Best Specialist Debate 2025

you can use the same argument against pyro as a normal marine with research fuel is the same but he applies green flame slower
also normal marines have way less HEDPs which is a huge difference as usually req doesnt hand out the box to non GLs

but i wanna add: why is that a bad thing? granades are powerfull enough if you have enough to change the game like a specialist is supposed to so i dont know why people have a problem with that

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You can’t fire faster but you can utilize nade storage as magazines. Both gl-64 and gl-79 are 1 second firerate

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to a degree but pyros as per

The pryo extinguisher really make big difference. also the bigger spread on the greenfire allows greater ability, to cut off a area.

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Now imagine if gl hedps exploded instantly on impact

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yes, and the same argument is used against Pyro

except Pyro starts with blueflame which is not replaceable by Marines.

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Ultimately it depends on what you as the player can do with the tools you are provided with. What’s good for me may not be good for you.

For me the list looks like this:

1- Pryo: Consistent, decent, easy to play as spec, has more tolerance and is harder to go wrong with it.
My suggested tactic is stick to blue flame only, apply it liberally and diagonally to the hallways. This causes a halt in xeno advances and ultimately if you set one on fire deals a lot of damage.
Your underbarrel extinguisher is not a normal one. It has a huge capacity and much more effective in putting off flames.

So, you can combo the blue flames and the extinguisher. Flame xeno at range with blue flame, switch to extinguisher, clear a path and follow the xeno that is trying to put off blue flames so you can apply it again (or shoot it). This is how you secure kills.

2- Demo: Requires good knowledge of firing lanes, timing and movement. It requires you to have buddies near you to finish off whatever you manage to land an AP rocket on. You need good aim. Overall a good kit, straight forward to use and very useful on the front line against bigger xenos and smaller alike.

3- GL: Requires good knowledge of how a grenade flies. Also rather simple to use but counterintuitive at first.

You have a very huge variety of payloads to chose from, each of them with a different use. The M92 grenade launcher can load -any- and -every- type of grenade.

My personal favorite is the HEDP. Stay behind marines and clear every possible xeno structure with one click. Very useful when pushing.

When defending or assaulting, lob a grenade slightly behind xenos. And empty the cylinder with the stun lock.

The same stragety yields extremely better results if you use M15s and OT nades, which you should reserve for queens and higher case xenos or against a big xeno rush.

Other payloads like HIDP, AGF, etc are also very effective if you wish to block a route, or target a xeno individually for ex with AGMs, which can take big chunks of health from them. Just be smart with your ammo.

For all three of these specs, bring a strong primary weapon with you.

4- The sniper, which requires teamwork.

Basically use focus, aim and take your shot. Have a spotter light up the same target as you. This will take a huge chunk of health from the target. Once you land your shot, rush the target with your buddy with primary weapons and you can secure a kill. Not an ideal frontline specialist, but can work wonders when applied on the backlines or sidelines.

5- Scout and last for me. I have seen people pull off all kinds of tricks with scout, but to me i could not really figure out how to yield decent results from this kit, maybe just incompatible playstyle. It is quite decent for utility, such as rescuing downed marines, sneaking through or behind xenos. Ambushing xenos on the backline with mines, high-impact rounds, etc. But I never figured out what the best way to use this kit is for me.

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Power creep PR incoming.

Its funny how you mention pyro because there is the whole “DONT FLAME THE QUEEN IT DOES NOTHING!” I play pyro and I blue flame cut off the queen because most xenos see blue and don’t want to even touch it, so it forces them to either go around leaving the queen alone or queen backs off since she doesnt have her support.

Green flame works too if you see a large charge behind the queen and get a bunch of xenos in the mix, but blue really is powerful>

The wide spread greenflame is just fantastic for clearing weeds, doors, and just stopping and slowing flanks. The key things pyro mains need to learn is how to put those flames out as fast as they start them. A pyro can help fix bad flames from other marines or put out a HIPD and push into a place to keep momentum going.

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Now that I think about it, is there a spec as good at friendly fire as pyro is? Not only can you reliably kill huge numbers of marines by accident, but you do it nicely, without giving them fractures.

Maybe pyro really is S tier

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TRUE!..but at the same time Pryo are great at giveing super burns, but that only a issue if the pyro also dies after flameing the front line.

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Maybe it’s because I haven’t played scout in forever, but how do people get value out of it? Sure if you wanna play scout as an IO it’s insanely good; but that’s just taking away someone with a strong gun away from the frontline. Most of the time for me at least xenos are too camped in their wall lines to do any assassination attempts. Running into the back line as scout and breaking walls to just get further back into the hive seems like a suicide mission and a speed run to end your spec round.

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Scout is like base line runner its for the adrenaline junkies, ether 1v1 duels or diving into hell and just hoping to zoom out before you die. I have stop playing scout and runner as its not good for my mental health, the taste of victory may be so sweet but damn if dying as scout/runner fill my body with salt.

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scouts can easily walk into the xeno backline (not even that far, just maybe 10-12 tiles) and just kill t1s and t2s that are running around with basically no pushback as long as there aren’t other xenos nearby. Carriers, Drones, and sentinels will basically lose to a scout if they are alone 100% of the time (and the first 2 go alone VERY often). As a lower caste xeno, scouts are scarier than SADARs.

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You either play scout as a lone operator that clears backlines (takes a tremendous amount of skill and 1 mistake means your perma’d since 80% of the time people will not sacrifice themselves backline to save you).

Or play frontline and nuke T1’s / T2’s that get too outrageous, like runners trying to run in and farm acid in the middle of a unga wave. Or a lurker / warrior trying to stun and drag off marines. This is the preferred method I use since you have NVG’s so you see most threats, and your burst fire does HUGE damage to T1’s and T2’s.

Your normal ammo can also cripple T3’s if done right, and ive assassinated Queens with it as long as I had some support. You do some of the biggest alpha damage in the game as a scout spec with burst fire with AMR charge shot fully charged being the only real exception.

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Shotgun (Breacher) spec will be the best one…

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Ripley did it best, just burn it all

The pyro feels very nice as a support, able to close off choke and herd the Privates. let alone the ability to save other marines who are down, light the hallway up in green flames and pop that fire proofing.

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It’s a VERY underrated ability of the Pyro’s to direct the fight by literally stopping people from walking into stupid ass chokes, god bless

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Actually the best pyro ability is to stop caps.

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GL is the best.
If pyro denies xeno pushes
GL allows marines to push hence the ultimate support role and the goat.

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now that i think about it, having like a pryo ‘spotter’ would be a fun role to fill. just duct tape your self to the pyro, grab a m4ra with extended mags, roller cart, and like 5 fire extinguisher.

dont want AP as the green flames already reduce armour, m4ra for the mobility and accuracy (might want a scope) cart for quick saves, and extinguishers for private herding capabilities. (maybe a m240 as well just for the hell of it.)

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