Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Burning is replaced with electroshocking (cosmetic effect)
Positive:
Alt-Fire: Detonate the flare
Detonating flare will cause an EMP blast with 4-second effects such as:
1. Demoman's stickybombs won't detonate
2. Engineer's buildings will be disabled
3. Medic's mediguns won't heal and uber
4. Spy's watches and sappers won't work
5. All "futuristic" weapons (Phlogistinator & Machina for example) won't be able to attack
Mini-crits on wet players
Negative:
Mini-crits instead of crits
EMP blasts do no damage
Shooting underwater will "shutdown" weapon (making it unavailable in use) and deal damage to yourself (+50). Weapon "reactivates" after 30 seconds recharge. Shutdown also able to cause commit suicide
Mann Vs Machine exclusive: Unlocks "Stunlock Robots" upgrade for EMP blast which works exactly like Sapper (stuns normal robots, slowdowns Giants)
Reskin: Flare Gun (according to creator's Gamebanana mod)
this sounds incredibly annoying to fight
That's my best lol
I think this is a great idea, but very OP. Perhaps a cooldown on detonation would help, as well as making detonations just disable stickies and Engie's buildings, rather than absolutely everything electronic. I also think that a direct hit on an Engie building should cause it to shut down for a longer period of time, like 8 seconds, just to make Pyro players try a little harder.
- If a player is affected by Aftershock, jumping into a water source will cause the Aftershock damage to double.
- If a wet player is hit by aftershock, the Aftershock damage will be increased by 15%.
- If a player hit by Aftershock is in water when they are hit, they will still be affected, and the double damage penalty will still apply.
- Enemy Pyros can still be affected by Aftershock, but to a lesser degree.
- Aftershock on a disguised enemy spy will cause them to be revealed for as long as the effect lasts.
(+) Infinite amo capacity
(+) No re-load
(+) targets hit will have increased afterburn damage
(-) Targets hit will have less afterburn duration
(-) shots will disappear on contact with anything (To prevent this being like the scorch shot where it can light multiple people on fire with a single shot)
the idea is that it rewards quick and accurate shots, if you can consistently hit shots then this is the weapon for you. If not, you might fall flat.
+15% less reload time
-25% less damage
(+) +25% Projectile speed
(!) Afterburn is replaced with shock, a cosmetic change
(!) Can only mark one enemy at a time
(-) -50% Damage
(-) -30% Reload speed
(-) -75% Reserve ammo
(-) This weapon does not reload passively
(+) 20% faster deploy speed (0.4s)
(+) +20% damage (36, or 108 on a crit)
(-) Does not inflict afterburn
(-) -15% projectile speed (1700 hu/s, down from the flare gun's 2000)
A concept for a flare gun that's better for combo pyro but worse for long range.
+It cannot be deflected.
+Mini-crit on Ignited Targets
-Hold the Fire Button to charge the shot. Release to fire the shot. Charging shot will have laser beam to reveal Pyro's location.
-can be charged
chargeing a shot makes it go faster and deal slightly more damage,eventualy reaching hitscan lvls for speed at full charge
-fires 3 arcing procjectile in a triangle pattern
-can headshot,dealing minicrits instead of regular damage
cons
-projectile has no rampup
-all non-headshot crits are negated
-30% slower reload speed