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Bir çeviri sorunu bildirin
+ 3 secs of burn
- 20 damage
- burn can randomly extinquish ( same stats as a random crit chance )
BTW i like the model for the flamethrower and the name for it '' Spitter ''
+ Afterburn deals 25% more damage
- Afterburn lasts 4 seconds
- Airblast has a 20% reduction in force
Pressing Primary Fire (M1 AKA Left-Click by default) realeases a projectile that ignites enemies. This projectile is follows the same physics as the flare gun projectiles, forcing the wielder to "lead" their targets. This projectile deals (on average) 40 damage (120 on a crit), and has a small blast radius (similar in size to the Soldier's Direct Hit) that ignites enemies without dealing the initial damage. The projectiles come in a small clip of 3 projectiles with 12 shots in reserve. The reloading animation re-uses the shotgun reload (The Pyro lowers the flamethrower and manually inserts each shot). The projectiles can be fired semi-automatically (as fast as the wielder can click Pimary Fire).
This may or may not be OP; I'm not sure. I just thought that with a name like "the Spitter", projectiles sounded appropriate.
Great idea, but what if you could right click it like a detonator flare and do aoe damage, but if the projectile hits a enemy it does 70 damage,but the projectile shatters when it hits the world, similar to the loch-and-load
Well, you wouln't want them to deal too much damage; there's 3 in a clip and if the Pyro spams them all, 70 damage totals up to 210 damage (and with full afterburn, that's 270). Nobody except a Heavy can survive that unless they're being healed by a Medic, and even then they're critically low on HP. But I see your point. How about...50 damage?
I also don't agree with the whole "shattering projectile" thing. That works for a secondary weapon like the Flare Gun, but for a primary weapon, it's a tad disorienting.
I like the idea of the Detonator-style projectile, though. But there would probably have to be some other catch to make it different from the standard Detonator.
That's a good start; it would force Pyros using both the Spitter and Flare Guns to conserve ammunition.
Now THAT'S interesting. The only issue is what it would do with a shotgun equipped.
+Airblast consumes 50% less ammo
+50% damage
+200% movement speed
+500% damage to spies
+500% damage to scouts
+500% damage to engineers
+Deflects all projectiles, bullets, and melee
+Can uber yourself with a charge meter and taunting
+Take 200% less damage
-20% less ammo
Tried to make it as balanced as I could without over powering the weapon.
Thoughts?
+ 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
Super ♥♥♥♥♥♥ op dude.
Besides, there are enough... "OP" weapons in TF2.