Team Fortress 2

Team Fortress 2

Magic Wand
Crangus <3 28 Apr, 2015 @ 2:55pm
STATS
I am thinking

+25% larger fire range
+Mini crits on assist
- 65% less damage
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Showing 1-15 of 153 comments
Toad Mooks 28 Apr, 2015 @ 3:03pm 
Originally posted by Dipsology:
I am thinking

+25% larger fire range
+Mini crits on assist
- 65% less damage

That's way too little damage, the minicrits wouldn't balance it at all.
and the range doesn't really do anything.
Crangus <3 28 Apr, 2015 @ 3:18pm 
Originally posted by Ogar Ignatius:
Originally posted by Dipsology:
I am thinking

+25% larger fire range
+Mini crits on assist
- 65% less damage

That's way too little damage, the minicrits wouldn't balance it at all.
and the range doesn't really do anything.
Well this could be just for burning enemies then run away then after your teammates have killed the burning enemies come back and kill more enemies with minicrits..
Toad Mooks 28 Apr, 2015 @ 3:23pm 
Originally posted by Dipsology:
Originally posted by Ogar Ignatius:

That's way too little damage, the minicrits wouldn't balance it at all.
and the range doesn't really do anything.
Well this could be just for burning enemies then run away then after your teammates have killed the burning enemies come back and kill more enemies with minicrits..

When the minicrits would even be activated, the total damage you could do is 70% dmg as the minicrits only supply like 35% extra damage.
To balance this out:

+minicrits for 8 seconds on assist
-50% dmg
+Afterburn deals +2 damage more then standard flamethrower.
+25% fater firing speed.

this should fix it a little.

MukPile 28 Apr, 2015 @ 4:03pm 
Pros:
  • 35% Longer Flames (Approx. 7.2 additional feet, or just under 28 feet)
  • 15% Narrower Flames (i.e. concentrates more flame particles onto a target, which also increases your effective range)

Cons
  • No Airblast

I think this list of stats would allow the Pyro to more effectively destroy Sentries and set up better ambush spots by allowing him to hide in positions where the stock Flamethrower would not be able to reach his targets.
Also, with it's extended range and concentrated flames, this is a great anti-Pyro weapon, since the Pyro can stay out the enemy Pyro's flamethrower range while still unleashing his own flames upon the out-gunned Pyro.
However, without any ability to airblast, the Pyro is at an even greater disadvantage when confronted by Demos and Soldiers.
Last edited by MukPile; 28 Apr, 2015 @ 4:05pm
Groplin 28 Apr, 2015 @ 4:40pm 
Originally posted by MukPile:
Pros:
  • 35% Longer Flames (Approx. 7.2 additional feet, or just under 28 feet)
  • 15% Narrower Flames (i.e. concentrates more flame particles onto a target, which also increases your effective range)

Cons
  • No Airblast

I think this list of stats would allow the Pyro to more effectively destroy Sentries and set up better ambush spots by allowing him to hide in positions where the stock Flamethrower would not be able to reach his targets.
Also, with it's extended range and concentrated flames, this is a great anti-Pyro weapon, since the Pyro can stay out the enemy Pyro's flamethrower range while still unleashing his own flames upon the out-gunned Pyro.
However, without any ability to airblast, the Pyro is at an even greater disadvantage when confronted by Demos and Soldiers.
The game already has a flamethrower with no airblast, instead of that i was thinking 1.5 ammo use.
Toad Mooks 28 Apr, 2015 @ 5:28pm 
Originally posted by Smart_Cow:
Originally posted by MukPile:
Pros:
  • 35% Longer Flames (Approx. 7.2 additional feet, or just under 28 feet)
  • 15% Narrower Flames (i.e. concentrates more flame particles onto a target, which also increases your effective range)

Cons
  • No Airblast

I think this list of stats would allow the Pyro to more effectively destroy Sentries and set up better ambush spots by allowing him to hide in positions where the stock Flamethrower would not be able to reach his targets.
Also, with it's extended range and concentrated flames, this is a great anti-Pyro weapon, since the Pyro can stay out the enemy Pyro's flamethrower range while still unleashing his own flames upon the out-gunned Pyro.
However, without any ability to airblast, the Pyro is at an even greater disadvantage when confronted by Demos and Soldiers.
The game already has a flamethrower with no airblast, instead of that i was thinking 1.5 ammo use.

It basically has 2 that dont allow airblast.
How does one get minicrits on assist? When they already dead?
Last edited by AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA; 28 Apr, 2015 @ 8:57pm
Toad Mooks 28 Apr, 2015 @ 9:31pm 
Originally posted by Jen:
How does one get minicrits on assist? When they already dead?

When iit displays that you have assited a kill, it gives you minicrits.
Freeasabird🕊 29 Apr, 2015 @ 12:55am 
Since its a blow torch and not a flamethrower i'd think it would need

+ 10% more Damage
+ 5% faster movement
+ Can Slowly repair Engineer buildings
+ Mini crits burning players
- 80% less range (Close quarters)
- one second after burn
- Takes a second to actually set the target on fire
- no airblast
Last edited by Freeasabird🕊; 29 Apr, 2015 @ 1:18am
Light Chaser 29 Apr, 2015 @ 1:30am 
The Magic Wand
Level 20 Flamethrower

Pros:
> Deals Crits on enemies who are also wielding this weapon.
> +5% more afterburn damage.
> +10% damage vs. Spies who had sapped a friendly Engineer's buildings within the last 10 seconds.

Cons:
> +25% airblast cost.
> When Active: Enemy Pyros who wield the Degreaser deals Mini-crits on you.

Notes:
> When an enemy Spy successfully saps and destroys a friendly Engineer's buildings, you'll deal +10% damage on that Spy within 10 seconds. After 10 seconds, the extra damage bonus vanishes until another Spy (or the same one) saps and destroys another building.
Crangus <3 29 Apr, 2015 @ 2:51am 
Originally posted by Ogar Ignatius:
Originally posted by Dipsology:
Well this could be just for burning enemies then run away then after your teammates have killed the burning enemies come back and kill more enemies with minicrits..

When the minicrits would even be activated, the total damage you could do is 70% dmg as the minicrits only supply like 35% extra damage.
To balance this out:

+minicrits for 8 seconds on assist
-50% dmg
+Afterburn deals +2 damage more then standard flamethrower.
+25% fater firing speed.

this should fix it a little.
U amazing ;3
Crangus <3 29 Apr, 2015 @ 2:53am 
But how does faster firing speed work for a flame thrower?
+10% Rire range and more narrow

- Cannot airblast

+Can (Very) slowly heal damaged sentries, but not completely (It is a welding equipment, after all)

- After burn deals lesser damage

+15% more damage than average flame thrower
dhfred 29 Apr, 2015 @ 4:19am 
Originally posted by _Rayquaza_:
The Magic Wand
Level 20 Flamethrower

Pros:
> Deals Crits on enemies who are also wielding this weapon.
> +5% more afterburn damage.
> +10% damage vs. Spies who had sapped a friendly Engineer's buildings within the last 10 seconds.

Cons:
> +25% airblast cost.
> When Active: Enemy Pyros who wield the Degreaser deals Mini-crits on you.

Notes:
> When an enemy Spy successfully saps and destroys a friendly Engineer's buildings, you'll deal +10% damage on that Spy within 10 seconds. After 10 seconds, the extra damage bonus vanishes until another Spy (or the same one) saps and destroys another building.
Really like this idea and really well thought out
Scarecrow 29 Apr, 2015 @ 7:27am 
Originally posted by _Rayquaza_:
The Magic Wand
Level 20 Flamethrower

Pros:
> Deals Crits on enemies who are also wielding this weapon.
> +5% more afterburn damage.
> +10% damage vs. Spies who had sapped a friendly Engineer's buildings within the last 10 seconds.

Cons:
> +25% airblast cost.
> When Active: Enemy Pyros who wield the Degreaser deals Mini-crits on you.

Notes:
> When an enemy Spy successfully saps and destroys a friendly Engineer's buildings, you'll deal +10% damage on that Spy within 10 seconds. After 10 seconds, the extra damage bonus vanishes until another Spy (or the same one) saps and destroys another building.

The spy thing is weird because if it is like I think it is, you know there is a spy and where he is if you think correctly, but the afterburn and the mini-crits are pretty good.

I think something like this would be better

Pros:
Deals crits on enemies who are also wielding this weapon
+5 more afterburn damage
Damage gets bigger as the assists of this life scales

Cons:
-25 m1 damage
+25 airblast cost

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