Team Fortress 2

Team Fortress 2

The Compact Combustor
New Mechanic
I'm not just talking about damage penalties or increased ammo compacity

I want completely new mechanics!
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Showing 1-15 of 126 comments
jepsen 12 Jan, 2014 @ 3:13pm 
The pyro can make the range farther out by holding the other end farther with one hand, but it does less damage.
Last edited by jepsen; 12 Jan, 2014 @ 3:13pm
Evil Emperor Zurg 12 Jan, 2014 @ 3:59pm 
No airblast, less ammo, way faster everything, and fired in short, strong bursts
melts bullets, less ammo.
Wiggys 13 Jan, 2014 @ 1:42am 
just for fun but like airblast jump, so you aim down at the grownd press right click and you fly into the air :D
goblinbro 13 Jan, 2014 @ 2:16am 
I think it would be good (as stated before) If there was some sort of pump mechanism. Where in order to use it, there would be a reload animation of you pumping a pump, then the pressure will stay in the gun for a while. If you keep the pressure in for too long the weapon will blow up. This could be like the Beggar's Bazooka for the pyro. Also when the pump is at full capacity you can shoot a lot farther, but at the cost of timing it so you don't blow yourself up.
Filk 13 Jan, 2014 @ 2:19am 
Originally posted by Wiggys:
just for fun but like airblast jump, so you aim down at the grownd press right click and you fly into the air :D
I think that is bad idea. Pyro can do rocketjump witn Detonator. 2nd rocketjump - to much for him (or her)
engineer gaming 13 Jan, 2014 @ 3:09am 
Afterburn cannot be extinguished completely and will continue damaging after 3-4 seconds, even when in water or using a Health Pack. This would be good for countering the large number of anti-afterburn mechanics currently present. Can be balanced by larger airblast/fire cost or lesser maximum ammo.
MajesticLemons 13 Jan, 2014 @ 6:05am 
Steam gun, has increased ammo and range, dramatically decreased damage, but sprays smoke instead of flames that lasts in the air for 3 seconds. For teammates the smoke is transparent and gives off a tint of grey. No Afterburn. This could also replace airblast.
Last edited by MajesticLemons; 13 Jan, 2014 @ 6:32am
TFZ 13 Jan, 2014 @ 7:01am 
slows down targets,the longer they are on fire the slower they get,but reduced afterburn time
Wiggys 13 Jan, 2014 @ 7:02am 
Originally posted by Filk:
Originally posted by Wiggys:
just for fun but like airblast jump, so you aim down at the grownd press right click and you fly into the air :D
I think that is bad idea. Pyro can do rocketjump witn Detonator. 2nd rocketjump - to much for him (or her)
it was jus a fun idea :D
Joe Kerr 13 Jan, 2014 @ 7:29am 
shoots fireballs
vsafbj,saf 13 Jan, 2014 @ 7:48am 
-30% damage
-15% movement speed
-15 max hp on user
+30% particle range
(new game mechanics incoming)
+Fires a constant stream of toxic gas that lingers in place for .8 seconds then dissapates.
+Deals posion damage instead of after burn which can only be negated with LARGE health kits, medics, or resupply cabinates
+50 posion damage duration
+100% posion damage (after burn damage)
-50% poison damage intervals
Pyro gains an air filter meter that once hits 0 suffers the same effects as his enemies
Air filter meter goes down with direct exposure to gas clouds.

(if this is OP to some feel free to edit it a bit, just my idea when it comes to new mechanic for pyro)

Cosmic 13 Jan, 2014 @ 9:25am 
Valve decides what type of stats it will get.
No airblast, less damage, less afterburn damage, longer range (more like a stream than a gout). Based on its model, it could be more like the old flame throwers that shot flames out in a long column. Maybe, 50 ammo in mag, 200 in reserve, and some pumping animation to reload.
Stag 13 Jan, 2014 @ 12:49pm 
Originally posted by Soner The Trilby:
Valve decides what type of stats it will get.
Yea, but these are ideas.
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