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Bir çeviri sorunu bildirin
+unlimited ammo
-ammo needs to recharge over and over (stop burning and will regen 1sec/5ammo ;taunt gives 50 ammo)
-damage -25%
+ Afterburn deals 2% of target’s current max health as damage per half second
+ Airblast is constant stream as primary fire is but at twice rate of ammo cost
- -50% damage penalty
Here’s a graph to show the first mechanic, keeping in mind that all damage in TF2 is rounded up
Current Max Health of Ignited Enemy (h) ---- Afterburn Damage per Half Second for 10 seconds
50 < h ≤ 100 ------------------------------------------- 2
100 < h ≤ 150 ------------------------------------------ 3
150 < h ≤ 200 ------------------------------------------ 4
200 < h ≤ 250 ------------------------------------------ 5
250 < h ≤ 300 ------------------------------------------ 6
Level 1 - 100 Beatthrower
(+) Unlimted Ammo
(+) +15% Afterburn Damage Bonus
(+) Airblast makes a Old Timey Sound Tone (Not Really a Buff)
(-) Must Recharge Ammo over time (8 Seconds = Full Ammo)
(-) -15 Regular Damage Penalty
(-) -10% Afterburn Time
-maybe a reskin of the phlog but pyro does a little dance when he activates mmph
On hit mark enemy for death
+20% Ammo
+20% airblast force
Enemys hit by airblast will be have a bonk effect like the old sandman used to give for 2 seconds
if you fire a whole clip in one go you will hear a full song that are different depending on which team your on airblast plays a sped up high volume version of the clip (not that loud but ya know what i mean also this is a hidden stat)