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+ -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
-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
+ Biohemical Flamethrower can fire underwater
+ 25% Afterburn Time
- 50% Base Damage
- No airblast
+/- Alt Fire: Coats area with flaming chemical for a short duration
35 Health for extinguishing teammates
Airblast has higher knockback
+ 25% Damage vulnerability while equipped
- 50% Afterburn time
- 10% Damage penalty
+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
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"