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-25 maximum health on wearer
When deployed you gain health when enemy is loosing health due to afterburn
-40% in explosive damage
when you deployed you got to kill someone to change weapons
+When hit enemy keeps burning until they die
Cons-
-40 damage penalty
+15 Max health on wearer
+3 Clip Size
No Afterburn
-50% Max secondary ammo on wearer
I see the idea here. My idea based on yours:
+15% Base Damage
+Afterburn damage on enemy converts into health for you
-60% afterburn damage
-25 max health on wearer
-20% Health On Wearer
+25% more projectile speed.
+Projectile Not Affected By Gravity
-Deals 75% damage to not burning players.
-33% afterburn damage.
perfectly flat trajectory (just like rockets)
decreased projectile speed
decreased explosion push force
increased explosion blast radius
decreased reload speed (to match projectile speed).
no damage (just ignites)
minor health restored per ignition (+5?)
Minimal afterburn damage (1 per tick?), but it stacks with successive hits and on top of any other fire source. If you see an already burning enemy throw a couple shots their way to get them really sweating, or use it to suppress choke points and sniper nests.
I would differentiate and buff Scorch Shot a bit by slightly increasing its push effect and damage.