Team Fortress 2

Team Fortress 2

Pocket Flamethrower
morpe 4 Oct, 2015 @ 4:01am
Stats
Stats?
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Showing 1-15 of 30 comments
WolfgerLynel 4 Oct, 2015 @ 6:14am 
Fires like a shotgun instead

+ Bullets fired causes flame damage
- Afterburn lasts only 3 seconds
- 15% less Damage
BOY♂NEXT♂DOOR 4 Oct, 2015 @ 11:41am 
Pros

Shots go straight (No arc)
Charge up to deal more damage
Charge up to deal a critical hit (or mini-critical)

Cons

Higher charge uses more ammo
Backfires if charged too long
No random critical hits

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The charge would probably be pretty fast,
I imagine it would be quite a bit faster than
the sticky/loose cannon charge.
Gamestop_Booty 4 Oct, 2015 @ 3:33pm 
+Shoot fireball that can go through multiple enemies
+No arc on shots
+10% damage
-Uses 10 ammo per shot
-Uses flamethrower ammo
-20% reload speed
Phyzisist 4 Oct, 2015 @ 4:38pm 
Spews fire just like the stock flamethrower.

-50% flame distance
+100% afterburn damage on flamethrower-burnt targets
+0.75 second of minicrits immediately after reload
Last edited by Phyzisist; 4 Oct, 2015 @ 4:39pm
CW3D 4 Oct, 2015 @ 10:39pm 
Pros:
No arc on shots
10% reloading increase
Can do 1 small airblast when charge meter is full

Cons:
Uses 15 Flamethrower ammo
40% decrease in bullet distance
Wait 25 seconds for the small airblast meter to be full

Uses stats from equiped Flamethrower
Just replace it for shotgun so you can have 2 flamethrowers

Pros
Replace bullets with flames
+25% Damage

-25% Weapon switch
Cannot airblast
cwu 8 Oct, 2015 @ 8:36pm 
Originally posted by Security Breach!:
+Shoot fireball that can go through multiple enemies
+No arc on shots
+10% damage
-Uses 10 ammo per shot
-Uses flamethrower ammo
-20% reload speed

Yessss....but more ammo should be used per shot. Maybe around 20-25.

I would also add +15% slower weapon switch.
Originally posted by Dex:
Pros

Shots go straight (No arc)
Charge up to deal more damage
Charge up to deal a critical hit (or mini-critical)

Cons

Higher charge uses more ammo
Backfires if charged too long
No random critical hits

-------------------------------------------------------------------
The charge would probably be pretty fast,
I imagine it would be quite a bit faster than
the sticky/loose cannon charge.
+1
76561198218143479 18 Oct, 2015 @ 1:01pm 
my idea
can be charged up! it also fires fireballs. charge info:
25%=normal direct hit explosion. VEEEEEERY weak aoe.
50%=normal rocket launcher explosion... has normal aoe of rocket launcher.
75%=does 2 times more aoe than rocket launcher explosion.
100%=maybe does a cool 3d explosion? and the radius is 3 times as big as rocket launcher.
to balance it:
only 10 damage in lvl 1 in lvl 2 is 15 damage lvl 3 20 damage and lvl 4 35 damage. to balance the blast radius HEAVILY.
needs 5 seconds to be charged up fully
i think this should go on well! the cool 3d explosion is the best part. it is REEEEEEEEALY cool. dont ya think? think of it... think of when you light up a fuse that is connected to a bundle of HE tnt or activate a c4... when the fuse reaches the tnt or when the timer runs out there is an freaking EPIC explosion.
OldFishPool 18 Oct, 2015 @ 7:53pm 
+shoots 3 flares at once (similar to the beggar's bazooka)

-has to load up 3 flares to shoot once
-15% weapon switch speed
-20% reload speed
Puffy the Destroyer 21 Oct, 2015 @ 11:21pm 
Originally posted by Security Breach!:
+Shoot fireball that can go through multiple enemies
+No arc on shots
+10% damage
-Uses 10 ammo per shot
-Uses flamethrower ammo
-20% reload speed
best suiting!
?pengin 12 Feb, 2016 @ 8:46am 
Stats:
10% Projectile Speed
50% bonus damage
20% less afterburn damage
-50% ammo
10% slower reload time
No Random Crits
Pokeking 13 Apr, 2016 @ 6:17pm 
Each shot uses 30 flamethrower ammo to instantly create a brief but forceful short ranged gout of fire to deal damage, push targets back, reflect projectiles at 25% longer range, larger size, and slower firerate than a regular airblast with a sort of "roar" of fire sound on each shot that makes it noticeable at longer distances and thus may give away the pyro's presence. Also grants 25% more flamethower ammo while equiped. Intial damage would be reduced by 25-50% and afterburn duration would be halved (afterburn damage remains the same as normal), and the inital flame would minicrit targets that were burning previously and cause subsequint afterburn to mincrit. Can fire 2 shots before a reload via working the lever on the left side of the weapon takeing 25% longer than the flare gun's reload time per shot is required to fire again. Firing the weapon removes the ammo from the weapon, and reloading removes ammo from your primary's reserves and puts it into the "clip". Will disintigrate corpses (like manmelter or phlog) when killed via the intial burst or afterburn.

Now you don't have to worry about your terrible timing with reflects (as long as they don't spam), pressing the wrong button when dealing with soldiers and demos, as well as set spies on fire while pushing them away friendly buildings before they sap them, and stay away from enemy pyros who want to give you candy (hack to bits) or bathe you with rainbows (fire)!
Last edited by Pokeking; 13 Apr, 2016 @ 6:17pm
?pengin 17 Apr, 2016 @ 8:48pm 
That's a lot of stats but..
How about...
30% faster reload
50% more ammo
Projectile does 200% damage on burning enemies
-20% burn time
-33% damage




Muse 9 May, 2016 @ 12:40pm 
Shoots small-radius flames that ignite enemies in range
Overheats after 5 seconds of constant firing, deals 20 self-damage
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