Team Fortress 2

Team Fortress 2

Biochemical Flamethrower
poot stats hear
someone had to do it
< >
Showing 1-7 of 7 comments
Tester 21 Dec, 2015 @ 7:58pm 
+ Afterburn deals 2% of target’s current max health as damage per half second
+ -50% airblast cost
- -80% damage penalty
- Airblasted projectiles deal base damage

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
lil homie gay ass 5 Aug, 2016 @ 12:59pm 
how about we focus on the biochem aspect of it

-afterburn cant be extinguished by airblast and mmust be healed by other means (jarate, milk, medic, etc)

-if medics try to heal a target with it they will contract the afterburn themselves

- airblast cost increased to 25

- minicrits while in water and against milked, bleeding, and wet players( can be uused in water)

- 25% movement speed penalty in water

-15% damage penalty against healthy players

King of the Losers 19 Sep, 2016 @ 10:50am 
+ Afterburn cannot be removed (exception, spycicle and dead ringer)
+ Biohemical Flamethrower can fire underwater
+ 25% Afterburn Time
- 50% Base Damage
- No airblast
+/- Alt Fire: Coats area with flaming chemical for a short duration
boatfullogoats 3 Jan, 2017 @ 3:24am 
- 50% Airblast cost
35 Health for extinguishing teammates
Airblast has higher knockback

+ 25% Damage vulnerability while equipped
- 50% Afterburn time
- 10% Damage penalty
Stats for the Biochemical Burner:

+15 damage increase
+25% larger flame
+Afterburn spreads to new targets through touch or healing

-No random crits
-25% afterburn damage
-15% afterburn duration

Makes it a good crowd control weapon, with good damage against single targets but less reliability on afterburn
scogia_games 6 Oct, 2022 @ 5:59pm 
it looks like a flamethrower from the movie encanto and i think it would work in a disney update
z_zealot 8 Sep, 2023 @ 5:10am 
Originally posted by Tiwaz:
how about we focus on the biochem aspect of it

-afterburn cant be extinguished by airblast and mmust be healed by other means (jarate, milk, medic, etc)

-if medics try to heal a target with it they will contract the afterburn themselves

- airblast cost increased to 25

- minicrits while in water and against milked, bleeding, and wet players( can be uused in water)

- 25% movement speed penalty in water

-15% damage penalty against healthy players

I really like this idea but I was wondering about the -15% damage penalty against healthy players, personally I feel it should be just a -15% damage penalty as what defines a "healthy player"
< >
Showing 1-7 of 7 comments
Per page: 1530 50