Team Fortress 2

Team Fortress 2

Population Controller
Stats suggestion thread
my take: make it have longer range for combat potential with the slower speed as a risk

:) +50% flame range
:( -20% speed when firing


Before commenting, remember the rules of good stat ideas:
- no more than 5 stats
- design the stats around the weapon's look and name
- try to imagine a playstyle where the weapon could be used
- no random chances
- no "uM acTuAlly tHiS shOuLd bE jUsT a rESkiN"
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Showing 1-13 of 13 comments
Going off of your initial two stars:

+50% Flame range
+30% Wider spread of the flame

-20% movement speed
-20% Damage

Initially start off with a smaller cone, however with every target set on fire the cone widens

(Capped at 30%)
dabmasterars 6 Apr, 2023 @ 10:30am 
Originally posted by King Bingle:
+50% Flame range
+30% Wider spread of the flame

-20% movement speed
-20% Damage

Initially start off with a smaller cone, however with every target set on fire the cone widens (Capped at 30%)
good suggestion. makes it good for crowds and not just a "stat up, stat down" kind of deal
+35% Flamethrower Range (459 HU Max Range)
+25% Holster Speed
-20% Slower Move Speed While Active
+20% Airblast Cost

Reasoning:

Range Decrease: This makes the weapon more of a happy medium between the flamethrower and the dragon’s fury without being too close to either

Holster Speed: Using this as a combo weapon by using the extra range to ignite the player, then hitting them with the flare gun would be a new strategy for a long/medium range pyro

Move Speed: Pretty sure the original was talking about move speed but just making it clear.

Airblast Cost: This means you can’t sit at a distance, hit them with your flamethrower, then have an easy time reflecting as your airblast cost is higher
Note: Could be swapped for repressurization rate
-airblast doesnt reflect projectiles
(nor give you extra health)
-(however many airblast cost idek)
alt fire replaced with slow, large projectile that pushes enemies back for a far distance or until they hit a wall (good for singling out important targets or for objective control, but not great for anything other than a area control or keep-away)
Originally posted by aofi the flat tgirl:
-airblast doesnt reflect projectiles
(nor give you extra health)
-(however many airblast cost idek)
alt fire replaced with slow, large projectile that pushes enemies back for a far distance or until they hit a wall (good for singling out important targets or for objective control, but not great for anything other than a area control or keep-away)

Would the projectile he fires be reflectable?
A7k 8 Apr, 2023 @ 9:02am 
My Take 1:

+15% Damage
+20% Flame range/length
+15% After-burn Damage

-No Air-Blast
-20% Flame Width

More Aggressive "DON'T TOUCH ME!!" play-style at the Cost of your Air-Blast & Flame Width





My Take 2:

+20% Flame range/length
+10% Damage while Burning other Enemies
( Caps at 3 )

-90% less healing from all Medic weapons ( When & when not wielding )
-No random crits!

My favourite take! changes up the game of pyro and his play style i'd say.

If your confused about the "+10% Damage while Burning other Enemies" part
basically if you hit someone with your flame thrower, well their on fire you gain +10% Damage
this also counts with after-burn!

Hope you like my take's on the weapon these probably are A BIT unbalanced but why not!
A$CA 9 Apr, 2023 @ 12:03pm 
Flames replaced 3 electric bursts per second (equaling slightly higher dps)

+Electric bursts have less spread

+Electricity can connect to up to 3 enemies

-No afterburn

-25% more airblast cost
tacobell_nugget 15 Apr, 2023 @ 8:15am 
I think going off your idea
+50 percent flame range
-20 percent fire rate
#Has reverse damage fall off could be cool
The Full fella 24 May, 2023 @ 12:43pm 
+/- duel function in different weapon slots: flame thrower stats of any of the above, and modified shotgun stats:

+ ignites targets for two seconds
+ right click to shoot two shells at once at the cost of a slow firing speed and double the shells required to fire
+ +15% reload rate

+/- +20% tighter spread

- -2 shells in reserve.
- cannot fill two slots at the same time, either primary or secondary.
- -20% walk speed.
These threads always devolve into weapons that have way too many stats. Just give it one upside and one downside, you can't go wrong. Increase the damage, decrease the ammo. Decrease the airblast cost, decrease the damage.
dabmasterars 28 Aug, 2023 @ 12:55am 
Originally posted by Ѣ Поверніть Ят Ѣ:
These threads always devolve into weapons that have way too many stats. Just give it one upside and one downside, you can't go wrong.
it's funny, because that's the first rule i mentioned
meow 19 Oct, 2023 @ 7:39pm 
[+] +25 Bonus Health
[+] For each enemy suffering Afterburn, builds an 'IMMOLATION' meter that increases Flame damage and movement speed.
(+0.25% Flame Damage and Movement Speed per point of Afterburn damage dealt, Max: 200 damage.)

[-] -15% Flame Damage Penalty
[-] -50% Afterburn Damage Penalty
[-] 'IMMOLATION' rapidly deteriorates when no enemies are burning.
Last edited by meow; 19 Oct, 2023 @ 7:43pm
reddin018 10 Dec, 2023 @ 1:09am 
Population Controller
Level 3+5 MINIGUN!?!?
Slot: Primary (Pyro Believe it or not)

= Fires Bullets rather than... fire
+ Silent Killer: No spin-up sound.
+ Guarantees Critical damage on burning targets.
- 20% Slower firing Speed
- No Air blast

Okay hear me out, the Population Controller looks like it belongs to Heavy rather than Pyro so in a weird compromise, I looked to the void and based the stats off of Cha-Cha or the Volatile Chaingun from Overwatch 2 which I know it might be consider taboo to some but hey not like any of these will ever see the light of day ever again
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