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Pros
Airblast ignites enemies and deal 40 damage
Cons+100% airblast cost (Can use up to 5 airblasts)
I thought of this since this weapon uses a liquid fuel that is mixed with an oxidant before ignition instead of a gas tank, so maybe "Airblast" is more like a small explosion when it hits the lighter.
Flame becomes narrower and long the longer you hold down fire.
Con's:
Weapon overheats after 5 seconds.
+10% afterburn damage.
-10% afterburn last.
-25% max primary ammo.
Or
Airblast has increased knockback on enemies.
Airblast deals knockback to you.
+50% airblast cost.
(this would make for cool jumps or manuevers. Would be paired well with the detonator.)
Chance to fail when using it (maybe increases the longer you hold it down).
+50% damage
airblast consumes half of current ammo rounded up
- +25% Airblast force
- -10% Airblast cost
Cons:
- -25% damage
- -10% range
Reflecting projectiles builds up an "Mmmph" Meter (No this is not the phlog, stick with me). Pressing "Reload" while active drains the Mmmph meter and exchanges it for ammo (2 ammo per %. Ie, 50% gives 100 ammo)
Or maybe instead of that...
Reflecting projectiles builds up an "Mmmph" meter. When full, pressing "Reload" while active turns all airblasts give off bursts of fire that can ignite projectiles as well as reflect them, until the meter runs out.
Maybe the second one is too OP? The point is I think it would be cool to see a weapon that promotes airblasting instead of W+M1 gameplay, rewarding players for getting good reflects.
I actually really like this idea, except maybe remove the airblast cost, and replace it with less damage or something. I feel like the knockback already balances itself out as you also get knocked back, and a cost on ammo kind of discourages airblasting. Idk though.
What are your thoughts on my idea?
All reflected projectiles are minicrits, and though the degreaser does provide some encouragement with doing combos, there's not really a thrower that is designed for airblasting.
I do like your idea though, it promotes airblasting as well, but more towards pushing players off of objectives rather than W+M1ing into the point. I think those stats could really help shake up the Pyro meta, and lean more towards situational loadouts rather than pure Combos or Py-bros.
My only problem is that 50 damage is A LOT of damage for an air blast. Even with the hefty airblast cost, you could nearly kill a scout with one airblast (50 airblast damage+60 Afterburn damage). If it does deal any airblast damage, maybe afterburn time is reduced?
Fair enough, but again, the shotgun has to be point blank, even slightly less than that and you're dealing a lot less damage. Plus, if you airblast once on a x3 or an x5 cart, you've just dealt 150 to 250 damage with out even using your main flame. Not all of those classes on the cart can get health, and there's juggling. Three airblasts kills a medic/engie/sniper, maybe even a demo if he's been sticky jumping or can't get health, and that's ignoring the afterburn. They're all helpless, suspended in air. Even though he only has one or two more puffs, he's still dealt massive damage, just with airblasts, and if it's Payload or there's a dispenser near by, the Pyro doesn't have to worry so much that he's low on ammo. And yes, W+M1 does deal 50 in .33 seconds, but it doesn't have the spread like an airblast does. I like your idea, but the 50 damage on the airblast is too much.
Point taken, I would lower it to 40.
I like the idea, I have a simular one and that's why I'm replying to this comment.
How about, since the 'propane tank' is replaced by this canister... which in my mind could be a sort of insecticide substance, there would be no airblasts at all, because how could he build up the pressure for that.
Instead. The "airblast" is a cloud of insecticide that the pyro can produce with M2. (Costs are the same as airblasts) (Disappears after 3-5secs) Which can be ignited by your M1 Fire. People that stand in the cloud whilst ignited will be damaged and have afterburn on them in form of burning acid stuff. It burns them and slows their movespeed by 50%. People that stand near the cloud while it ignites only get the afterburn and less damage from the explosion.
There is no knockback from that explosion at all.
I was going with insecticide because it could lead to a pest patrol set. His melee could be a huge fly swatter that deals 50% less damage but deals knockback to burning enemies (not as powerful as a regular aiblast, I'm thinking maybe scorch shot knockback on burning players). Swatting them away. (Good replacement for the missing airblast on your primary.)