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primary fire use 25 metal and can light players on fire.
secondary fire uses 50 metal and launches a projectile that works like the scorch shot.
WHILE HOLDING
plus 1 metal :)
+Players hit by napalm catch fire and burn until healed, or put out.
+Players that walk through floor fires catch fire and burn for 5 seconds, or until healed, or put out.
-costs 20 metal per second fired
-Pyros do not catch fire from napalm, or floor fires.
-10 metal used each second
Fires small stream of fire and ignites players
+15 burn damage
Shoots like a flamethrower, using metal instead of it's own ammo pool, and can airblast.
A new way to protect your buildings, and two new ways to deal damage.
Does not need to be reloaded
On hit; allied buliding:
Repairs bulidings using a stream of repairing ala the Medi-Gun
Repairs 5hp per second
Only works at close range
On hit; enemy:
+Ignites players
-Afterburn does only does 1hp of damage a tick
-Afterburn lasts for 2.5 seconds
-100% less secondary ammo
-Prolonged use of this weapon will cause self-damage
-Further prolonged use of this weapon will cause self infilected afterburn
On miss:
-Ignite yourself, stultus
STATS THAT SHOW
causes afterburn( cause duh, its f**king fire)
shoots flaming projectile when fired(akin to flare gun)
press mouse2 to shoot a airblast, but it has -50 knockback
using the airblast, you can get rid of flames on your teamates, which will give you 25 health.
-20 damage taken from exlosives to all sentries next to you while equiped
+10 movement speed
-33 afterburn damage
+15 damage vulnerability(while active)
-10 damage
-10 health
STATS THAT DONT SHOW
reflected projectiles do minicrit damage(the same as airblast)
-?clip size(to around 4 bullets)
-100 secondary ammo
reloads while not active
+? afterburn time agianst cloaked spies(around1.5 second more)
I hope tis isnt a broken or useless weapon.
Level 5 Flamethrower Arm
Direct damage reduces Medi Gun healing and resist shield effects by 25%.
-15% Damage penalty
-33% Afterburn damage penalty
-50% Afterburn duration
-50% max secondary ammo on wearer
No airblast
No random critical hits
A flamethrower without airblast that does less damage
Pros:
Minicrit damage on cloacked spies
+35% damage on disguised spies
Damage can remove sappers
Covers Dead Ringer spies with jarate (When they simulate their death)
Cons:
-25% Firing speed
4 bullets in a clip
You cannot get extinguished by pyros
No random critical hits
+50% bullet spread
Damage bypasses all resistances
Direct damage reduces All healing and resist effects by 35%
When applied continuously to a sapped building, the building will function as if it wasn't sapped, but will still take damage from the Sapper
Uses metal as ammo
Alt fire: fires a flare-like projectile at the cost of 50 metal, it ignites players but does no damage alone, relying souly on it's afterburn.
+Ignites enemy players
-100% Damage Penalty