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Concept Fortress - Pyro Weapon Ideas
By Okami Tomato
So, this is (perhaps) the start of a new series of uploads consisting of designs for potential additions to TF2. While, yes, I know the Workshop and Discussions pages exist discussions is always flooded with aimbot arguments and I'm not good enough at modelling anything to show for the workshop, so for the time being this'll just... exist... I guess?

Disclaimer this isn't a guide please don't murder me ;-;

That being said, the title speaks for itself; from here on there'll be weapon ideas for the Pyro, complete with stat suggestions, some design ideas, and intended uses and synergies the weapons would have with either each other or existing weapons.

That out of the way, enjoy :)
   
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Overview
So, I explained this briefly in the intro, but I'll say it here as well for simplicity:

These are simply ideas for Pyro weapons. Stats, at least in summarised form, will be shown, as well as any descriptions for appearances. Additionally, synergies or playstyles intended will be listed, much like with the Heavy Update page I made a few weeks ago.

I have done something like this before in the past but, due to both my lack of skill and numerous unrefined ideas, it quickly became a mess you simply couldn't navigate, so I've tried narrowing down ideas and only describing majorly important ones.

As with most of my 'guides that aren't guides', feel free to leave ideas in the comments for your own ideas, I'm happy to hear other suggestions either for new weapons or balancing my own ideas.

Anyways, onward we go!
Primaries:
Pyro's assortment of flamethrowers that essentially define their class. Afterburn and airblast are both powerful close-ranged tools, but there aren't too many spins on the base Pyro gameplay outside of maybe the Phlog, everyone's favourite weapon, so I'll see if I can spice things up a little.
'Firework Cannon'
Stats:
! Replaces the Pyro's flamethrower with a firework cannon
+Mini-crits burning players
-No airblast
-80% max primary ammo on user
[! Fireworks deal 55 base damage on hit, deal very mild splash damage and have a max range of roughly 4x flamethrower range]
[! Fireworks launched from the cannon both explode and inflict ~2 seconds of afterburn]
[! Fireworks deal mild knockback to airborne targets]
[! Fireworks can damage the player]

Design: A makeshift firework cannon. Like some of Pyro's other weapons, it seems to be home-made; with several parts taped together; including a chamber made partially of an old fireworks box.

Reasoning: Similar to the idea I had for Heavy on the Heavy Update page, though this time for a more fitting class to give pyrotechnics to. This flamethrower replacement is a bit like the Dragon's Fury, but replaces its almost-immediate high damage for greater range and an explosive projectile.

The projectiles are essentially mini rockets, dealing explosive damage alongside their afterburn effect and proving mild knockback on airborne targets, including the Pyro itself. This can be used for juggling blast jumping classes or, better yet, increased mobility by giving the Pyro weak blast jumping capabilities to allow them to reach new areas without use of the Detonator, Scorch Shot or Jetpack.

Additionally, it rewards aiming better than other flamethrowers due to the increased range and additional mini-crit potential that turns its 55 base damage to ~74.25; still less than the Dragon's Fury, but with more reach.

However, the main downside is definitely the loss of airblast. This essentially removes abilities like denying ubers and deflecting projectiles for increased mobility and range, as well as a different damage type than the expected fire damage against Vaccinator medics.

Potential Synergies:
+Manmelter - Still provides the Pyro means to extinguish teammates and deal 90-damage crits for doing so. Also inflicts longer-lasting afterburn for mini-crit potential.

+Shotguns - Since the flamethrower now becomes a tool usable at mid-ranged too you can afford to run a shotgun for both high close-ranged damage and for a 2nd damage type, especially against other Pyros.

+Reserve Shooter - The fireworks explode, so you can potentially knock foes into the air to mini-crit them. Takes more skill than the old Reserve Shooter combo, but means that Pyros can still make consistent use of it.

+Flare Gun, Scorch Shot, Detonator, Axtinguisher - Aside from the Manmelter, the increased range allows you to better combat enemy Pyros, which are usually a big counter to flare guns and the Axtinguisher due to afterburn immunity.

+Gas Passer - Afterburn timer is increased, so more mini-crit potential. Also, the increased range and mild splash allows for easier times dealing decent damage to sodden crowds, even from mid-range.

+Backpacks - Gives the Pyro back some of the range that would be lost if running the backpacks, which will be discussed later.

+Back Scratcher - Get back more health while on the flank to make up for the health lost from blast jumping.
'The Fireball'
Stats:
+Holding down primary fire will charge up a barrage of up to 10 fireballs. Releasing the fire button will launch the barrage
-50% max primary ammo on wearer
-25% repressurisation rate on alt-fire
+2 degrees random projectile deviation
[! Fireballs deal around 8-14 damage each and have range comparable to the Dragon's Fury]
[! Afterburn time based on the amount of fireballs that hit a target, ranging from 1-10 seconds]
[! Loading speed for fireballs is ~0.2 seconds per fireball]
[! Firing speed based on fireballs loaded, ranging from 0.5-0.1 seconds per launch]
[! Cannot switch weapons when barrage is loaded]
[-There is a 0.5 second cooldown after firing a barrage of 2 or more before fireballs can be loaded]

Design: A large and seemingly fairly bulky flamethrower. Its appearance seems a lot more 'scrap-like' than Pyro's other hand-made primaries, with the piping seemingly being old plumbing pipes and the main combustion chamber looking like an old modified gas canister. Caution tape holds together several pieces of the flamethrower.

Reasoning: A Beggar's Bazooka mixed with a flamethrower. Unlike other flamethrowers, wm1 is incredibly unreliable with this due to its nature of charging up shots instead of the usual continuous stream. It rapidly loads fireballs into the main chamber and, once primary fire is released, will rapidly launch said fireballs in a short-ranged barrage.

This flamethrower is best for ambushes and against single-targets, having high single-target burst damage but lacking other flamethrowers' crowd damage capabilities. It's intended, like the Beggar's, for the player to prepare a barrage, attack a player, and retreat again for another following barrage. These barrages take a total of 2 seconds to charge a full barrage, 0.2 seconds per fireball, and take up to a second to release the whole barrage, with the time taken per fireball varying based on how many were loaded (more = faster).

A 'perfect' barrage will deal 14 damage per fireball for 10 fireballs, followed by at most 80 afterburn (totalling at 140 + 80 = 220 damage), though due to damage falloff and projectile deviation this is not likely to occur frequently. This also only takes into account a fully-loaded barrage, whereas in reality this won't always be the case as flanks and ambushes may force premature firing.

Airblasts are also limited to 5 at most due to the ammo reduction, and they are slower to spam. Additionally, you can't airblast once fireballs are loaded, so play cautiously around explosive classes and ubers.

Potential Synergies:
+Shotguns - Good for being caught off-guard just after launching a barrage due to the short cooldown after firing. Also, due to the slower airblasts, it makes for a good way of dealing with enemies already in your face.

+Scorch Shot - Firing off a barrage and then switching to the Scorch Shot to fire a shot allows you to keep up an assault on enemies, even if just to slow them down a little, in the downtime between barrages.

+Detonator, Scorch Shot, Thermal Thruster, Powerjack - Mobility tools greatly help with ambushes and reaching unexpected places to get the jump on enemies. Especially important since this weapon deals massive amounts of sudden damage; hard for unaware enemies to react to.
Secondaries:
Important for Pyro, as their secondaries make up important parts of their arsenal, mainly aiding either Pyro's range or mobility (or sometimes both). Secondaries therefore often fall into support but can also be combo tools for things like the Flare Gun and Shotguns especially.
Backpack A - 'Burner's Backup'
Stats:
+25 max health on wearer
+7.5% movement speed on wearer
+25% max ammo on wearer

Design: A fairly standard-looking backpack, replacing the Pyro's gas canister. Additionally, hooked onto both sides of the bag are two smaller canisters, though in total they would 'carry' more ammo than the Pyro's regular one, hence the ammo boost.

Reasoning: Pyro, despite being one of the most close-quarters classes in the game, has little in terms of health buffing or healing outside of the health regained on extinguishing which, in itself, is already a new-ish thing. This would give Pyro 200 health and 107.5% movement speed, making you as tanky as a Soldier and ever so slightly faster than Medic and Spy.

-The health allows Pyro to be tankier, which is important for a close-ranged DPS class
-The speed allows Pyro to keep up with fleeing spies and to give him better flank potential
-The ammo allows for more use of airblasts, most critically allowing the Backburner 5 airblasts at max ammo now instead of 4.

It lacks any visible downsides, like Soldier's banners, since it is really giving up Pyro's only option for ranged combat and exchanging it for better flamethrower usage; Therefore, leaving the Pyro more vulnerable to ranged attacks.

Possible Synergies:
+Backburner - Gives the Pyro a 5th potential airblast, slightly lessening the weapon's main penalty.

+Back Scratcher - Increased health stacks with the +50% health from pickups stat, allowing a small health kit to heal 60 (40 + 20), and a medium to heal 150 (100 + 50).

+Powerjack - 15% move speed buff stacks, allowing Pyro to reach 122.5% move speed. Vulnerability also lessened a little by the increased health.
Backpack B - 'Hazard Holder'
Stats:
+33% damage on weapons that inflict afterburn
+20% afterburn damage
+20% afterburn duration
+33% max primary ammo on wearer
+25 max health on wearer

Appearance: A metal backpack that replaces Pyro's regular fuel canister. Numerous fuel chambers are placed on the sides, connected to the main body by straps of duct tape and pipes. A 'hazardous materials' sticker is haphazardly slapped on the side, as well as numerous other chemical warnings.

Reasoning: Like with the first backpack, this one buffs the Pyro to allow for better utilisation of the flamethrower, but this time does so by giving mostly offensive stats instead of general buffs.

-The damage buffs take the 3.25-13 fire damage per particle up to 4.33-17.33 damage, a change that makes Pyro deadlier in close-combat, where he should really excel anyways.
-The afterburn buffs now mean that the flamethrower's 3-10 seconds of afterburn becomes 3.6-12 and damage goes from 8 dps to 10 (5 per tick), resulting in somewhere between 35-120 total afterburn damage.
-The health boost's reasoning was discussed with the previous backpack

Potential Synergies:
+Sharpened Volcano Fragment - The weirdly-specific wording of the first stat was for a reason. It boosts the Fragment's damage to 69 (52 + 17.16), a little higher than stock, and grants around 120 total afterburn; potentially allowing it to deal ~189 damage; enough to kill anything up to a Demoman if they have nothing to heal their afterburn. (Mini-Crits deal 93 + 144 afterburn for a total of 237, and Crits deal 207-208 initial damage minus afterburn)

+Back Scratcher - As with the prior backpack, the health buff synergises with the increased health gain.
Backpack C - 'Metalworks'
Stats:
+40 max health on wearer.
+Dealing damage slowly fills a 'fire' gauge, providing the player with increased afterburn damage and movement speed. The gauge slowly drains if no damage is dealt for a time.
+15% primary and melee damage on wearer.
-20% movement speed on wearer.
[+At full 'fire' the gauge provides +25% afterburn damage and +15% movement speed.]
[! The gauge's effects gradually scale with the gauge's percentage.]
[-Gauge is reduced to 0% on death.

Design: A large, metal contraption that takes the place of the Pyro's gas canister. It is a large and cumbersome contraption with molten metal inside and large tanks either side, all connected up with cables and pipes. A harness is fastened to it and onto the Pyro to keep it in-place, also removing their grenades and replacing them with additional straps.

Reasoning: A more defensive Pyro weapon, more for staying back and supporting the team than flanking like the first backpack or outright damage like the 2nd.

-The stats reduce the Pyro's movement speed to only 80% and buff their health to an astounding 215, making Pyro a defined tank. Additionally, the increased damage means that enemies close to you will take more damage. However, the speed drop means that it's intended for enemies to come to you more than you to them.

-The main draw is the 'fire' gauge. Dealing damage to enemies will slowly boost the gauge, providing small scaling buffs. However, after around 12 seconds of not dealing fire damage the gauge will slowly empty on its own. The gauge takes around 800 damage to fill in its entirety.

-At full gauge the Pyro's move speed becomes 95%, only marginally slower than regular, but they also gain a 25% afterburn damage buff which pairs well with the increased damage the Pyro now deals. Taking their maximum damage output to ~3.74-15 per flame particle and 100 potential afterburn damage.

As stated prior the main drawback with the backpacks is the lack of secondary requiring the player to rely on their primary and melee weapons. Additionally, this backpack reduces the Pyro's speed to the Soldier's, but without the rocket jumps to increase mobility, leaving Pyro a sitting duck at long range.

Potential Synergies:
+Phlogistinator - While you do basically get reduced down to the most bare-bones play in TF2, Phlog crits synergise well with the fire gauge, since the crits fill the gauge very fast, thus speeding up the Pyro, thus making it easier to catch enemies to deal damage. Thus, both synergise with each other. Plus, the increased health makes taking hits easier.

+Backburner - Like with the Phlog crits are very good for buffing the gauge fast.

- Degreaser - Don't synergise. You lose damage, making it harder to fill the gauge, and in return just get to switch to your melee faster.

+Powerjack - Mildly offsets the movement speed penalty, taking you back to ~95% speed with 0 gauge and up to 110% with a full gauge. Damage vulnerability also lessened somewhat by the majorly increased health pool.

+Back Scratcher - Both the damage and health buffs synergise. The health buffs allow the Pyro to get as much as ~66 health from a small health kit and ~161 health from a medium health kit. Also buffs the melee damage up to 93.15 damage on a regular hit (damage 126.5 on a mini-crit and 280.6 on a crit)
Melees:
Important, though mainly utilised for utility rather than damage due to Pyro's primary already being oriented around close-ranged DPS. Therefore, it's likely many of these will serve some sort of utility purpose.
'Steam Engine'
Stats:
! Pressing Alt-Fire will cause the weapon to build up pressure. Hitting an object with primary-fire will cause an explosion that mini-crits enemies and ignites them briefly.
+Collecting ammo boxes or vising a resupply cabinet will restore the engine
-10% damage penalty.
-The weapon cannot be holstered once charged.
-The explosion damages the player.
[! The player is slower whilst charging the weapon]
[! Enemies are launched skyward if hit by the explosion]
[! If the Pyro is airborne when triggering the explosion they are launched backward and upward. If they are grounded the knockback is minimal.]

Design: A small engine duct-taped to the end of a long seemingly-wooden pole. The engine is hooked up to what seems to be a small metal box with a few holes that periodically glow. A funnel is taped to the top, akin to a steam engine's, hence the name.

When being charged the engine will begin to spin-up and the metal box will bulge. The holes will glow bright orange, the weapon will smoke a little, and it will begin to create a whistling noise.

Once 'expired', the engine will be scorched, but the main difference is that the metal box will have exploded in a fashion similar to the caber. This is fixed upon collecting ammo or visiting and resupply cabinet.

Reasoning: Can be used as a combo-starting tool. An initial mini-crit explosion would deal ~80 damage and would launch the target upward slightly. This would likely catch enemies by surprise and puts the player in a situation where they can either then juggle the foe with aitblast or follow up the damage with fire, bullets, or a flare punch.

Additionally, it serves use for mobility purposes. Well-timed swings can launch the Pyro upward almost akin to a rocket jump at the cost of 'breaking' the weapon. This would allow the Pyro to potentially reach new flanking routes at the cost of health and weakening their melee temporarily, a workable trade-off.

Possible Synergies:
+Degreaser - Combo Pyro baby!

+Flare Gun - An 80-damage hit and ignite followed-up by a 90-damage flare crit and the potential 80 afterburn damage would result in 170 damage outright followed by another 80 for 250 potential damage; a monstrous number that shreds any non-overhealed class but Heavy at the cost of some health and having to play carefully. Additionally, collecting the ammo from enemies fixes the Engine for another use, so as long as you pick your fights well you become a close-ranged menace.

+Scorch Shot - Less outright damage than the Flare Gun, totalling at 106 with the explosion before afterburn. However, this combo grants a massive amount of sudden knockback on unaware foes that can throw them off or help the Pyro get some cheeky environmental kills.

+Reserve Shooter - It's an explosion, therefore it gets mini-crits. You might know where this is going.
'Pyrosol'
Stats:
+Alt-fire will allow the Pyro to slow their descent when falling
+33% faster deploy time
! Cannot be holstered while open
! Cannot be re-opened once closed until the player is grounded again
-25% damage penalty
-50% air control while opened

Design: A... parasol? While the design is simple enough in concept it would of course have decals based on TF2 and the Pyro specifically, including both TF2 and Pyro logos as well as scorch marks.

Reasoning: Mary Poppins jokes aside, this weapon is mostly for comedic value. However, despite this, it still has a few potential uses when partnered with any weapons that increase vertical mobility.

Its special ability is comparable to the B.A.S.E. Jumper; where it can slow the player's descent if alt-fire is used while airborne. It can only be opened and closed once until the player is grounded again, like the Jumper as well.

The main downsides are the damage penalty, that almost strictly makes it only viable for utility, but also the downsides that it shares with the B.A.S.E. Jumper; like how you become an easier target and are more susceptible to knockback. Plus, unlike the Jumper, you specifically have to have the Pyrosol out to use it, so bombing people requires you to close it, holster it, and only then pull out your other weapons.

Possible Synergies:
+Backburner - Partner this with a mobility-enhancing secondary weapon to make ambushing foes for the crits a lot easier.

+Detonator - Some people can likely find use in strange jumps that may only be possible with the Detonator combined with the fall speed reduction. We'll just have to see what people can come up with.

+Thermal Thruster - The most obvious choice by far. The player can easily launch up high, switch to the Pyrosol, and gently descend down onto unsuspecting foes. Remember, though, that you're vulnerable if you get detected. Also, using the Pyrosol can prevent fall damage for extra stealth.
Final Notes
Well, those were just some ideas for Pyro weapons. Of course, in reality, it's unlikely these will ever appear in-game, so it's more for fun than anything. Plus balancing existing weapons takes priority over new ones.

Depending on the response to this one I might try and continue with other classes. Not sure who would be next, though since I talked about Heavy weapons on the Heavy Update page it likely won't be Heavy again, so maybe Engineer to fill out that secondary slot?

Anyways, feel free to leave comments. Seeing ideas on either all-new weapons or on ways to balance these ones better will be interesting to see, especially with Pyro discussions often becoming... heated (I'm sorry).

Any additions to this page will be time-stamped if I remember to do so, as well as naming people who make suggestions that get added

Anyways, hope you enjoyed this random little Pyro weapon discussion
See you next time :)
12 Comments
Okami Tomato  [author] 26 May, 2020 @ 4:12pm 
You could probably come up with a hat kid loadout considering the sheer amount of cosmetics Pyro can use atm, but yeah I see where you're getting at :P

In the case of the flamethrower I don't think a magic wand would fit since magic in TF2 is mainly just Merasmus and Halloween stuff. In the case of a 'charged airblast' flamethrower a meter would probably work, with maybe a similar noise to the demoman's stickybomb charge sound so other players are aware of the charge since otherwise it might fall under being 'unfun due to unpredictability'. I'll have to think about an airblast flamethrower a bit more, but thanks for the idea :)
Awesome Person 25 May, 2020 @ 1:26pm 
First of all, pyrosol makes me want to give pyro a Hat Kid cosmetic set. Second, how about a magic wand flamethrower with very, very short range. However, holding alt fire will slowly start expanding a cube that only you can see, originating on where you are. When you let go, all things in that cube will be airblasted but with no force applied. Another plus is it is usable in medieval mode due to it being basically a melee weapon. It also has a damage penalty.
Okami Tomato  [author] 25 May, 2020 @ 3:50am 
King: I mean, it works, but it'd likely be a relatively uninteresting weapon if that were it's only function, so I'll try to think of some more ideas for an afterburn-oriented flamethrower :)

Ancap: Considering that the Pyro doesn't have the Scout's melee damage penalty, that would be a disaster, so probably just better to rebalance the sun on a stick rather than give it to Pyro

Dr.: ...nah, sorry mate
Straight-up Goddess <3 25 May, 2020 @ 2:37am 
i've been thinking about a flamethrower that has increased afterburn time and afterburn damage but less non-afterburn damage that makes you attack begining with the flamethrower and then use your secondary
Marcus Carassius 24 May, 2020 @ 4:59pm 
so, pyro can now equip the sun on a stick?
Sheldon Cooper 21 May, 2020 @ 10:24pm 
the shit on a stick
PROS: when hit, will cause a taunt that shows the character disgusted
will slow the player you hit.
when hitting a spy, the spy will be doused in a brown liquid
CONS: will make you look like you shat your pants.
will ruin your reputation.
damage: 0 (shit wont hurt, it will only make you disgusted)
skins: dog shit
bullshit
colours: green
red
brown

The d'ohbold 21 May, 2020 @ 9:48pm 
gaben is proud of you
Okami Tomato  [author] 19 May, 2020 @ 8:37am 
Probably just easier to make the Gas Passer count people as 'wet' so that it has synergy outside of just maps that have water (:P)
Marcus Carassius 19 May, 2020 @ 3:10am 
give pyro a water gun secondary, it makes enemy wet, you know how this is going to play
Cubefish 18 May, 2020 @ 6:27am 
You definitely put some thought into these ideas, good work!