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+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%)
+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
(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?
+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!
+Electric bursts have less spread
+Electricity can connect to up to 3 enemies
-No afterburn
-25% more airblast cost
+50 percent flame range
-20 percent fire rate
#Has reverse damage fall off could be cool
+ 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.
[+] 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.
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