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
That's way too little damage, the minicrits wouldn't balance it at all.
and the range doesn't really do anything.
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.
Cons
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.
It basically has 2 that dont allow airblast.
When iit displays that you have assited a kill, it gives you minicrits.
+ 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
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.
- 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
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