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The DOWNSIDE should be something range related: There hasn't been a single flamethrower to date that has had a smaller hitbox and less range on the actual flames. It would be nice to see something like that in the game, and it would surely encourage a different style of play where you would have to get even farther into someone's face than usual to deal damage. Adding on to that, a weaker airblast is a trait we've never seen, either: Put the two together and you have a high damage but high risk monster.
To recap:
+10% damage
+~10% longer afterburn (probably less, it feels more balanced)
-Has a smaller hitbox, and the flames don't stretch as far
-Airblasts send the target a quarter as far compared to other flame throwers (this is up for debate as well).
What do you guys think?
+ Afterburn deals 2% of target’s current max health as damage per half second
+ Airblast is constant stream as primary fire is but at twice rate of ammo cost
- -50% damage penalty
Here’s a graph to show the first mechanic, keeping in mind that all damage in TF2 is rounded up
Current Max Health of Ignited Enemy (h) ---- Afterburn Damage per Half Second for 10 seconds
50 < h ≤ 100 ------------------------------------------- 2
100 < h ≤ 150 ------------------------------------------ 3
150 < h ≤ 200 ------------------------------------------ 4
200 < h ≤ 250 ------------------------------------------ 5
250 < h ≤ 300 ------------------------------------------ 6
+Airblasts move airborne flames
+Mini-crits when flames are pushed into opponents
-70% afterburn time
-20% default damage
-Airblasts don't affect players or projectiles
+10% more damage to all other classes
+10% movement speed
-No airblast
-5 seconds afterburn duration
-25 max health
10%less damage
afterburn is 3 second shorter
pressing 'R' (deafult) will change its alt-fire: airblast (10% more expensive) bleeding or soaking in jarate. Each 'airblast' except funnily enough airblast will cost 50 fuel. i think that this could pull out some interesting combos but may be too OP.
new taunt:
pyro pulls out a grenade and puts it on the ground, he then lines up his shot and hits it like a golf ball with the tiki torch, it would have the explosion radius of a rocket and afterburn but you have a chance of missing and blowing up yourself (idiot)
Fire victims will receive a 'Cursed' effect instead of receiving afterburn that will last for 10 seconds
(+) Cursed victims will take extra damage from teammate attacks depending on how much damage you did with your flame, up to 50% extra damage.
(+) Cursed victims move 10% slower (This slowness effect isn't as strong on slower classes)
(+) Curse cannot be removed by healing sources
(-) Curse will deal no damage
(-) Extra damage effect will be halved for damage dealt by your other weapons
(-) Flame will initially deal 1 damage per particle
(-) Longer airblast refire time maybe? (meaning it'll take longer before you're able to airblast again)
Counteracting the effect above, the damage will increase up to 4 damage per particle
whaaaaat, you heard it. tikis, valcanos....??? well heres the stats
+can spray lava on the floor that lasts (5?) seconds
+anyone standing in lava will be slowed.
(when in lava its like being blasted in the face with the defualt flamethrower)
-30% slower fire/projectile
-can only be sprayed on the floor, not directly at enimies like the defualt flamethrower,
+When meter is 25% full, grant a speed bonus to the user for 2 seconds
+When meter is 50% full, grant a speed bonus and a 25% damage resistance to the user for 4 seconds
+When meter is 75% full, grant a speed bonus and a 50% damage resistance to the user for 6 seconds
+Summon an aztec elder god for 8 seconds when the meter is full (HHH reskin)
+50% larger flame size
-45% damage penalty
mouse 2- changes to a better class