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+increased fire rate
+minicrits burning targets
-deals no damage against non-burning targets
-no afterburn
this weapon tosses tiny bags of blackpowder instead of flares.
im thinking of this weapon being more forgivable than the flare gun, but with lower direct damage output and being a bit more strict.
+ Drenches enemies in gas on hit
+ Fires 33% faster than the shotgun
+ Crits on burning enemies
+ Gas is not removed after extinguish
= Fires one high velocity slug that does 30 damage
- Has only 5 slugs in clip
- Reloads 30% slower
- Fire is extinguished on hit
- Afterburn last 50% shorter
- 30% slower weapon switch speed for all weapons
The idea goes like this:
First hit: 30 damage gasoline douse
Second hit: 30 damage ignition
Third hit: 90 damage crit extinguish
Fourth hit: 30 damage ignition
Final hit: 90 damage crit extinguish
(270 total damage not including burn damage)
These stats encourage a completely new playstyle that is similar to fat scout where you run at people with your secondary with your primary. These stats encourage dueling and reward you for hitting all of your shots. If you hit 1 or 2 shots, you deal a pretty low amount of damage that you could of gotten by only afterburn. However, if you hit 3 shots, you deal a formidable 150 damage, enough to kill light classes and perhaps medics if you are quick enough. Doing 4 hits ignites the enemy and the 5th shot kills anything but heavys and overhealed soldiers.
(The afterburn is 1 second for each pellet, with 9 seconds of afterburn if you hit all 9 pellets)
- +30% reload time (3,5>4,5 seconds)
- -43% reserve ammo (32>18)
The good old reliable shotgun with the afterburn of a flare gun, if you use Dragon's Fury this can be a more reliable secondary alternative that can afterburn more easily because of the shotgun being a hitscan weapon.
+Gain 40% of base health on kill
+50% more pellets per shot
-50% damage penelty
-No random critical hits
Pyro's secondary weapon catalog is already chock-full of burst options, and relatively lacking in weapons that reward sustained, prolonged fighting. One tool that is pretty lacking in their unlocks that I would really like to see is healing. This design aims to give Pyro a way to sustain through a duel, away from healing sources (like on the flank), and a nice little reward for winning duels in the form of overheal like the half-zatoichi.
+10 clip size
+ 25% damage
- no afterburn
-no random crits
this was inspired by the gas passer's MVM upgrade though the explosion itself does as much damage as the liberty launcher
If we say this weapon fires incendiary rounds, it should have an afterburn damage.
(Fires incendiary rounds which gives fire to enemy target.)
When range increases, afterburn duration should be decreased.
(Afterburn duration decreases when range increases.)
Weapon should headshot also, but not as critical hit. Minicrit headshot damage.
(Headshots deal minicrit damage. "and rewards more afterburn duration ?" )
6/18 (total 24 bullets) should work.
About main damage, well. Idk about the damage much. How many bullets require to kill a sniper, heavy or a soldier.
Dont hesitate to countinue...
{+} Mini-crits vs burning players
{-} 20% slower firing speed
{-} Extinguishes enemies on hit
(that's it)
I have a more unique proposal to this:
-------------------------------------------
The Kindler's Carbine
Lvl ??? Incendiary Rifle
(*)Has a Magazine Size of Five, with Reserve Ammo count of 20
(*) Fires A singular Hitscan pellet instead of Flares (deals 30 Damage)
(+) 100% Increased Burn Duration on Headshot
(+) +25% Faster Firing and Reload Speed
(+) +100% Damage Bonus vs Burning Targets
(-) deals only 50% Damage vs Buildings
(-) Crits are Converted to Minicrits
Note: Stats with the * mean that they're base/hidden stats. Done to make the gun feel more unique without breaking the 5-stat rule.