Team Fortress 2

Team Fortress 2

Krakatoa
Stats and Blueprints!
+50% attack damage
Alt fire: When clip is full, alt fire launches a barrage of flares
Every kill with primary or melee weapon stores a crit
30% longer reload time
-25% afterburn
No random crits
Taunt : Hadokun Taunt
Blueprint : Black Box, Scorch Shot or Detonator, and possibly the Force-a-Nature
What do you think the stats and/or blueprint should be?
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Showing 1-15 of 50 comments
fedja 26 Aug, 2013 @ 5:10am 
-75% damage
-25 maximum health on wearer
When deployed you gain health when enemy is loosing health due to afterburn
omeganorris 26 Aug, 2013 @ 2:15pm 
-75% in fire damage
-40% in explosive damage
when you deployed you got to kill someone to change weapons
hadley get ipad 28 Aug, 2013 @ 6:54am 
Originally posted by Sherlock Homeless:
-75% damage
-25 maximum health on wearer
When deployed you gain health when enemy is loosing health due to afterburn
That sounds good, but I think -75% damage is a little too much. -50% damage maybe?
Goog 29 Aug, 2013 @ 3:42am 
Pros-
+When hit enemy keeps burning until they die

Cons-
-40 damage penalty
Rhino 30 Aug, 2013 @ 3:53pm 
- 75% afterburn time and damage should make it more balanced
Lavacharger 1 Sep, 2013 @ 11:23pm 
+20% Damage
+15 Max health on wearer
+3 Clip Size
No Afterburn
-50% Max secondary ammo on wearer

:health::crate:
Lavacharger 1 Sep, 2013 @ 11:27pm 
Originally posted by Sherlock Homeless:
-75% damage
-25 maximum health on wearer
When deployed you gain health when enemy is loosing health due to afterburn

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
Redead-ITA 2 Sep, 2013 @ 2:44am 
blueprint: lose canon+black box+scrap metal
rfc-96 2 Sep, 2013 @ 4:19am 
25% Damage penalty - Afterburn damage = healing.
Redead-ITA 2 Sep, 2013 @ 5:36am 
yeah
I eat plastic 3 Sep, 2013 @ 10:10am 
+10% Damage
-20% Health On Wearer
Falling Snow 3 Sep, 2013 @ 6:39pm 
+Heals user for afterburn damage taken by target.
+25% more projectile speed.
+Projectile Not Affected By Gravity

-Deals 75% damage to not burning players.
-33% afterburn damage.
CBGCrash 3 Sep, 2013 @ 10:34pm 
Originally posted by CastingFirebane:
Pros-
+When hit enemy keeps burning until they die

Cons-
-40 damage penalty
Dude, that is so Overpowered. Practicly a upgraded version of the Scorch Shot.
Lydia 8 Sep, 2013 @ 8:39am 
its obviouse guys, minicrits burnin players, and gives dammage done by afterburn back as health
emugod 8 Sep, 2013 @ 12:50pm 
from Scorch Shot;
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.
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