Team Fortress 2

Team Fortress 2

Calefactor
NullConstant 30 May, 2013 @ 9:46am
Somehow balanced stats suggestion
I KNOW THAT VALVE WON'T GIVE A F*CK IF THEY PUT THIS IN THE GAME!
But whatever, here goes.

[+] Crits burning players
[-] -34% clip size (4 shots)
[-] -50% max ammo (16 shots)
[-] No random crits
[-] Fires tracer rounds

A Flare Gun/Axtinguisher/whatever in a shotgun form.
So it has the same amount of ammo as the Rescue Ranger.

The "tracer rounds" part is more for the kicks if anything, but it's not like you're going to be using this thing like a knife or sniper rifle something...
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Showing 1-15 of 124 comments
Greasy Gary 30 May, 2013 @ 11:31am 
Sound pretty balanced, But it should have lower firing rate, Since a shotgun can dish out 180 dmg crit shot if mid-close ranged, and a shotgun fires pretty quickly, So 4 shots on a burning target could massivly outdamage a flaregun by more than x4 dps
Last edited by Greasy Gary; 30 May, 2013 @ 11:41am
Antisocialite Fragr 30 May, 2013 @ 11:35am 
Thing is that pyro doesn't really need this. It's a cool model and everything but you've already got the flaregun to crit burning players, the reserve shooter to crit airborne players and the regular shotgun when you just want to flat out do damage with your secondary.
This would just be redundant. Kinda like the Loose Canon for the demoman.
Danoco 30 May, 2013 @ 12:53pm 
My Idea.

*Crits set target on fire
* -25% damage
* -16% clip size (5 shots)
* -15% less accurate
NullConstant 30 May, 2013 @ 1:06pm 
Originally posted by Fragr the Jawless Freak:
Thing is that pyro doesn't really need this. It's a cool model and everything but you've already got the flaregun to crit burning players, the reserve shooter to crit airborne players and the regular shotgun when you just want to flat out do damage with your secondary.
This would just be redundant. Kinda like the Loose Canon for the demoman.

Correct me if I'm mistaken, but Reserve Shooter mini-crits airborne targets, plus it wasn't a Pyro weapon initially.

Originally posted by danoco99:
My Idea.

*Crits set target on fire
* -25% damage
* -16% clip size (5 shots)
* -15% less accurate

It's unreliable to make crits do something you can already do with another weapon in every other weapon slot, including the melee and secondary. (but no one uses the SVF anyway)
Pooh 30 May, 2013 @ 1:33pm 
How about this,
+Crits from behind like backburner (100 damage)
-4 clip size (2 in a clip)
-10% damage
-Shots do not set enemies on fire only from behind
-No random crits

Tell me what you think!
[BOT] Asim 30 May, 2013 @ 2:00pm 
You Should Change the Tracer Rounds part because it is a shotgun and if there is a splatter of bullets in all directions it would be a Tracer Mayhem if you fire continusily... especially on servers with mods ;)
Celarious 30 May, 2013 @ 2:15pm 
Originally posted by Asim:
You Should Change the Tracer Rounds part because it is a shotgun and if there is a splatter of bullets in all directions it would be a Tracer Mayhem if you fire continusily... especially on servers with mods ;)
gotta agree with dat one even but you should make it regen shots if yo on fire
Last edited by Celarious; 30 May, 2013 @ 2:20pm
Paco 30 May, 2013 @ 3:46pm 
The Calefactor
Sets enemys on fire per shot
Farther the range the less likely the opponent will set on fire(ex. Determines whether the opponent is set on fire depending on whether if its from a farther range. It will always set an opponent on fire at lethal range, or extremely close)
Fire lasts depending on the range (ex. at close range it will set the opponent on fire longer than
it does long range)
-10% Damage penalty
-30% Firing speed
20% Reload Time
Crits Enemies from behind
Last edited by Paco; 30 May, 2013 @ 3:47pm
The Calefactor

Penalties
-10% damage
-10% damage underwater
10% slower reload

Benefits
Minicrits from behind
If the enemy is already on fire, resets the timer for the burn, making it last longer.

In other words: 81% damage on targets underwater.
108% damage on targets facing away from you underwater.
90% damage on targets out of water.
120% damage on targets facing away out of water.
Maximum damage is 2 points shy of a scout's scattergun. (108)

Ever have trouble with those pesky hit and run scouts, always running for medkits?
The calefactor has you covered! Deals increased damage on enemies who dare turn their back to you and it's unique petroleum coated ammunition will reset the duration of a burn!
Bälrod 31 May, 2013 @ 4:03am 
my idea:

- 83.5% clip size (just one shot)
+ 25% reload speed
+ 50% spread of pellets
+ 25% swicht weapons speed
- 50% damage

sets enemies on oil, turning their screens a bit grey, also, when coated on oil, any burn damage makes mini-crits, and the afterburn damage time its doubled

Antoshka 31 May, 2013 @ 4:07am 
i think steam should add this! gl you
Rum 31 May, 2013 @ 7:09am 
Originally posted by «LZ» DarkDXZ:
I KNOW THAT VALVE WON'T GIVE A F*CK IF THEY PUT THIS IN THE GAME!
But whatever, here goes.

[+] Crits burning players
[-] -34% clip size (4 shots)
[-] -50% max ammo (16 shots)
[-] No random crits
[-] Fires tracer rounds

A Flare Gun/Axtinguisher/whatever in a shotgun form.
So it has the same amount of ammo as the Rescue Ranger.

The "tracer rounds" part is more for the kicks if anything, but it's not like you're going to be using this thing like a knife or sniper rifle something...

Nice stats, but I don't think it would fit in with the style. It looks similar to the Backburner, why not have stats which compliment it as a set?
+50% accuracy
+50% long-range damage reduction
+25% burning damage
+On crit: Egnites enemies
+Crits on airborne targets
+Hitting burning enemies with more that 3 particles resets thier "burn time", making them burn longer
-75% burn time
-50% clip size
-40% weapon swap speed
..1..1 31 May, 2013 @ 8:12am 
Wow wtf everybody would start using this over the flare gun, valve don't add this
Nemo 31 May, 2013 @ 8:16am 
Crits on a hit scan shotgun would be pretty OP I think, although it would be fun.
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