Team Fortress 2

Team Fortress 2

Afterburner
Xarhoom 1 Oct, 2013 @ 11:53am
Weapon / Sub-Class Concept
Okay so after looking at a ton of loose stat ideas and such I think it would be more important if the community could nail down what they wanted the concept for this flamethrower's usage to be and what unique player experiences it would bring while fitting the design.

Let me start off with the stats for my idea then I'll explain

Edited Nov28, 2015

Positives
+20% Faster (Forward) Movement Speed While Firing
+25% Afterburn Damage
+25% Afterburn Duration
+Recoil On Airblast (Can Airblast Jump)
+Grants Mini-crits for secondary weapons if in mid-air (from Airblast Jump only)

Negatives
+30% Faster Ammo Consumption
-40% Damage

The idea here is to do something fresh from the one man army or spyro style game plan. Rather than sneaking around or spychecking the stats suggest that you speedily make it to the frontlines of battle akin to a soldier however, unlike typical pyros your focus is no longer to relentlessly hunt down and corner an opponent, now you assist your team by quickly burning key targets and forcing retreats with your powerful afterburn buffs. Your team can now captialize by advancing and anihilating the multitude of enemies you burn. To further stress this playstyle you can now do an airblast jump with the backwards recoil from an airblast which is relatively akin to Force-a-Nature jumping which allows for rapid retreats and agressive approachs.
There is of course some things to be wary of with this new style of play. Since your immediate damage output is dampened the pyro will no longer shine as strongly so easily in close-quarter combat situations which will now likely need help from a secondary or melee weapon. That point is futher punctuated with the speed-up ammo consumption of this weapon. This means you will have to be tactful in your usage of this weapon.

Please let me know what you think and if you agree with this concept regardless of whether these are the exact stats to execute that. I'm also interested in seeing others concepts!
Last edited by Xarhoom; 28 Nov, 2015 @ 9:32am
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Showing 1-15 of 23 comments
-=TSON=- 2 Oct, 2013 @ 8:58am 
sweet
NeoDement  [developer] 5 Oct, 2013 @ 5:40pm 
Sounds awesome
jc 6 Oct, 2013 @ 10:05pm 
Very nice idea, definitely a different kind of concept compared to all the in-game flamethrowers. The damage reduction and ammo consumption seems a bit harsh though, regardless of the emphasis on afterburn. However I really have to congratulate you for one thing: You've created a flamethrower with stats that would be perfect for W+M1, and yet added stats that would make it terrible for W+M1 at the same time.
crit fetish 9 Jan, 2014 @ 12:50pm 
What would you say about the one from star's April fools video? The Melee weapon became the new powerjack and this would fit awesomely in as the flame-thrower
http://www.youtube.com/watch?v=FfYKHyMvAIQ
Would be a good counter against spammomen in tight places, since airblasting 4 grenades a second is impossible. Would be like a support sub-class.Just a though c;
Last edited by crit fetish; 9 Jan, 2014 @ 1:01pm
elukka 15 Jan, 2014 @ 3:01am 
Dashing forward the enemy and then taking out your axting, proceeding to brutally murder everyone. I lieks.
notoshious 19 Jan, 2014 @ 1:04pm 
Wow! Great idea I love it it would be exactly the weapon I wish for pyro and I play pyro for a long time now and know it's pro's and con's this would be a nicly balanced weapon and would probably bring some new fresh pyro instead of soldier or scout into my loved 6vs6. Thanks great idea I hope valve adds this with these stats! Cheers :jarate:
crit fetish 19 Jan, 2014 @ 1:41pm 
Or hey; airblast teammates with the same weapon? Would make a pyro duo fun ;) would be awesome to work your way behind their lines as a pyro duo, but would need more weapons for that though and customized so that they can't survive too much alone
And open up derp moment opportunities
carl 10 Feb, 2014 @ 6:32am 
sounds beast
Sairento wue wue 9 Mar, 2014 @ 8:49am 
Because of physics of jet engines movement speed cant be increased while running forward - it will be decreased! Or pyro should use alternate attack (turn the burning part of weapon on 180 degrees)
Last edited by Sairento wue wue; 9 Mar, 2014 @ 8:50am
Voytech 24 Mar, 2014 @ 7:16am 
yea that's the great idea, but there is one thing wich could do not work so well as we wish. I mean how about situation when you will make some one burning and then another pyro shot this person with signal pistol. Will your afterburn damage disappear?
alpetter 19 Apr, 2014 @ 7:29pm 
I have a few problems with these proposed stats. I do not think that you should promote afterburn kills because you are pigeon-holing the pyro to WM-1. This is the last thing we need. Also I am not a huge fan of the incresed cost for airblasts. The reason being is that the proposed mechanic for this weapon is airblast jumping, but if you are making it more taxing to airblast then you are discouraging the mechanic. I can compare this to the rocket jumper, it was added to the game to make a mechanic of effortless rocket jumping, but valve didn't say " lets just give them one rocket to make the purpose of this weapon even more difficult" they just changed the existing mechanic to eliminate damage, henceforth making it less taxing to the player to utilize the mechanic. Overall I would say that if you are trying to design an airborn pyro mechanic, then you need make it more easily accesible. I like the idea of increased speed, but I think it should only be when in the air. You could create a whole new subclass of skyro's doing airstrikes then finishing the job with a shotgun or a flare gun. A system of minicrits maybe, for example; when the pyro is airborne and flames someone, then the enemy recives minicrits. My last thought would be that if the airblast had a recoil for airborne mechanics, then I think that the airblast should have a slightly longer duration. So say you jump and airblast below you, the airblast which typically has an existance of about .25 or .75 seconds should linger a little longer to add sort of a jetting effect for the jump. This would be where the increased speed would come in, and a potential mechanic for aiblast pogo jumping, similar to the soldier. This would add a more skillflul approach to timing and flying with these airblast jumps. This weapon has the potential to be a new fighting style and to be a high skill weapon, we should not hold it back with these proposed stats.
Last edited by alpetter; 16 Aug, 2014 @ 2:08pm
Mokujhin 3 May, 2014 @ 8:42pm 
Seems like a really good idea,and it seems like this fits what pyro was SUPPOSED TO BE ; A powerful ambush class that could go in burn everything and get out leaving people damaged and easily picked off by other classes if not to die from the afterburn,I do hope if this weapon gets added these would be the stats implemented,cuz nothing really hit-and-run orientated in the pyros weapons have ever been added,so nice idea,and hope this gets added :)
Gladebloom 6 Jun, 2014 @ 8:22pm 
Personally, I think it should be focused on airblasting. You know - decreased airblast cost, increased airblast force, less damage output - that sort of thing. Besides, we already have 2 flamethrowers that give some sort of bonus to damage output (The Backburner and Phlogistonator), but none that give any sort of bonus to airblasting whatsoever.
Last edited by Gladebloom; 6 Jun, 2014 @ 8:51pm
Sairento wue wue 7 Jun, 2014 @ 1:16am 
@RainbowPowah + I think there should be a kind of rocket jumping or self-acceleration (remember, it is still jet engine)
Bread Conqueror 14 Jun, 2014 @ 12:46pm 
This could use the researve shooter in this set for pyro as well as the lib. launcher set
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