Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Probably have a secondary effect of afterburn and maybe some knockback. Potentially could allow the scout to do a small explosive jump at the cost of also setting yourself on fire.
Has a recharge too.
edit: yeah the explosive jump sounds like a cool idea, but I am also worried of how balanced that would even be...
and some of my ideas
+100% slower flare reload time (20 seconds?)
no random crits for the ball
-75% damage afterburner damage
melee after burn not stack
4 second after you can after burn another time
melee hit burn player
does mini crit to burning player from other afterburn source (pyros)
alt fire : throw an imprecise firework flare how does 20 explosive damage
and a lil knock back
Cons:-30% firing speed
-20% switch speed
No random crits
Fire Torch
Level 19 Firework display
+ On hit: ignites enemy.
+ Guarantees Mini-Crit damage on burning targets, regardless of distance.
+ Long-distance hit reduces charge time by 2.5 seconds.
- 5 seconds longer than The Flying Guillotine (10.1 seconds)
- 50% explosion vulnerability on user while active.