Team Fortress 2

Team Fortress 2

The Twisted Torcher
Another idea for stats
+100% damage
+100% primary ammo on wearer

Damage taken is increased the farther away you are from the target, up to a cap of 75%

Your ideas?
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seems too overpowered in maps with tunnel systems

my thoughts:
-35% damage
+25% afterburn
+10% movement speed
+20% weapon switch (because otherwise its too awesome with the axtinguisher)

it just looks like a lightweight flamethrower to me. love the design btw!
i think increased ammo consumption could make sense with the three nozzles, though i dont know how one could balance that out, considering ammo consumptionis already an issue for pyros :u
Like...

+15% damage
+10% airblast strength

+ X ammo consumption
+ X% cost to airblast
+50% Ammo Cap
-100% Accuracy
Jester 2013年8月24日 10時03分 
+20 airblast power
+10 running speed
+15 afterburn
-15 weapon switch
-20 damage (no w+m1 for you!)
KIFLF A Toasty™ の投稿を引用:
+100% damage
+100% primary ammo on wearer

Damage taken is increased the farther away you are from the target, up to a cap of 75%

Your ideas?
are you high?
The ability to airblast multiple projectiles/foes in one click?
The Twisted Torcher

Pros:
+25% airblast force
-25% airblast cost
+Multiple projectiles can be reflected at once
+25% damage and afterburn damage

Cons:
-25% airblast accuacy (those rockets won't go where you aim them, and you might hurt yourself)
-25% accuracy
-50% range (you have to be RIGHT on them to hit them)
-10% movement speed
-50% ammo (sorry m1ers)
+100% damage
+20% projectile range
-40% projectile speed
+50% damage to self
-50% airblast cost
-30% aiblast range
This could be the airblast flamethrower people have wanted for quite some time.

-20% damage
+25% ammo capacity
Rapid Airblast:
Airblast 25% faster, however suffers a 25% decrease in push force against players.

What I've noticed it a lot of people list like, 7 downsides and 7 advantages- it's too much. How many weapons in game do you see with a paragraph of both blue and red text in the item's description? Not at all, really. Keep it fairly simple. Instead of balancing a scale with a bunch of tiny weights, use big ones. This makes for a big change in playstyle without the need for nitty gritty tweaks.
J47 2014年10月19日 4時14分 
Since it has multiple flame exits :
Able to airblast multiple times in a second or set on fire and airblast at once
+10 speed increase
-15% airblast consumption
-25% damage
-10% Fire range
On accident can extenguish(please excuse my spelling) enemy spies
Here’s my suggestion for stats, perfect for what the Pyro is unmatched in; hit and runs:

+ 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
+20% fire spread
+15% burning damages

+10% airblast comsemption
-10% fire damages
-the flmae thrower stops only 1 second after stopping pressing the key to fire

airblast knockback enemies in random directions
+press "reload" to use right or left torcher
(this choice make the flame go with a deviation, which could be useful with straffed target)
+airblast rate +25% faster
+airblast range + 10%
+airblast projectile deal assured crit on fire and watered people

-damage -33%
-fire deal no random crit and mini-crit
+has auto aim
-cant air blast
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