Team Fortress 2

Team Fortress 2

FlameTongue
STATS?
Now I know Valve does the stats, but I'm just messing around here.
I think it would go something like this:

+15% More Reach (Could Be Made Larger)
+33% More Afterburn Damage

-5% Less Damage (Direct Flame Damage)
-15% More Ammunition Used Per Second (Could Be Reduced)

Suggestions?
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just a reskin of the stock flamethrower :P
mr sejfiuhfhukhfiuawkhdf の投稿を引用:
just a reskin of the stock flamethrower :P

Or a reskin of the backburner since that has a dragon-like face on it
-10% more damage
-15% more reach
-5% more damage

-take fire damage


Also take a Genuine version if you buy Skyrim/ElderScrolls Online :3
最近の変更はemilios2012が行いました; 2013年10月5日 2時58分
Gilbert の投稿を引用:
-10% more damage
-15% more reach
-5% more damage

-take fire damage


Also take a Genuine version if you buy Skyrim/ElderScrolls Online :3
Waaaaaaay too many down things
Extra damage, more range, but REALLY low ammo or high ammo depletion rate, and really low afterburn.
Sauro 2013年10月5日 6時55分 
Smeelio の投稿を引用:
Extra damage, more range, but REALLY low ammo or high ammo depletion rate, and really low afterburn.

This.

Maybe a no-airblast flamethrower like the Phlog, making it an ideal offensive weapon and direct opposite to the Degreaser's Puff N' Sting tactics. And a much better way to deal with enemy Demoknights and Pyros. But it should indeed be significantly weaker on afterburn.

Only if Valve actually TOOK these suggestions in consideration when making the stats...
\gB/ ThunderDasher の投稿を引用:
Smeelio の投稿を引用:
Extra damage, more range, but REALLY low ammo or high ammo depletion rate, and really low afterburn.

This.

Maybe a no-airblast flamethrower like the Phlog, making it an ideal offensive weapon and direct opposite to the Degreaser's Puff N' Sting tactics. And a much better way to deal with enemy Demoknights and Pyros. But it should indeed be significantly weaker on afterburn.

Only if Valve actually TOOK these suggestions in consideration when making the stats...
Those were the exact thoughts passing through my head as I typed that, even the bit about Valve not taking stuff into consideration...! I was intending it to be LIKE a dragon, but it had to have a downside, so no afterburn and less longevity beacuse the fire is MAGIC!
Positive
+33% Afterburn Damage Bonus
+25% Afterburn Duration
Afterburn cannot be completely extinguished - merely reduced to 2.5 seconds more afterburn (unless touching Resupply Locker), all healing sources will reduce time but start healing only after the 2.5 seconds is over, Pyros and other weapons which prevent afterburn now get 2.5 seconds of afterburn. EDIT: Exceptions are the Spycicle and the Dead Ringer as they will be rendered useless if afterburn continues.

Negative
-25% Maximum Ammo
-20% Direct Fire Damage Penalty
+25% Airblast Cost
最近の変更はengineer gamingが行いました; 2013年10月5日 20時17分
Positive
+25% Damage
+25% Range
+50% Afterburn Duration (Time)
Deploys A Ring Of Flames
Afterburn Cannot Be Extinguished
Enemy Pyro's Imunity To Fire Disabled Against This Item
*Taunt Immediatly Kills Players In A 8 Meter Radius* (releted To Rainblower Taunt)

Negative
-25% Afterburn Damage
-50% Airblast Range
-25% Health On Wearer
最近の変更はEggbirbが行いました; 2013年10月5日 12時54分
bwan 2013年10月5日 15時03分 
Here's what I think;

Positives

+25% Burn damage
+10% afterburn duration
-50 ammo used when airblasting

Negatives

-25% health on wearer
-20% faster weapon switch
-10% faster move speed
-5% Airblast knockback
No random critical hits


Or it can just be a reskin :P
Chibi (。◕‿‿◕。)™ の投稿を引用:
Positive
+25% Damage
+25% Range
+50% Afterburn Duration (Time)
Deploys A Ring Of Flames
Afterburn Cannot Be Extinguished
Enemy Pyro's Imunity To Fire Disabled Against This Item
*Taunt Immediatly Kills Players In A 8 Meter Radius* (releted To Rainblower Taunt)

Negative
-25% Afterburn Damage
-50% Airblast Range
-25% Health On Wearer
Too strong buffs and too weak nerfs, but I suppose this makes it balanced, still...

Bwan の投稿を引用:
Here's what I think;

Positives

+25% Burn damage
+10% afterburn duration
-50 ammo used when airblasting

Negatives

-25% health on wearer
-20% faster weapon switch
-10% faster move speed
-5% Airblast knockback
No random critical hits


Or it can just be a reskin :P
So now Pyro has 130 Health AND moves slower than a Demoman?

A Medic healing enemy SPIES! √ の投稿を引用:
May I edit it a bit?

Positive
+33% Afterburn Damage Bonus
+25% Afterburn Duration
Afterburn cannot be completely extinguished - merely reduced to 2.5 seconds more afterburn (unless touching Resupply Locker), all healing sources will reduce time but start healing only after the 2.5 seconds is over, Pyros and other weapons which prevent afterburn now get 2.5 seconds of afterburn

Negative
-25% Maximum Ammo
-35% Direct Fire Damage Penalty
+150% Airblast Cost
Explain your highly interesting and entertaining edit.
The Entire Mann Co. の投稿を引用:
Positive
+33% Afterburn Damage Bonus
+25% Afterburn Duration
Afterburn cannot be completely extinguished - merely reduced to 2.5 seconds more afterburn (unless touching Resupply Locker), all healing sources will reduce time but start healing only after the 2.5 seconds is over, Pyros and other weapons which prevent afterburn now get 2.5 seconds of afterburn

Negative
-25% Maximum Ammo
-20% Direct Fire Damage Penalty
+25% Airblast Cost
I like these stats. Afterburn is pretty fun to use for me and I've been wanting Valve to add a Flamethrower based on afterburn.
Kos Wildfire の投稿を引用:
I like these stats. Afterburn is pretty fun to use for me and I've been wanting Valve to add a Flamethrower based on afterburn.
In my opinion afterburn's purpose is just a bonus to cause disorder to the enemy team by forcing them to find ways of extinguishing it, but since there are now so many anti-afterburn functions this is ability is almost obsolete...
The Entire Mann Co. の投稿を引用:
Kos Wildfire の投稿を引用:
I like these stats. Afterburn is pretty fun to use for me and I've been wanting Valve to add a Flamethrower based on afterburn.
In my opinion afterburn's purpose is just a bonus to cause disorder to the enemy team by forcing them to find ways of extinguishing it, but since there are now so many anti-afterburn functions this is ability is almost obsolete...

Well, if the fact that afterburn ALWAYS was where it wasn't completely extinguished might revive it just a bit. Valve would probably never add that though.

Also added range on this weapon's stats could help apply afterburn to enemies so you could do more of a "hit-and-run" tactic. May have to nerf one of the other stats though.
its uncompatible :(
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