Team Fortress 2

Team Fortress 2

The Cocktail Surprise
Cup o' Bug Jun 5, 2013 @ 8:37pm
Stats
For starters, definetly would need to be a long reload weapon, maybe two minutes at the max

Ten Seconds of Flame On the Ground Maybe

Normal Flame Damage

And if you are hit with the bottle itself, 20 hp lost
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Showing 1-15 of 18 comments
Otis Jun 16, 2013 @ 2:47am 
Recorvery time the same as mad milk/jarate.
Explodes on hit doing slight damage to nearby enemies and ignites them.
Place of explosion (with the same radius as mad milk and jarate) is on flames for 8 seconds igniting passing by enenies.
Direct damage the same as flare gun.
Minicrits on direct hit.
Polyergus Aug 25, 2013 @ 4:06pm 
I think it would make a fantastic hand grenade type weapon, perhaps with regen like other thrown weapons. However valve got rid of grenade weapons aside from the grenade launchers because of balance issues before the games release so I don't think that is going to happen. On the other hand as Sylvan pointed out, they have released mad milk and jarate so there is reason to hope. I think there should be a small amount of non-fire damage to represent the bottle, perhaps only applied if directly struck with it. I noticed there is a lit and unlit version. Do you think you need an allied pyro to light it (or on degroot, one of the tourches), similar to lighting a huntsman arrow? That would restrain the items use lowering the reset time needed for balance and encorage team work as well as make use of both the lit and unlit versions you made. Alternatively perhaps being hit by an unlit version will increase the burn time you face if you are lit on fire for another reaseon. I was thinking maybe it might be used to make anyone that goes into an area for a certain time gets lit on fire, but that is probably to powerful.
Last edited by Polyergus; Aug 25, 2013 @ 5:10pm
aquin Mar 30, 2014 @ 9:03pm 
Stat wise, I would like to see an area of effect burn (everything in the area gets lit on fire) I don't think the fire staying on the ground is a good idea. I also think that on direct hit, the target should get lit on fire and also get bleed damage (from the broken bottle). A medium burn time would be good, with the same recharge as the mad milk. As a taunt, the pyro should pretend to drink from the bottle (but he/she/it can't because of the respirator) then blow a large ball of fire forward, similar to the flare gun taunt.
Full Luck Oct 5, 2015 @ 7:10am 
Stats:

It is a secondary weapon
20 seconds to reload
Rebounds on walls and only makes flames when it is hiting the ground

Pros :

10 seconds of flame on the ground
No self damage
On direct hit : the target burns

Cons :

Cannot burn enemies if they are walking on the flames
Last edited by Full Luck; Oct 5, 2015 @ 7:16am
Queen Of Hatred Oct 14, 2015 @ 11:04pm 
Originally posted by Lieutenant Bashtiaaaaon:
*Needs a pyro or a torch to set it on fire and damage enemies with fire*
(If not on fire when you throw it it covers enemies in gasoline dealing minicrits when using flamethrower or flare gun)
seems pretty good to me
Silverwind Jul 27, 2016 @ 1:07pm 
Just make it like the scrapped incendiary grenade.
Pyro secundary.
Targets hit by the liquid will take 30% more fire damage from all sources, direct and afterburn, also do pyro's covered get afterburn when in contact to any fire source.
The weapon doesn't deal fire damage itsself.
Also is any target covered in oil considered wet, and can therefore be critted by the neonannihalator.
Setting someone on fire will change this so that the target is no longer wett.

Just like jarate and milk: direct hit 10s, splashed 5s.
Cap Sep 29, 2016 @ 9:48pm 
+ Provides 10 seconds of Fire spread all over the ground
+ Normal Flamethrower Damage

Takes 20 seconds to regen (Unless you go to a resupply cabinet)

- Throwing the bottle at your feet/right up close to you will badly damage you
- No random Critical Hits
Pizkwat Oct 4, 2016 @ 12:17pm 
Bear in mind this is based off of the Flaregun:

+Upon impact or 3 seconds after firing (whichever comes first), ignites all enemies within a three-yard radius.
+100% mini-crits on burning players.
+Fires silently!
-75% max ammo
Last edited by Pizkwat; Dec 7, 2016 @ 10:37am
(Owen with a game) Dec 15, 2016 @ 10:00pm 
secondary dose 36 damge and fire last for 15 seconds but if its thron to the side hit box it only last 9 seconds and 15% splash damage but it has to recharged for ..... 30 seconds
Pizkwat Dec 16, 2016 @ 11:40am 
Originally posted by Owen With The Game:
secondary dose 36 damge and fire last for 15 seconds but if its thron to the side hit box it only last 9 seconds and 15% splash damage but it has to recharged for ..... 30 seconds
projectile hitboxes dont turn with the player, the sides wouldn't match up to the target
kane Dec 14, 2017 @ 11:20pm 
two minutes its just too long. This should work the same as the gas passer.
Silverwind Dec 16, 2017 @ 4:07pm 
Originally posted by AyeAye Kane:
two minutes its just too long. This should work the same as the gas passer.
Nonono, ♥♥♥♥ that noise. The Gas Passer is nothing but a disappointment. You can't Bushwack with the Annihilator, you have to wait for it to charge up, and it's ♥♥♥♥♥♥♥ useless. Why go up to them to set them on fire when you already have a wide-range flamethrower and four long-range flare guns?
+medium level radius once hits person/ground
+impact from weapon on enemy causes 20 damage and 3 second afterburn
-replaces melee
-if user hits self there will be an extra effect where the user will be stunned for 3 seconds
{True Darkian} Jul 17, 2018 @ 5:45am 
Leaves a range of fire on impact.
Damage increases based on how long the enemy is still standing in fire.

Fire dissapears after 5 seconds.
No random critical hits.
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