tf2 afterburn damage. I think it deserves that respect. tf2 afterburn damage

 
 I think it deserves that respecttf2 afterburn damage  While it is the active weapon, afterburn damage dealt to an enemy by the Flame

Now if a Pyros you directly with a flare, I think you should take all the damage that comes with it. "damage penalty" and 2. When these particles connect to an enemy player, a damage-over-time effect (sometimes called a DOT) called afterburn is applied. Nessie's Nine Iron Level 5 Golf Club No random critical hits-25 max health on wearer. It's a shame this weapon has become a running gag in TF2 updates. All of the Pyro's primary weapons have damage ramp-up. 75 base damage, Medium range with damage far damage drop off, if hits at close range the chemicals splash back on the player an damage them a bit. Players killed by fire or afterburn drop a burning corpse. Pyro Mask Level 10 Hat. Edit: Spelling. I can't count the number of times I've died from afterburn less than a second before picking up a health pack. Rarely, when the Degreaser is turned off during full crits, the flame effect can still be seen though the fix of the loophole, unlike a similar bug with the Minigun, the "flame" can only be seen by the player. This is best seen with using the Incendiary Cannon. A lot of shooters do not have a damage fall off system as pronounced as TF2, and the damage relative to health in TF2 is lower than most games. The Scout, fast as he is, is probably the most vulnerable of all the mercs to afterburn. I've particularly noticed the penalty in action when I'm scout, but I want to know how often you guys see it affect battles. 8) Extinguishing teammates restores 20 health This weapon deploys 60% faster This weapon holsters 30% faster-66% afterburn damage penalty +25% airblast costAustralium weapons are a preposterously rare item classification introduced in the Two Cities Update. Such as increased afterburn damage if used as a combo, in exchange for nerfs in different areas to offset it. This taunt takes 4 seconds to execute, and deals 420 damage at close range, but behaves like a normal Scorch Shot when fired at medium/long range that deals 20 damage and 60 damage afterburn. Assuming you mean Afterburn, which is the amount of fire damage you suffer after the flame thrower/flare's initial damage, assuming it is no longer directly hitting you:. It might be too far back for me to remember, especially considering that i technically mentioned all the words important words of this in the wrong context makes that logical. There is NOTHING wrong with this. Change that to whatever color you wish (I'm using Yellow, 255 255 0 255). With the degreaser, the max would be 85 (if the tf2 wiki's stats on afterburn damage is accurate). It is a scythe with a crooked wood handle and a damaged, curved blade bolted on. That'd turn it into more of a "hit and run" pyro, while the degreaser would be better for axtinguishing and the BB would be more of. Even if you're confident in landing the melee hit (can't ever be super confident with tf2 hitreg), it's still worse damage than just meatshotting with the scattergun - and you may as well use the wrap assassin anyway so you can open up with the bleed from range. 0. Then MvM upgrades would be in casual. The only downsides to the degreaser are: less afterburn damage. ago. I can't count the number of times I've died from afterburn less than a second before picking up a health pack. Needless to say, nobody really takes full afterburn damage when a healthpack, medic, dispenser, airblast, milk, jarate, etc. However, if a direct hit is scored, the pellet will hit the ground (usually. 4. The Quick-Fix Level 8 Medi Gun Prototype +40% heal rate +10% ÜberCharge rate ÜberCharge increases healing to 300% and grants immunity to movement-impairing effects 50% max overheal. After all, not every merc’s attire is lined with asbestos. Darwin's Danger Shield Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer. Darwin's Danger Shield (equipped) Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer. After the 3rd collision with a surface/player, the shot disintegrates and cannot deal any further damage. Weapons are varying items that are used in combat, executing special taunts, or are reskins for the player to admire. Kind of a negligable difference, but bleed is also a little less reliable, being that Pyro has weapons in every slot that cause afterburn while bleed can only be caused by one throwable projectile and melee weapons. But as a concept, I love this weapon, I love any weapon that encourages crowd control, multi-target ambushes, supportive damage. The duration of an ÜberCharge is always 8 seconds when you keep a single patient; the only thing affected by a patient's health status during an ÜberCharge is healing, which is a separate matter from ÜberCharge. If I kill the current threat, why should I die 5 seconds later on a health pack?The Chargin' Targe Level 10 Shield +50% fire damage resistance on wearer +40% explosive damage resistance on wearer Immune to the effects of afterburn ( Not Tradable or Marketable ) The Razorback Level 10 Shield Blocks a single backstab attempt -100% maximum overheal on wearer ( Not Usable in Crafting )We all know this weapon is awful, it does the same thing that the Scorch Shot does but about 1/10th as often, with none of the self defense, utility, or mobility that a flare provides. Afterburn duration is now based on how long the target is in contact with direct flames. A lot of shooters do not have a damage fall off system as pronounced as TF2, and the damage relative to health in TF2 is lower than most games. We all know this weapon is awful, it does the same thing that the Scorch Shot does but about 1/10th as often, with none of the self defense, utility, or mobility that a flare provides. ) Afterburn Idea 2:It's a melee weapon for pyro that sets enemies on fire, something his primary and secondary weapons already do. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 0001 becomes 6. The gun itself is a tripodal device constructed of metal, team-colored paint. In any competitive setting or against any competent players afterburn is completely useless as any experienced player will be extinguished, grab a health pack, or be healed through it. T. With bonus afterburn damage and bonus damage with ranged weapons. Requires you to regenerate or collect 6000 health, which takes a very long time. Pyros are immune to afterburn, but still take damage directly from the. TF2 Weapon Generator. at close/medium range let it deal the full 7 seconds. e. Sun-on-a-Stick (New): (+) 100% critical hit vs burning players. I agree with you on the degreaser’s afterburn penalty being a big deal. 207. Now, it makes sense to have afterburn in the game. Kukri Level 1 Kukri. "The attribute -66% afterburn damage penalty is incorrect, as it actually deals 75% less afterburn damage when compared with the Flamethrower. Ellis' Cap Level 10 Hat. Reflected projectiles no longer deal minicrit damage; Afterburn is reduced to a solid 40 damage (on par with bleed effects) Extra shield can stay due to flamethrowers being hitscan and much more consistant. In addition, targets are now considered wet when doused. Well if you run away at the tip/end of pyro's fire then you take multiple damage becouse the partices stop and go up and you take more damage. This was very clearly stated during the patch notes. The Splendid Screen Level 10 Shield +70% increase in charge impact damage +20% fire damage resistance on wearer +20% explosive damage resistance on wearer +50% increase in charge recharge rate. 43 keys. Airblasting gives reduced footing and air control for a short time. A D. The compression blast, also known as air blast or airblast, is the alternate fire for all of the Pyro 's primary weapons except the Phlogistinator. Darwin's Danger Shield Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer. that is, it depends on how many ticks of afterburn have passed. Sure all games have stream damage of some kind, but many modern shooters rely heavier on burst damage. At least not in my case. A D. Also the Degreaser is Pyro’s best flamethrower. T. The difference in switch speed has never felt tangible enough to. I think the damage should be nerfed, in my opinion, the afterburn should only track spies. Feeling the rage here too. So yeah, never mind worth it, you should be using degreaser with flare gun. )Well, unlike in TF2 this afterburn can actually stack, so hitting the guy with multiple sources of flame can stack the damage, and this is probably what Valve was trying to encourage. Execution is a taunt for the Pyro with the Scorch Shot equipped. Comrade Komko May 7, 2020 @ 6:03am. Vaccinator ubercharge resistance is set to 60% during debuff (opposed to 75%) which is 20% multiplicative loss (0. The penalty really isn't relevant, but in the other hand, afterburn damage overall is barely relevant to begin with in the current game because there are so many ways to easily. Just a thought. After all, not every merc’s attire is lined with asbestos. The Stock Flamethrower has a total of 80 damage from afterburn over a period of 10 seconds. Imagine a shotgun that dealt more damage then the panic attack at close range, was more hard to miss with, and could drain medic uber. It can be cured by health packs, medics, dispensers, the payload cart, sandviches, spawn lockers, water, milk, jarate, airblast, as well as class-specific healing or negation like dead ringer. The afterburn just extinguises far faster than any of the liquid or bleed effects in TF2 if a spy activates any kind of invis. Afterburn I think is mainly a design choice to subtly give Pyro a counter to Medic. Afterburn on pyro is by far one of, if not the most annoying mechanic in TF2. It is best to use only 3 rockets in this instance if you desire to inflict afterburn damage. Similarly, -75% afterburn damage is pretty crippling in casual where there's frequently limited ways for a team to deal with an afterburn. The Vaccinator. It's been hinted at in the Gun Mettle Update, specifically near the bottom right of the Day 2 website. Don't use Dragon's Fury and focus you efforts on preserving your safety over killing. Nothing else in TF2 has more counters than poor old afterburn. For reference, hitting the player with a Flare after setting them on fire with a Degreaser will do any immediate damage (90, 41, 30, or 15 depending on which flare gun) and then start dealing the 3 per half second afterburn. After all, not every merc’s attire is lined with asbestos. The Cleaner's Carbine Level 1 SMG Dealing damage fills charge meter Secondary fire when charged grants mini-crits for 8 seconds-25% slower firing speed-20% clip size No random critical hits. The Vaccinator. Degreaser > Stock, especially in competitive. That would make pyro the most viable class at hit+run tactics. The Orange Box engine adds hardware face rendering, soft particles, and multicore rendering over the old Source Engine. Needless to say, nobody really takes full afterburn damage when a healthpack, medic, dispenser, airblast, milk, jarate, etc. Dealer's Visor Level 50 Hat. While it is the active weapon, afterburn damage dealt to an enemy by the Flame. With afterburn immunity and over 40% fire protection. Darwin's Danger Shield Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer. Our restaurant for people who don't care for forum posts like this is still open! So afterburn is a joke with the whole community, including my fellow Pyro mains. It should only deal 2 damage per tick. ago. O. 25*0. Almost each weapon's sound is distinct and, at times, even reflect the weapon's stats. So according to the Wiki, it does 20 base damage, and then inflicts 8 x 7. The major changes include: Fixed a client crash related to the Dragon's Fury. Level 8 Vaccinator. Execution. 55. The Harvester deals the same damage and has the same attack speed as the Fire Axe. Thanks, Z34 votes, 58 comments. Flare guns should have to deal more damage to reach max afterburn duration. But I have two horrible suggestions to "fix" it. Assuming the weapon is still being held out, the afterburn will deal 80 damage in total. This subreddit is dedicated to Team Fortress 2, created by Valve Corporation in 2007. This weapon can fire up to four blasts of team-colored energy that deal about 20% damage to buildings compared to the. Heavy Mask Level 10 Hat. Increase afterburn damage from 3/tick (60 over 10 seconds) to 4/tick (80 over 10 seconds) on all Pyro weapons apart from the Degreaser. Increased Revved Movement Speed: Upgrade for all Miniguns. But since the update, Chargin' Targe gives Demoman afterburn immunity, and that's just. You can't make a class's defining mechanic be so weak and irrelevant to the class's actual gameplay; it goes contrary to what TF2 is all about, having 9 unique classes with unique playstyles. rad_knight. You're effectively having to decide between losing sixty health or devote time and. 8=0. it's a reasoning mistake. The main. So Heres my idea on how we can fix/adjust pyros afterburn. not something that should've been added. Medic was busy doing medic things and there a burning scout with 10hp jumps out of nowhere screaming MEDIC, medic tried his best to save your live. Level 8 Vaccinator. 5. Det can replicate alot of what scorch can do, even though it takes 3x the effort and is alot more clunky. The Axtinguisher suffers a 33% reduced damage penalty compared to the stock fire axe, but deals a huge burst of damage depending on much afterburn the target has on them, up to enough damage to one-shot the light classes and leave Medics reeling on good swings. If you wish to see an example of this, see the Degreaser's afterburn on a server with damage spread enabled. — The Pyro on sinister weapons. On Hit: damage dealt is returned as ammo. Immune to the effects of afterburn. Retaining stock’s damage and afterburn output is also a nice bonus for fighting a good scout that’s managing to stuff your jumps. — The Pyro on sinister weapons. The Shortstop Level 1 Peppergun +20% bonus healing from all sources Increase in push force taken from damage and airblast. While healing, provides you and your target with a constant 10% resistance to the selected damage type. Bumped 24 minutes ago by 🔴 Cash 4 TF2 Bot #2 🔴. 11 votes, 30 comments. According to the TF2 wiki, the default flamethrower deals 3 damage per tick and 60 damage total while the Degreaser deals 2 damage per tick, dealing only 40 total. this isnt too important, but different afterburn durations won't have the same damage thresholds. Bonk! Atomic Punch Level 5 Lunch Box. The Detonator is a community-created secondary weapon for the Pyro. Afterburn on pyro is by far one of, if not the most annoying mechanic in TF2. 25x) 75% bullet resistance: took 7 damage (0. The update will be applied automatically when you restart Team Fortress 2. To change the Damage Text you will need to find 2 files - the first one is tf esourceuiHudDamageAccount. there are times when you end up with 40 hp and afterburn damage on you, all snipers near you are dead/burning and too selfish to include you with their jarate, no medics. Darwin's Danger Shield Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer ( Not Usable in Crafting )The Widowmaker Level 5 Shotgun 10% increased damage to your sentry's target No reload necessary On Hit: damage dealt is returned as ammo Per Shot: -30 ammo. Much better at Mid Range thanks to its slightly longer reach and significantly less Damage Fall Off. Damage can come from a variety of sources, such as bullets, explosions, fire, falling from a great height, bleeding, certain taunts, or various environmental hazards (such as being struck by a train, drowning in water, or being sliced by a saw blade ). The Powerjack Level 5 Sledgehammer +75 health restored on kill +15% faster move speed on wearer When weapon is active: 20% damage vulnerability on wearer. Fire has its own damage type, and some other weapons that aren't Pyro primary weapons also have fire-like properties. O. ago. U. CryptoNew Flamethrower DPS. 411 uptime-downtime ratio, which is a bit better than the Scattergun. List of item attributes. Ability to be spammed. (Fun fact: The 25 ammo cost on the degreaser is actually the old school airblast cost for Stock and Degreaser before the EOTL update, meaning the number of airblasts the Degreaser can do has been the same since it's release. On top of that, even if the pyro is eliminated before killing the target, the survivor must contend with afterburn in order to survive. Tell me which one you would prefer. However, using the compression blast costs 25 ammo. If you have very little afterburn time left, it'll only deal 87 ish damage, but if you manage to max out the afterburn time to. We all know that the original intent of fire in TF2 was to create chaos. On a no-random-damage-spread server this will be 6 DPS of afterburn from stock/backburner/phlog and 4 DPS of afterburn for Degreaser. Now the TF2 team made it hit slightly harder it becomes more of a threat. Click to listen. But since the update, Chargin' Targe gives Demoman afterburn immunity, and that's just. Have afterburn do 2½ times damage meaning 150 damage for a complete afterburn and no airblast. Flares fired from this gun bounce off enemies as well as allies before exploding. Degreaser is always worth using. Darwin's Danger Shield Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer. txt file that had been added to the game as part of the October 28, 2015 Patch ; Almost two years later. Kukri Level 1 Kukri. And bleed weapons do a good job of that, you either have to be in melee range or use a single use item to make someone bleed. Eh, degreaser is the best for advanced gameplay with enabling combos and generally for facilitating having the right weapon out. Aim near their. All main gamemodes are identical to their Team Fortress 2 counterparts, while also bringing back Arena. This is Heavy's weapons guide for Team Fortress 2, breaking down all of our Russian monster's primary, secondary, and melee weapons. witty name -10% move speed on wearer -20% damage penalty +While an enemy is on fire, (ignited by you, with flamethrower or flare) +10% movement speed…The Degreaser Level 10 Flame Thrower 65% faster weapon switch-25% afterburn damage penalty-10% damage penalty. %s5: 0 On Hit by Fire: Fireproof for 1 second and Afterburn immunity for 10 seconds Backstab turns victim to ice Melts in fire, regenerates in 15 seconds and by picking up. Though the Engineer provides a Dispenser which heals and refills ammo, the Medic is the more reliable healing source. It will decapitate enemy players if the Harvester kills them from a critical hit, and will. Firing more than three rockets at an enemy does not cause afterburn damage, as the flames cancel out, forcing the player to start burning the enemy again. The damage is the same, but it's pathetic afterburn means if you set someone on fire, they don't even need to worry about it more then half the time, as it's damage is barely impactful. We all know this weapon is awful, it does the same thing that the Scorch Shot does but about 1/10th as often, with none of the self defense, utility, or mobility that a flare provides. Enemies that escape slowly suffer from. Medic was busy doing medic things and there a burning scout with 10hp jumps out of nowhere screaming MEDIC, medic tried his best to save your live. (Damage Over Time) attack that punishes players after the end of an interaction with a pyro just for getting hit. Team Fortress 2. Impacted enemies will suffer afterburn, lasting for 10 seconds and dealing 3 damage every 0. The switch from speed bonus is nice but the switch to speed allows for clutch reflects. There is NOTHING wrong with this. The Degreaser Level 10 Flame Thrower 65% faster weapon switch-25% afterburn damage penalty-10% damage penalty. (Damage Over Time) attack that punishes players after the end of an interaction with a pyro just for getting hit. Critical afterburn does not exist, but it will deal mini-crit damage if the user has a mini-crit boost, or the victim is Marked for Death. (Damage Over Time) attack that punishes players after the end of an interaction with a pyro just for getting hit. The Frying Pan Level 5 Frying Pan. If the weapon can airblast, airblasts will deflect projectiles, converting them into mini-crit projectiles. . Max afterburn for default flamethrower is 60 damage, so the theoretical max damage this version could do in one hit is 185. Weapon Changes New statistics File:Item icon Cow Mangler 5000. 5 seconds or 5 ticksI agree that the afterburn should be nerfed down to like 40 or 30. Employing hit-and-run tactics with the powerful Scattergun, the Scout can swiftly deal damage and retreat. This taunt can only be performed with the following weapon: Scorch. Afterburn on pyro is by far one of, if not the most annoying mechanic in TF2. No other afterburn source (including Dragon's Fury) does it. Pyro Mask Level 10 Hat. Team Fortress 2. Press your reload key to cycle through resist types. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. All fire damage from the Phlog counts towards the contract. His flames can cause panic and confusion if caught by surprise with it. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. T. Fire is useful for hit-and-run tactics and for weakening or finishing off an opponent if the damage from the weapon alone is not enough to kill them. Business, Economics, and Finance. Per-tick afterburn damage increased to 4 (from 3), for a total of 8 damage per-second (up from 6 per-second) Flareguns now apply 7. Exhibit B: The Bouncing Flare; In combination with the stun, you get hit twice by the flare, which inflicts a mini-crit and full afterburn, which unless you are extinguished, will deal 126 damage. This is mostly for the incredible damage that can even make short work of an overheated heavy if ambushed from behind. T. Fire damage dealt causes afterburn. A Spy disguised as a Pyro still receives afterburn. It is a large, shoulder-fired, retrofuturistic raygun. Buy Degreaser Team Fortress 2 has gained a large player base over the years and is one of the most popular games to this day, but the number of players can fluctuate so to find out just how many players are playing Team Fortress 2 check out this post. Its drawbacks are that airblasts cost 25% more ammo and its afterburn deals 66% less damage. After all, not every merc’s attire is lined with asbestos. Afterburn is just another bandaid added to help buff pyros effectivenessAfterburn can do up to 80 damage, but I would imagine 40 much more likely because of how many ways there are to extinguish it and that you probably don’t need the full 80 to finish off an opponent. If a Demoman is wielding the Eyelander, the damage of the shield bash performed by the. Tell me which one you would prefer. Extinguishing teammates restores 20 health This weapon deploys 60% faster This weapon holsters 30% faster-66% afterburn. His flames can cause panic and confusion if caught by surprise with it. so they aren't aware it's afterburn-specific. Weapons are given to players as random drops, by crafting, by completing achievements, uncrating crates or trading, and may carry a special item quality . The Chargin' Targe is an unlockable secondary weapon for the Demoman. The demoman is a high-damage dealing explosive projectile class. The only downsides to the degreaser are: less afterburn damage. Because Pyro's long range capabilities are currently too strong. The gun itself is a tripodal device constructed of metal, team-colored paint, and a laser sight (when used with the Wrangler ). Keep your distance to reduce the effectiveness of all the enemy Pyro's weapons, and move erratically to avoid damage. The update will be applied automatically when you restart Team Fortress 2. Only afterburn of flamethrower-based weapons applies the healing debuff. The Flare Gun can cover long range, but the pyro is still a close range class. 5 (the number of particles per second) and add afterburn. I don't think either det or scorch are particularly good at killing things because the bulk of the damage dealt is in afterburn, but they do have some serious damage potential at ranges where most weapons don't. I understand this update was meant to balance things out, to keep the game interesting, so that people wouldn't only use certain items or sets. Degreaser > Stock, especially in competitive. not something that should've been added. 5 seconds of afterburn. A large part of the damage can be done by splash damage igniting players. This is the list of item attributes as described to the user, so some attributes will be duplicated if they can both appear as positive or negative (such as a damage bonus/penalty) or if they have several. All damage is rounded up to the nearest whole number. Guaranteed mini-crits vs crit-boosted targets. Shortstop is a good scattergun sidegrade. Or you can use Chris' TF2 configs here [fakkelbrigade. The Shotgun is the Pyro's best secondary weapon against foes outside the flamethrower's range as well as against enemy Pyros. 5 seconds Removed: Minicrits whenever it would normally crit Changed: Damage type on charged shots changed from explosion to fire damage Does not require ammo Alt-Fire: A. its only immune to afterburn. It is pretty weak compared to the degreaser in a lot of situations. If the Huo Long Heater is put away by the attacking Heavy, the afterburn damage is reduced to 64 in total. Probably not the Degreaser though for the afterburn damage penalty. Now, I know how to inflict critical damage against these opponents with the flare gun : simply hold down M1 (keeping hold of the button), and scroll down. Some gear provide reduction of damage to certain elements, such as fire and explosives, so that can affect your overall damage output as well. #34. For a class that is supposed to be a close-range beast, it is unacceptable in my opinion that every class has a weapon that outdamages the flamethrower at point blank (7 out of 8 of. Let's say that you started with the Escape plan after you were a quarter of the way through the afterburn, you'll still have 60 damage to take with the mini-crits enabled. Heavy Mask Level 10 Hat. The Pyro, along with Heavy, Engineer, and Medic, is a playable character in the Australium Update in the game Dungeon of the Endless. After all, not every merc’s attire is lined with asbestos. tf has unique grade weapons for $0. Darwin's Danger Shield Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer +25 max health on wearer +15% bullet damage resistance on wearer 20% explosive damage. Now if a Pyros you directly with a flare, I think you should take all the damage that comes with it. T. So no, Pyro does not have any resistance beyond immunity to afterburn if you take him with base stats. 5 seconds, just barely enough to combo on those two with. So no, Pyro does not have any resistance beyond immunity to afterburn if you take him with base stats. However, the mechanic itself is broken and makes. Can someone explain to me why a class that can one hit kill most classes, gets random crits, has increased movement speed, and relies completely on melee in a game where the hit registration is extremely broken alread, is now allowed to be immune to fire? Pyro has always been the close range master, but now demoknights can just keep swinging until. As well, present in the tf eslistsall. I understand this update was meant to balance things out, to keep the game interesting, so that people wouldn't only use certain items or sets. A. So yeah, your Flare Gun will still have the same damage and afterburn damage as before. The flames of the flame throwers become unpredictable at maximum range. Jarate essay. So rather than a damage over time effect, its delivered as a chunk of burst damage. The flamethrower, needs a buff. The clipless, stream damage with large particles and a wide cone make it very easy to track a target within range. You can easily avoid the bouncing flare, even with the stunlock, and even if you take the bouncing flare's damage it isn't hard to find a healing. Scorch shot does 20 damage on hit and an additional 24 on second hit on top of that it does 4 fire damage per tick over 7. In Team Fortress 2, the Jarate is a throwable secondary weapon available exclusively to the Sniper class. It introduced 5 new weapons, 5 new community-made maps, 1 new Valve -made map, 7 new taunts, 1 new kill taunt, 49 new cosmetics (though 4 all-class. (-) -25% damage penalty. Even with the nerf increased switch speed is still amazingly useful. If you are fighting an enemy Pyro whilst using the Degreaser, you can exploit the short weapon switch speed and short time the Pyro is on fire to gain a guaranteed. Other quicknote: Regardless of who caused the afterburn, if you shoot the fireball's center at a burning enemy, you will still get the +300% damage bonus. But still, you're trading a damage for an. The scorch shot theoretically can deal over 100 damage in single flare. Afterburn on pyro is by far one of, if not the most annoying mechanic in TF2. 837K subscribers in the tf2 community. 5 seconds adding up to 60 or all together 106. Compared to the stock Fire Axe, the Axtinguisher deals 33% less damage, holsters 35%. Marketplace: mplc. The Pyro is a class whose combat strategies revolve around close-range combat. The latter is kinda crazy, because the flare guns REALLY should use their own afterburn counter, instead of using the same one as the flamethrower. In the context of a team game, the afterburn mechanic makes more sense. The Jungle Inferno Update was a major update for Team Fortress 2 that spanned throughout 4 days, starting on October 16th, 2017 and finally releasing on October 20th, 2017 after a 1-day delay. Going by this rule we can assume power canteens arent available, same with money, this means scout spy and soldier are the least powerful but scout and soldier are still viable due to milk and banners. Support Weapon 1: Crusader's Crossbow Bonus Objective: Regenerate health. 1. I just loaded up walkway to get some numbers on the new state of pyro, and the maximum damage of the flamethrower was between 98-110 dps. This is so unreasonable. Anti-Pyro strategy. Afterburn on pyro is by far one of, if not the most annoying mechanic in TF2. But as a concept, I love this weapon, I love any weapon that encourages crowd control, multi-target ambushes, supportive damage. Darwin's Danger Shield Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer ( Not Tradable or Marketable ) The Splendid Screen Level 10 Shield +70% increase in charge impact damage +50% increase in charge recharge rate +20% fire damage resistance on wearer +20% explosive damage. O. The Dragon's Fury deals 90 mini-crit damage at point blank range to burning targets. How do you think the Afterburner will function if it's. This would make lighting people on fire worthwhile. Shotgun + reskins. Title, My proposed stats would be No Random Crits No air blast -25% damage -100% afterburn/afterburn damage -50% magazine size -20% reload speed -50%…Darwin's Danger Shield Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer. Being hit by a barrage from Pyro's flamethrower is fair, but having one tickle your toe does the same amount of afterburn damage which feels unfair. The afterburn damage is suppose to be dealt with your Primary flamethrower whichever that may be. Might as well use your Flamethrower at that point. This is objectively a bug, and not something that people commonly disagree on. Use these weapon combinations to immediately take out single targets, as the Degreaser's significant penalty to afterburn damage makes hit-and-run tactics much less effective. Also afterburn should stop after the Pyro dies. With the number of ways to negate it and how common they are, it's only a matter of taking a few seconds to use…These changes should strengthen their afterburn capability, and make them a scarier threat if you let them too close. Even if it's easier to play against Pyro at higher elos it seem a. Exhibit C: The Blast Radius; The Scorch Shot has a blast. Things like that to essentially reward higher-skill. The Spy-cicle #124461 Level 1 Knife On Hit by Fire: Fireproof for 1 second and Afterburn immunity for 10 seconds Backstab turns victim to ice Melts in fire,. . Ah. 0. This is because the Jungle Inferno Update increased the default afterburn damage from 3 to 4, but the attribute did not get updated. Now, it makes sense to have afterburn in the game. 207. As to why, it wears a flame retardant suit. Nerf Flaregun afterburn. The weapon has a stun which is already a terrible mechanic. Team Fortress 2. However, the mechanic itself is broken and makes. Darwin's Danger Shield Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer. 08 damage spread. Pre-Jungle Inferno flames brought back to life!Darwin's Danger Shield Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer. I’m not judging the other persons skill in this situation. Damage over time is Pyro's unique combat style, yet it's a total joke because there are so many counters to it in the game; this will ensure it does more damage before being put out. Team Fortress 2. Can cover long range. 25x) 75% bullet resistance: took 7 damage (0. Sorted by: 6. Bleed does 40 damage (10 instances of 4 damage over 5 seconds), afterburn on Stock does 60. the 60 damage combined with the insane amount of damage the flamethrower itself does is the reason the pyro is so noob-friendly. This weapon will reload automatically when not active. July 22, 2011 Patch [Undocumented] The damage bonus attribute was changed from "+10% damage done" to "+10% damage bonus". Despite it saying "Immune" in reality you can still combo enemy Pyros and Darwin shielded Snipers as the afterburn is active for 0. A D. We all know this weapon is awful, it does the same thing that the Scorch Shot does but about 1/10th as often, with none of the self defense, utility, or mobility that a flare provides. When you open HudDamageAccount. afterburn immunity. Flammable material then ignites into 10 seconds of Afterburn if enemies take damage (even Pyros!) Mann vs. The Scorch Shot is a community-created secondary weapon for the Pyro. Flare Gun deals 30 damage upon direct contact, plus Afterburn Damage (Afterburn DPS is same as Stock).