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+30% longer afterburn time
+10% afterburn damage
+25% larger radius
Alt fire spews flammable oil on the ground to serve as a trap for unsuspecting enemies.
Downside:
-30% direct damage
No airblast
+20% longer afterburn time
+50% afterburn damage
when enemy is on fire the fire can spread to more enemies, but the more it spreads the less ammo you have.
any over heal turns into ammo
airblast attracts enemies
Downsides:
-50% airblast cost
+15% melee damage to you
-25% direct damage
I feel valve is trying to regulate the damage and burn time of the flamethrowers to be more or less standardized but there is plenty of room for new airblasts. After all the airblast was the biggest change ever made to tf2 and it hasnt been touched since introduction.
Left button - ignites enemy (cost of 15 per second), the right button "inflates" the fire on the enemy at a distance of 5 yards longer than the usual jet flame thrower. Damage is around 10% more, but the angle of the particles scatter more at 30%. To further distance comparable to damage normal flamethrower. Fanning cost = cost of fuel consumption normal flamethrower. Near the jet throws players on the usual distance. Can`t reflect projectiles.
(Ignites pyromaniac to standard time but deals 1 damage every 2 ticks that would be able to inflict damage on pyro) effects Axtinguisher to set fire pyro will not work.
-- ammo
+ fire damage
for tactical pyro looking to do some sierous damge on the enamy team, or distract them so there team can complete the objective!
+ 25% length of flame
- ammo depletes 10% faster
- 15% direct damage
= can charge airblasts at the cost of more ammo
+25% increased damage (8/second)
-25% thinner cone of flame particles and airblast cone
-10% shorter afterburn duration
+30% Airblast Force
+15% Airblast Range
-15% Move Speed on Wearer
-10% Damage
+25% max ammo on wearer
Airblast moves enemies towards yourself
-10% movement speed