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Extinguishing allies as a way of getting crits is a lot less consistent as a form of getting damage out than abusing splash flares for DoT against multiple targets or hitting burning targets directly.
Pyro's secondary is critical to his self defense because his flamethrower is the most range limited weapon in the game other than melees.
The Manmelter simply doesn't put out the damage to be a proper deterrent against mobile, powerful combat classes that bully any Pyro not prepared to fend them off. Unlike the Detonator or Scorch shot, the Manmelter provides no mobility or knockback to offset this disadvantage, and it's harder to hit with than either of those weapons.
The crits are nice, but too rare to compete with the general utility of other flares. It also saves flamethrower ammo, but you already have plenty of ammo to extinguish just using your flamethrower.
The manmelter needs a rework that makes it less dependent on the extinguish ability to put out damage, but still behaves like a flare that synergizes well with the Phlogistinator.
I've talked about adding a charge mechanic similar to the huntsman that makes this weapon deal up to 60 damage and slows down a target slightly, with extinguishing making your shots minicrit. You could still fire at 30dmg every 2 seconds but if you delay your shot and prepare ahead of time, you can be somewhat more threatening to combat classes attempting to route you.
The only real upside is the crits if you extinguish somone with it(which you won’t do since 20 health is much more usefull) the high projectile speed that no one needs. It does also have infinite ammo, but I’ve literally never run out of flare ammo ever, so I don’t see that as usefull