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+100% max secondary ammo on wearer
Flares explode on contact with players or surfaces
+50% blast radius (based of Detonator)
Disables primary weapon
50% Damage bonus
1 second stun on target
50% faster projectile speed
20% slower switch time
15% slower firing speed
Instead of being used in the classis flame-flare combo, this gun would do the opposite. Hit a scout or a rocket jumping soldier, then use the stun to close the gap with your flamethrower, giving pyro a much needed edge against the more mobile classes.
+50% accuracy, projectile speed, and range
no extra damage against burning players
no random critical hits
- Flare does not explode on impact
+ 20% knockback
+/- The whole fuse charging thing
(positives in [/b]bold[/b], negatives in italics)
Press Alt-Fire to detonate all flares
+25% initial fire damage
Flares do not explode upon impact (with the ground or a player)
+25% damage to self
-66% afterburn damage penalty
i think this would make flare jumping a bit like grenade jumping + sticky jumping; you put down the flare, but then you have to detonate it yourself. i think this could also be used to put down traps; you put down a few flares, and then when the time is right, detonate them and then set a group of enemies on fire. does this sound a bit too crazy?