's good for CPs on larger maps, where you have to cover a lot of ground, but on Polygon, you often won't survive long enough to deal enough damage.

Special Notes:
Use hit and run attacks when possible. Wasp is fast enough for you to light an enemy up and then run away to avoid damage. Against light hulls, you won't even need to torch enemies for long in order to get a kill.
  
Firebird-Hornet

 

150px-Hull_hornet_m3.png
A common sight on the battlefield thanks to Hornet's early and cheap unlocks. It's a little more versatile than Firebird-Wasp, if not as agile. Otherwise, they are very similar.
 
How it does in different gametypes:

  • CTF: A good flag carrier. It can sustain more damage, but it's not as fast, so it's better on smaller maps.
  • DM: Similar to Firebird-Wasp in DMs. The increased survivability can help out in intense battles.
  • TDM: About the same as Firebird-Wasp here.
  • CP: Better on smaller maps- you'll last longer under fire and can still keep the pressure on your enemies.

Special Notes:

Remember to turn your turret! For whatever reason, I still see M2 Fire-Hornet users that don't turn their turret at all. It severely cuts down on your effectiveness. Don't be one of those people.

 
Firebird-Hunter

 

150px-Hull_hunter_m3.png
Somewhat uncommon. Hunter is significantly tougher than the two light hulls, but it still has a bit of speed. This makes it a versatile combination- you can go for head-on attacks, flank, or attack from behind. It's my personal favorite.
 
How it does in different gametypes:

  • CTF: Not the best flag capturer out there, but Firebird's close range capability and Hunter's durability can help you clear out defenders around the flag, so it's certainly not bad. Use it offensively (to destroy/soften up defenders) or defensively ( to blast enemies near your flag with napalm).
  • DM: A little slow, so it's not very good for large maps. Effective on maps like Polygon with a bit of luck.
  • TDM: Very good here- you shouldn't be in as much of a hurry, so you can midfield, attack, or defend.
  • CP: Great on maps like Polygon or Noise, where you don't need to cover much ground. You can BBQ contested points easily.

Special Notes:

Not much to say here.

  
Firebird-Viking

 

150px-Hull_vicing_m3.png

A fairly common sight at medium to high ranks in maps like Noise. Firebird-Viking is a bit on the slow side, but it's robust and stable. It's especially vulnerable to long range weapons, but those who get too close will feel the pain.
 
How it does in different gametypes:

  • CTF: Not good for flag capturing unless the enemy team is getting creamed. Stick with defense, midfielding, or destroying enemies in pushes- with Viking's health, you should have no problem destroying enemies that are unfortunate enough to meet you at close range.
  • DM: Similar to other Firebird combos here, but the speed will become more of a handicap. Try to stay close to the action.
  • TDM: Similar to other Firebird combos here.
  • CP: A force of nature if you can reach the point(s), but skilled enemies will try to whittle down your health before you get there. Stick to small maps.

Special Notes:
Be careful when jumping off of tall ledges. Viking is slow enough that you'll often flip, and Firebird's lack of recoil means that you can't stabilize yourself.
  
Firebird-Dictator

 

150px-Hull_dictator_m3.png

Quite uncommon. Although it can be effective in certain situations, it's limited by its speed. When 4 out of the 7 hulls can outrun you, keeping up with your targets can be a challenge.
 
How it does in different gametypes:

  • CTF: Stick with defense. Dictator attracts a lot of attention and is rather slow, so you're not going to be able to do much on offense or midfielding against a coordinated team.
  • DM: The speed is low enough that getting in range of your enemies is going to be pretty tough. Not great unless you're on a small or close quarters map.
  • TDM: See my notes for this combo on CTFs.
  • CP: See my notes for Firebird-Viking in CTFs.

Special Notes:

Dictator's height is a bit of a liability here. You won't be able to attack enemies who ram you from the side as easily, so try to face your opponents.

 
Firebird-Titan

 

150px-Hull_titan_m3.png
Firebird is typically not used with heavy hulls (like Titan), and for a good reason- if you venture into open ground, you'll be vulnerable to ranged weapons for quite a while. It doesn't have the movement constricting effects of Freeze either, so it's not quite as useful for sitting on your team's flag in CTFs. This is a combination that doesn't see much use, and for a pretty good reason.

 

How it does in different gametypes:

  • CTF: You can sit on (or near) your team's flag, but that's about it. Patrolling your team's base is somewhat out of the question since Titan is sluggish.
  • DM: Titan's speed means that you'll be very reliant on luck to score kills in DMs. Not recommended unless you're on a tiny map like Island.
  • TDM: For defense. Maybe for offense if you're on a small map and the enemy team doesn't have many ranged weapons.
  • CP: Good for sitting on the point(s), but that generally isn't a good idea since you'll usually be out in the open.

 

Special Notes:

Not much to note here.

  
Firebird-Mammoth

 

150px-Hull_mammoth_m3.png

Since you literally cannot outrun anything, this is a bad idea for the most part. It's obviously not good for offense, but it's not that great for defense either- a crafty Wasp can dart in, grab your flag (or just enter your base), and run away without you being able to chase them down.

 

How it does in different gametypes:

  • CTF: Sit on your flag and hope that the enemy team won't be using Speed Boost too often.
  • DM: You'll be wholly reliant on luck to get close enough to your enemies. Would not recommend unless you're on Island, and even then, you might run into problems.
  • TDM: See my comments for Firebird-Titan in TDMs.
  • CP: See my comments for Firebird-Titan in CPs.

Special Notes:

Not much to note here.

 

 

Firebird Tactics

 

You don't need to completely unload into an enemy to score a kill: Take advantage of Firebird's afterburn when possible. Against light hulls, you only need about half of your energy to weaken them enough for the afterburn to be fatal- any more than that will just speed up the process. Medium hulls will need most (or all) of your energy to score a kill, while heavy hulls can often survive a full discharge for a few seconds.

 

Once you've torched a target for enough, as long as they're not being a threat, you can focus on other enemies. Use common sense, however- if you're on the brink of death (or just need to destroy something quickly), just keep burning them.

 

Crowd control is your job: Firebird's prowess at crowd control is only rivaled by Freeze and Thunder. Seek out clustered enemies and set them alight. This is a key advantage that Firebird has over its close rival Hammer- were it not for that, Firebird would be considerably weaker.

 

Stay close to your prey, but take advantage of your range: Firebird is most effective up close, as I've said before, but you can still do a good amount of damage at the limit of its effective range via afterburn. A Hornet that's just barely within your reach can still be toasted to a nice cherry red with continuous fire, and that afterburn is more often than not lethal.

 

Take side routes and flank when possible (or practical): Since you'll be handicapped at range, sneaking to your enemies from the sides or behind is immensely useful.

 

 

Assorted Tips:

  • Remember to defrost frozen teammates if you don't have any immediate concerns.
  • Firebird's distinctive visuals and sound can give away your position to attentive enemies. Only start attacking when you know that you will be able to damage your target.
  • Firebird is well-feared by most players. Use its intimidation factor to make enemies retreat and/or panic. Get creative with this- you can scare enemies into stepping on mines or falling into ditches.
  • When chasing after targets, watch out for mines! Crafty enemies will drop them on the run, hoping that you'll be right over them when they arm. To avoid this, try not to be directly behind your targets- stay slightly to the left or right. This way, you will still be in range, but they won't be able to drop a mine on your path.

Firebird against other turrets:
 
This will tell you what to do if you're engaging other turrets in combat.

 

Against Firebird:

150px-Turret_firebird_m3_2.png
The victor of a Firebird duel is mostly decided by who has more health, but because of afterburn, both participants often end up destroyed afterwards. In that case, it's actually better to be the one who dies first- you'll respawn and be ready to go more quickly.

 

Against Freeze:

150px-Turret_freeze_m3.png
Freeze is less powerful than Firebird in a direct confrontation, so you should be OK unless you have a major health disadvantage. Remember to watch your six- a Freeze that sneaks up on you from behind can often destroy you before you can retaliate.
 
Against Isida:

150px-Turret_isida_m3.png
Isida is weaker than Firebird, but the self healing counteracts a fair amount of Firebird's damage. If you and the Isida have similar health, you will sometimes lose, but the afterburn will often net you a kill from the grave.

 

Against Vulcan:

 

150px-Turret_minigun_m3.png

There's no question that you'll win against a Vulcan of similar health at close range, but the tricky part is getting close enough. Vulcan's constant damage and impact force makes it hard for you to close the gap without getting destroyed or significantly weakened. In general, avoid attacking Vulcans head-on, and don't run up to them without cover.

 

Against Twins:

150px-Turret_twins_m3.png
Treat Twins as you would Vulcans. They can both mow you down before you get within fighting distance, but will lose if you get close.
 
Against Ricochet:

150px-Turret_ricochet_m3.png
Ricochet's damage is fairly close to Firebird's for a medium range weapon, so trying to close the gap from a distance is still suicidal, and the bouncing effect of its rounds can allow experienced users to hit you from safety. On the bright side, Ricochet has limited energy, so they're helpless if you can catch them while they're reloading.

 

Against Smoky:

150px-Turret_smoky_m3.png

Smokies tend to be less dangerous than Ricochets to approach, but they have infinite ammunition and tend to stay on their toes. Experienced Smokies can lead you on a wild goose chase and rout you before you get the chance to attack, so be careful.

 

Against Hammer:

Hammer_m3.png

Hammer's DPS is nearly as high as Firebird's, so it is a worthy opponent at close range. Unfortunately, it has superior range and a faster reload. The key is to get as close as possible before they can land shots on you. Attacking them while they are reloading will give you a huge advantage.

 

Against Thunder:

150px-Turret_thunder_m3.png
Thunders, like the other ranged turrets, can destroy you easily from a distance, but it is particularly vulnerable to Firebird at close range due to its self damage. Remember to seek cover, since it is more damaging at longer ranges than Smoky or Vulcan.
 
Against Railgun:

150px-Turret_railgun_m3.png
You will be rarely fighting against Railguns within your effective range. They can skewer you from a distance, but they're among the weakest of turrets at close range. Seek cover when there are lots of Railguns around, and advance when they're reloading.
 
Against Shaft:

150px-Turret_shaft_m3_2.png
Shaft is Firebird's polar opposite. Instead of fighting multiple enemies at close range, Shafts destroy single targets at extreme ranges. If there are lots of Shafts around, try to stay hidden and attack them from behind. On large maps like Lost Temple or Dusseldorf, this is easier said than done, so I would recommend switching to another turret if that is the case.

 


 

That's about it for Firebird. I can imagine that most of us have a good idea of how to use it already, but it never hurts to have a comprehensive guide for those who are new to it. Have any strategies of your own? Did I make a mistake? Post in the comments below. Thanks for reading, and I'll see you next time!

 

 

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Edited by Hexed
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Was waiting for this issue to come out too! :D

And I think 'vulnerable to tanks for a while' doesn't cut it for those Firebird-Heavy Hull combinations.

'Sitting Ducks' would suffice better! LOL

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