Team Fortress 2

Team Fortress 2

Afterburner
Rainwad 29 Mar, 2013 @ 7:55am
Discuss the stats and do a hoedown!
Because clogging up the comments section isn't a fun thing to do.
Last edited by Rainwad; 29 Mar, 2013 @ 7:55am
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Showing 1-15 of 221 comments
Rainwad 29 Mar, 2013 @ 7:58am 
Upsides:

+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
ancientstephanie 5 Apr, 2013 @ 1:19am 
I'd like to see either a constant, weak knockback when firing, or a suction effect (bringing ensemy back to the nozzle).in place of the airblast
Upsides:

+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
Last edited by SomethingLessOffensive; 9 Apr, 2013 @ 3:24pm
Spalerturliton✭ 14 Apr, 2013 @ 1:50am 
Alt click starts up the turbine engine sucking up projectiles fired in front of your weapon. Any projectile you suck up is grinded to pieces in the fan and this does a small amount of damage to you, but adds to your flamethrower ammo.

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.
BEholdER 14 Apr, 2013 @ 4:52pm 
I invented a new mechanic for this cool weapons. still no weapons Pyro is diverse, I think this mechanic is that it is fresh. I hope you will appreciate.

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.
No_Superman10 15 Apr, 2013 @ 3:43pm 
Hold right click to spin up the turbine, release to store charge and then use left click to use the stored energy to increase range and power. However, the more charge you have, the more ammo the charged attack will use up.
Hoydle 17 Apr, 2013 @ 5:56am 
Alt fire : hold the alt fire button and turbine starts up, while this is happening no fire emmits from the gun but the airblasts charges up while holding the alt fire button and when let go makes a huge airblast that can push people back for miles

-- ammo

+ fire damage
Rainwad 17 Apr, 2013 @ 1:07pm 
Originally posted by Heavy Buddy:
Alt fire : hold the alt fire button and turbine starts up, while this is happening no fire emmits from the gun but the airblasts charges up while holding the alt fire button and when let go makes a huge airblast that can push people back for miles

-- ammo

+ fire damage
Whaaaaa?
salem, the spider 18 Apr, 2013 @ 11:51am 
instead of an air blast, it should launch you into the air, like the name says
for tactical pyro looking to do some sierous damge on the enamy team, or distract them so there team can complete the objective!
pickle cell rick 19 Apr, 2013 @ 1:14pm 
You definitely should be able to charge an airblast with this : with a fully charged airblast, perhaps you could do an airblast jump at the cost of more ammo?
+ 25% length of flame
- ammo depletes 10% faster
- 15% direct damage
= can charge airblasts at the cost of more ammo
Last edited by pickle cell rick; 19 Apr, 2013 @ 1:16pm
Rath 21 Apr, 2013 @ 4:33pm 
+no damage dropoff (deals 100% damage at maximum range)
+25% increased damage (8/second)
-25% thinner cone of flame particles and airblast cone
-10% shorter afterburn duration
Keysy7 25 Apr, 2013 @ 3:02am 
Extinguishing Teammates increases movement speed
+30% Airblast Force
+15% Airblast Range
-15% Move Speed on Wearer
-10% Damage
pickle cell rick 25 Apr, 2013 @ 12:01pm 
Originally posted by Keysy7:
Extinguishing Teammates increases movement speed
+30% Airblast Force
+15% Airblast Range
-15% Move Speed on Wearer
-10% Damage
Ohoho, I like this. +1
devious goon (Banned) 27 Apr, 2013 @ 5:31am 
+10% damage
+25% max ammo on wearer

Airblast moves enemies towards yourself

-10% movement speed
Keysy7 30 Apr, 2013 @ 12:18am 
Originally posted by PocketBacon the Caberman:
Originally posted by Keysy7:
Extinguishing Teammates increases movement speed
+30% Airblast Force
+15% Airblast Range
-15% Move Speed on Wearer
-10% Damage
Ohoho, I like this. +1
Thanks, I think it encourages Teamplay and also rewards the player for extinguishing teammates. I think it is still too powerfull as the negative stats can be reduced.
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