Team Fortress 2

Team Fortress 2

The Combuster
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You know you love them :demoticon:
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Showing 1-15 of 28 comments
Gaz! 6 Dec, 2014 @ 6:42pm 
regular attack is a standard flare but alt fire is a flamethrower but with small amount of ammo
McKnuckles 20 Jan, 2015 @ 10:04pm 
Or regular attack could be a flare with a partile effect trail that causes enemies to catch fire (if they touch it), but a mini flamethrower for the secondary would be cool.
Cai V3.6 8 Feb, 2015 @ 11:20am 
Maybe if it wasn't a pyro weapon and was actually a blowtorch wrench thing for engie which had reduced building rate but sets enemies on fire.
+15% burn damage while active
-50% ammo on wearer
Flare sticks to surfaces and emits gas
Alt click: detonate flare
Up to 3 flares armed at one time
SmazzoBazzo{AU} 25 Apr, 2015 @ 12:20am 
Pros:(on Ground)On impact: explodes and crits
cons:does no damage on hit on player
Toad Mooks 28 Apr, 2015 @ 3:07pm 
Originally posted by Jr. All Star:
+15% burn damage while active
-50% ammo on wearer
Flare sticks to surfaces and emits gas
Alt click: detonate flare
Up to 3 flares armed at one time

I like this.
Strigoiu'69 22 Sep, 2015 @ 12:33am 
Recharges ammo over time
+20% longer jumps while on wear
-25% damage to self
Shemukyy 26 Jan, 2016 @ 5:53pm 
+Mini-Crits burning players
+25% Damage
-No passive reload
-Wearer is marked for death
Last edited by Shemukyy; 26 Jan, 2016 @ 5:54pm
JHAP 28 Jan, 2016 @ 8:03am 
+ Mini-Crits non-burning players
+ Afterburn only ends if the victim: Is put out by a teammate or picks up a health kit (resupply counts)
- +20% increased damage falloff
- No random crits
- 10% Damage reduction on burning players

The idea is that it makes it a close-range flare gun with the purpose being starting combat. The Mini-Crits are used for doing quite a bit of damage at the start. However, that makes it weak unless the target is put out or gets a health kit. The damage falloff causes you to use it at close range. The afterburn makes it a good combo weapon as the afterburn doesn't end.

Basically, it works at close range as a initiator, but is useless against for long distance attacks against burning enemies
Nightstalker 28 Jan, 2016 @ 8:43am 
Originally posted by JHP:
+ Mini-Crits non-burning players
+ Afterburn only ends if the victim: Is put out by a teammate or picks up a health kit (resupply counts)
- +20% increased damage falloff
- No random crits
- 10% Damage reduction on burning players

The idea is that it makes it a close-range flare gun with the purpose being starting combat. The Mini-Crits are used for doing quite a bit of damage at the start. However, that makes it weak unless the target is put out or gets a health kit. The damage falloff causes you to use it at close range. The afterburn makes it a good combo weapon as the afterburn doesn't end.

Basically, it works at close range as a initiator, but is useless against for long distance attacks against burning enemies
i like this idea. pyro is a melee pure, so this will give it some more combat potential. especially after they nerfed pyro again.
Afterburn can only be negated by healing
No random critical hits
cocochili 29 Jan, 2016 @ 7:35am 
+15% / 20% more damage
+Alternate Fire: Extinguishing Teammates with the weapon grants only 10 (or no) health but gives 2 ammo
+20% faster projectile
-20% slower reload
-no passive reload
-20% - 50% less ammo
-no afterburn / less effective afterburn
-compression blast on flamethrower chews up 10 more ammo / hs less ammo


Hope you like them send me a steam message if you do:steamhappy:
Cossack 30 Jan, 2016 @ 5:38pm 
+10% burn damage on all wepons

10 damage on hit acts like normal flare gun other wise
Last edited by Cossack; 30 Jan, 2016 @ 5:38pm
Sauceman12125 2 Apr, 2016 @ 5:07am 
Originally posted by Jr. All Star:
+15% burn damage while active
-50% ammo on wearer
Flare sticks to surfaces and emits gas
Alt click: detonate flare
Up to 3 flares armed at one time

giving a pyromaniac a flaming sticky laucher
lo'v it
W.A. the Anum 16 Apr, 2016 @ 1:58pm 
+20% bigger projectiles (better for hitting people :3)
On hit (target or wall): Projectile burst out in 4-5 small flames which courses burn (of course) (a bit like a cluster bomb),flames will fall on the ground where they extinguish themselves

=Minicrits on burning targets

-25% damage
-20% projectile distance
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