After the 3rd collision with a surface/player, the shot disintegrates and cannot deal any further damage. direct flames do the normal amount if damage. 3. 6). Level 8 Vaccinator. The Postal Pummeler Level 10 Mailbox axtinguisher properties (1)-50% damage vs non-burning players No random critical hits. 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. ago. 20:2711. 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:. Also the benefits of higher afterburn damage and lower airblast cost overweigh the downside of later DPM with the Panic Attack in my opinion. A Spy disguised as a Pyro still receives afterburn. T. Team Fortress 2 does not have any method of dealing damage in decimals. His flames can cause panic and confusion if caught by surprise with it. 55. Afterburn was mostly used to expose spies. 16 seconds to empty the clip. 6. 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. I think it deserves that respect. No weirder than being able to reload every weapon (or your metal reserve, for that matter) with a dropped weapon of any kind, but not being able to exchange ammo between primaries and secondaries. After all, not every merc’s attire is lined with asbestos. Darwin's Danger Shield (equipped) Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer. According to the wiki, the following types exist:. T. In terms of damage, it's no laughing stock, ranging from 86 to 167 damage minicrits based on how much afterburn is left. Ignites enemies hit with afterburn, and further upgrades increase afterburn length and damage. You shouldn’t even be relying on afterburn. Heangry. The weapon has a stun which is already a terrible mechanic. In fact, it's what makes Pyro special. With all the invis-watch changes to nerf afterburn, its still good to reveal spies but only momentarily. The only thing that shortens the duration of the ÜberCharge itself (for the Medic), and not the filling of the. Also it’s the flare gun that will likely kill with afterburn or you can finish them off with degreaser quicker, stocks negligible bonuses don’t even come into play. I agree with you on the degreaser’s afterburn penalty being a big deal. 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. With exceptional speed, agility, and the ability to double jump, the Scout can easily dodge Saxton Hale's attacks. And there are also ghost particle. The reverse is true - a quick puff with the degreser followed by a flare shot bumps up the afterburn from 1/tick to 4/tick. Igniting two people would delay overheals by at least 2 seconds. However, when I look at afterburn, I don't see something that's supposed to be lethal. July 12, 2011 [Item schema update] Added Strange quality. Detonator #20216 Level 10 Flare Gun +25% damage to self #Attrib_MakersMark. And if that don't work. 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. Allow heavy to better keep up with enemies and avoid projectiles. This displays the reduced afterburn damage and the faster switch speed of the Degreaser. Edit: After more investigation, it seems that it does track afterburn arrow kills, IF the enemy dies in less than a second from the afterburn damage. Heavy Mask Level 10 Hat. Damage is any event that reduces the health of a player or entity. -does more afterburn damage-has a lower airblast cost-doesnt look like the pyro flamethrower version of the beggars bazooka degreaser:-literally does 1 damage per tick of afterburn-has 8 airblasts instead of 10-the faster switch speed almost never comes into play-looks like something i pulled out of a trash can lol Cringe post move onWell, we all know that Pyro's getting a nice little update next. It is a flare gun with a gray barrel, an orange painted muzzle, and a black grip held in place with pins on the underside of the barrel. This also includes less damage against buildings. #3. Dealer's Visor Level 50 Hat. 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. The Shortstop Level 1 Peppergun +20% bonus healing from all sources Increase in push force taken from damage and airblast. — The Pyro on sinister weapons. Exhibit A: The Stun; A Pyro can just shoot one flare and completely f-ck up your movement. The Manmelter Level 30 Indivisible Particle Smasher Does not require ammo +50% projectile speed Alt-Fire: Extinguish teammates to gain guaranteed critical hits Extinguishing teammates restores 20 health No random. And add a. Afterburn normally deals 3 damage per tick, dealing 60 damage over 10 seconds. Fine-tune the finer details of your flames with this. It is a large, shoulder-fired, retrofuturistic raygun. Although they all. The switch from speed bonus is nice but the switch to speed allows for clutch reflects. As it is a shield, simply equipping the Chargin' Targe provides the wearer. Additionally, this weapon reloads its entire clip at once taking 1. It is best to use only 3 rockets in this instance if you desire to inflict afterburn damage. This can be used to chain multiple flamed enemies together in order to hit them. 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. Afterburn I think is mainly a design choice to subtly give Pyro a counter to Medic. at close/medium range let it deal the full 7 seconds. Things like that to essentially reward higher-skill. Before the advent of Team Fortress 2, many of you know of its direct predecessor, Team Fortress Classic or “TFC” for short. The Vintage Chargin' Targe Level 10 Shield +50% fire damage resistance on wearer +40% explosive damage resistance on wearer Immune to the effects of afterburn The Vintage Eyelander Level 5 Sword is_a_sword (72) No random critical hits -25 max health on wearerDarwin's Danger Shield Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer. But as a concept, I love this weapon, I love any weapon that encourages crowd control, multi-target ambushes, supportive damage. Basic after burn does 3 damage per half-second and lasts 10 seconds, making it 60 in total. -66% Overheal build rate. Sign In / RegisterThe conveniently named Medic is the only class in Team Fortress 2 that can heal. Same with crits, too, albeit at half the price. It is a jar of urine that can be thrown to cover enemies in liquid, making them more vulnerable to damage and easier to track. Team Fortress 2 Custom Weapons Review Twitter: #1 Custom Weapons 188. If I kill the current threat, why should I die 5 seconds later on a health pack?Shots a glob of dangerous chemicals at the enemy. There is NOTHING wrong with this. 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. To answer your title's question, strange flamethrowers only count kills done by that weapon's fire damage. *Upon hitting a burning enemy, extinguishes them and deals the remaining afterburn damage multiplied by 2. Edit: Spelling. The Scout, fast as he is, is probably the most vulnerable of all the mercs to afterburn. The existence of this weapon was first discovered in the form of a VTF filename string found in. If the Huo Long Heater is put away by the attacking Heavy, the afterburn damage is reduced to 64 in total. A D. IF the target gets hit by both the direct hit AND the explosion, AND the full afterburn. - Valve made the Flamethrower's damage and afterburn length based on how long you burn someone. As it is, it's only a mild nuisance. Press your reload key to cycle through resist types. Like the afterburn doesnt do so much damage so why would they need to light their targets on fire when they finish them off with the panic attack anyways. (not sure on this one yet) All flamethrowers range is increased by 20% including dragons fury. Taken straight from the TF2 Wiki's strange page: Killing an enemy with a compression blast. The Scout is an ideal class to choose when confronting Saxton Hale in Team Fortress 2's game mode. Afterburn on pyro is by far one of, if not the most annoying mechanic in TF2. "The attribute -66% afterburn damage penalty is incorrect, as it actually deals 75% less afterburn damage when compared with the Flamethrower. Every flare is exetremely overpowered, the initial ability to get full after burn + abt 30 damage initially for hitting a projectile faster than the ♥♥♥♥♥♥♥ direct hit is stupid. Even without afterburn, it still does more even if you time the detonator perfectly. The utility of quick-switching is so much more worth it than 2 extra airblasts and more afterburn damage. To change the Damage Text you will need to find 2 files - the first one is tf esourceuiHudDamageAccount. tf2c_afterburn_damage <value> Modifies afterburn damage to a specified number. The Degreaser Level 10 Flame Thrower 65% faster weapon switch-25% afterburn damage penalty-10% damage penalty. A Spy disguised as a Pyro still receives afterburn. 08 damage spread. 08 damage. The Axtinguisher basically takes all your leftover afterburn damage (based on remaining afterburn duration) and stacks it on the hit. I'm aware the damage it does is. 53 seconds. 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. Primary Weapons. It if takes more time for them to die, it won't be count. Change that to whatever color you wish (I'm using Yellow, 255 255 0 255). The Vintage Axtinguisher Level 10 Fire Axe 100% critical hit vs burning players-50% damage vs non-burning players No critical hits vs non-burning players. October 20, 2017 Patch #1 ( Jungle Inferno Update ) Changed Attributes: Flare guns now apply 7. add cloak on kill. Tell me which one you would prefer. 25]x) Extra damage from crit: 60 (regardless of resistance) So, it appears that if a single hit is of multiple damage types, anything that modifies the damage of any of its types applies multiplicatively to the. A base shot will therefore do 80 damage if the victim cannot extinguish themselves. The afterburn changes, which overall are good, have made this weapon easily able to get free damage. This gives Pyro’s who are adept with, say, the scorch shot, a way to heavily pressure large groups. Damage falloff given, damage reduced, burn duration shortened. Only afterburn of flamethrower-based weapons applies the healing debuff. So yeah, your Flare Gun will still have the same damage and afterburn damage as before. Question on calculating Scorch Shot damage. The Orange Box engine adds hardware face rendering, soft particles, and multicore rendering over the old Source Engine. The flamethrower, needs a buff. It should only deal 2 damage per tick. 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. 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. Scorch shot should lose afterburn application on splash, detonator should probably cut afterburn duration to 5. Furthering that assumption that you started the Escape Plan when you knew that the burn damage was going to kill you, you'll be starting out just a bit faster than the Medic. 8) Extinguishing teammates restores 20 health This weapon deploys 60% faster This weapon holsters 30% faster-66% afterburn damage penalty +25% airblast cost. It makes dealing with pyros extremely annoying, especially as soldier or spy. 0. 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. (Damage Over Time) attack that punishes players after the end of an interaction with a pyro just for getting hit. However, the mechanic itself is broken and makes interactions with a pyro. Manmelter Added: +33% damage bonus Changed: Health gained from extinguishing teammates increased from. Team Fortress 2. Execution. A D. still has a faster fire rate than the shortstop, lets you shove and shoot at the same time, and reloads quicker. First you need a filter_damage_type set to crit damage. . (+) Take -67% damage from afterburn while holding. This taunt can only be performed with the following weapon: Scorch. . The flames of the flame throwers become unpredictable at maximum range. Weapons. Machine in Mann Up mode. Question about. But what Valve really needs to do is create a flamethrower with buffed afterburn damage and nerfed direct damage. We'll. These can be essential for survival. It discourages pyro to fight other pyros solely by pressing down M1 while holding the flamethrower. • 3 yr. ". AshSystem • 8 mo. 5 seconds for a total of 60 damage. (Damage Over Time) attack that punishes players after the end of an interaction with a pyro just for getting hit. N. It has been nerfed already but it's still annoying, not op. r/tf2 A chip A chipThe Degreaser (equipped) Level 10 Flame Thrower 65% faster weapon switch-25% afterburn damage penalty-10% damage penalty. It needs something special, because everything…Team Fortress 2. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. But since the update, Chargin' Targe gives Demoman afterburn immunity, and that's just. This was very clearly stated during the patch notes. 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. Things like that to essentially reward higher-skill. It's good at destroying engie's buildings from long range and 4 shots is enough to kill most enemies. A. 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. The Degreaser's fire does 2 damage every tick, resulting in 40 damage over 10 seconds. res you will see a variable "NegativeColor". 25*0. res. Is afterburn really that bad? I'm well aware there's a dozen different ways to get rid of it, such as Jarate, Mad Milk, and medics. Team Fortress 2 Pyro Weapons Guide A breakdown of all of the pros and cons of every primary, secondary, and melee Pyro weapon in Team Fortress 2. However, the mechanic itself is broken and makes. The Degreaser Level 10 Flame Thrower 65% faster weapon switch-25% afterburn damage penalty-10% damage penalty. Increased Revved Movement Speed: Upgrade for all Miniguns. Now, it makes sense to have afterburn in the game. The Gas Passer Bonus Objective: Deal 500 afterburn damage in a single life. Although Pyros and Demomen using the Chargin' Targe are resistant to afterburn, they can be crit by the Axtinguisher if the hit connects before resistance takes effect. 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. 165. . A D. The Sentry Gun (abbreviated to SG ), also known as the Sentry Mechanical Firing Device, Sentry, or Turret, is a building that can be constructed by the Engineer using the PDA, the Engineer's build tool. The 25% reduction of healing and resistance on direct damage was removed. 25x) 75% bullet resistance: took 7 damage (0. T. O. 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. Probably not the Degreaser though for the afterburn damage penalty. Now if a Pyros you directly with a flare, I think you should take all the damage that comes with it. The Big advantages are. And no, you can't say neither, UNLESS you can tell me why the current afterburn right now is okay. Lets start with the most simple of its stats and the only direct downside, the damage penalty. 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. 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. (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. But I have two horrible suggestions to "fix" it. A D. 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. Retaining stock’s damage and afterburn output is also a nice bonus for fighting a good scout that’s managing to stuff your jumps. Sun-on-a-Stick (New): (+) 100% critical hit vs burning players. Added: This weapon holsters 50% slower. This will also persist after the Pyro's death, unless they have the Harvester equipped. No. It will decapitate enemy players if the Harvester kills them from a critical hit, and will. Some gear provide reduction of damage to certain elements, such as fire and explosives, so that can affect your overall damage output as well. So Heres my idea on how we can fix/adjust pyros afterburn. 283 becomes 5, and 5. So yeah, never mind worth it, you should be using degreaser with flare gun. Afterburn on pyro is by far one of, if not the most annoying mechanic in TF2. 5 seconds from 3 per tick for 10 seconds. 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,. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. not something that should've been added. The Degreaser Level 10 Flame Thrower 65% faster weapon switch-25% afterburn damage penalty-10% damage penalty. Incendiary Ammo: Upgrade for all Miniguns. 8) Extinguishing teammates restores 20 health This weapon deploys 60% faster This weapon holsters 30% faster-66% afterburn damage penalty +25% airblast cost. 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. Several portions of the weapon are team-colored, and arcs of electricity appear periodically on the frontal nodes. Vaccinator ubercharge resistance is set to 60% during debuff (opposed to 75%) which is 20% multiplicative loss (0. 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. Now, it makes sense to have afterburn in the game. If you are desperate, marketplace. A D. Afterburn drops from 4 damage to 1 damage So, afterburn in casual is pretty unreliable, while also being something you should base your playstyle around. Afterburn normally deals 3 damage per tick, dealing 60 damage over 10 seconds. 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. ago. "damage bonus" in a TF2Items_OnGiveNamedItem hook or post_inventory_application event. Perhaps afterburn could persist without nerfs, but have the other changes. That's a good point, it is pretty defining for him. 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. Eye Jan 9, 2018 @ 12:29am. Upon taking any form of damage while coated in this gas, the. 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. Flare Gun + reskins. Weapons are varying items that are used in combat, executing special taunts, or are reskins for the player to admire. In addition, targets are now considered wet when doused. The Pyro is deadly when flanking and ambushing. Anti-Pyro strategy. After nine years in development, hopefully it was worth the wait. Fire or Flames refers to the special particles produced by the Pyro 's primary weapons. October 24, 2017 PatchAfterburn damage is too much for little effort so i have idea to make it balanced and fair to fight 1-Afterburn damage should be reduced to 3 per tick for 6 second (18 damage overall) and afterburn will stop if you killed that pyro Dying to afterburn after killing pyro was unfair and cheap so it should stop after killing pyro and low damage mean that pyro will not rely. 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. I don’t care what the person in the comment section of that article says, she has almost no role to serve on the battlefield and does a miraculously bad job of filling her supposed niche of area-of-effect damage. The existence of this weapon was first discovered in the form of a VTF filename string found in the texture_preload_list. This issue occurs with DirectX level 100. The Pyro has two different primary weapon types: the conventional Flame Throwersand the Flame Launcher. Finally if the enemy team has an annoying heavy or scout, you want to run the Backburner. The Flare Gun can cover long range, but the pyro is still a close range class. We'll just stick with. As the Pyro, don't always rely on afterburn to finish him off. All damage is rounded up to the nearest whole number. 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 weapon has been recently nerfed! Make sure to check the new stats here! Leave all thoughts, facts, and opinions about…However, damage caused by afterburn damage is reduced by 66%. When you open HudDamageAccount. While this weapon is active, the Medic regenerates up to an extra three health per second, at the cost of the weapon dealing 20% less damage than the Bonesaw. It will decapitate enemy players if the Harvester kills them from a critical hit, and will. The Pyro is a hardy class that specializes in close range combat with the Flame Thrower. ago. Degreaser: No more all-around switch, increased airblast cost, afterburn penalty increased from 25% to 75%. You can still hit Panic Attack. List of item attributes. SelphyLove 14 years ago #4. Afterburn duration is now based on how long the target is in contact with direct flames. Kukri Level 1 Kukri. Deja Vu. That's why buffing the damage from 3/tick to 4/tick was needed. Team Fortress 2 does not have any method of dealing damage in decimals. If the weapon can airblast, airblasts will deflect projectiles, converting them into mini-crit projectiles. If there was a sniper you will be dead in a second. The afterburn just extinguises far faster than any of the liquid or bleed effects in TF2 if a spy activates any kind of invis. )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. Primeval Warrior Level 20 Badge Hire Date: September 18, 2007 (19:33:20 GMT) ( Not Tradable or Marketable ) Revolver Level 1 Revolver. Also reflecting flares will apply the afterburn damage penalty. 25x) 75% bullet resistance: took 7 damage (0. 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. Listed as "-20% damage penalty". Instead of afterburn penalty, less afterburn time, roughly 50% less. However, the mechanic itself is broken and makes. Using the Campaign Pass converted it to a Jungle Inferno ConTracker. The Scout, fast as he is, is probably the most vulnerable of all the mercs to afterburn. Press your reload key to cycle through resist types. Even then cleaver and wrap assassin are very good. Nerf Flaregun afterburn. Passive reload. -66% Overheal build rate. Question on calculating Scorch Shot damage. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. (Damage Over Time) attack that punishes players after the end of an interaction with a pyro just for getting hit. All flare guns are overpowered. 207. People would write off afterburn like nothing. It is pretty weak compared to the degreaser in a lot of situations. After nine years in…The Team Fortress Classic Pyro sucks. It's the worst with the scorch shot since it's the spam machine. Flames lose 50% of their Damage, DF loses 25%. Feeling the rage here too. This too, turns the Pyro into a moba-style assassin, leaping out unexpectedly for a quick kill on an unaware player. Darwin's Danger Shield Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer. O. 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. His flames can cause panic and confusion if caught by surprise with it. Also reflecting flares will apply the afterburn damage penalty. True, Afterburn is the same damage but dealt out faster. Don't use Dragon's Fury and focus you efforts on preserving your safety over killing. Heangry. It's been hinted at in the Gun Mettle Update, specifically near the bottom right of the Day 2 website. 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. Tell me which one you would prefer. Only applies afterburn before particles are x amount of time old. Can cover long range. 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. png Cow Mangler 5000 Changed: Afterburn duration on charged shot increased from 6 to 7. -33% ÜberCharge rate on Overhealed patients. Your Eternal Reward Level 1 Knife Upon a successful backstab against a human. go for a health pack, or have enough time to still fight back and survive w/o dying or having too little health. The flames of the flame throwers become unpredictable at maximum range. This is mostly for the incredible damage that can even make short work of an overheated heavy if ambushed from behind. After all, not every merc’s attire is lined with asbestos. For one thing, the Chargin' Targe gave great resistance to fire already. People would write off afterburn like nothing. If you wish to see an example of this, see the Degreaser's afterburn on a server with damage spread enabled. Tape appears to be holding the gun together. They have a low chance of being awarded upon completing a full Advanced or Expert Tour of Duty of Mann vs. This can be used to chain multiple flamed enemies together in order to hit them. Sorted by: 6. See moreAfterburn. Yes, if they take both the direct hit and the bouncing flare gun AND the full afterburn damage on top of that, with the last two being completely avoidable by absolutely any player that can move. 5 seconds of afterburn (down from 10 seconds). Also, some weapons have damage based on where. The Mantreads Level 10 Boots-75% reduction in push force taken from damage-75% reduction in airblast vulnerability Deals 3x falling damage to the player you land on 200% increased air control when. Now, it makes sense to have afterburn in the game. The Shotgun is the Pyro's best secondary weapon against foes outside the flamethrower's range as well as against enemy Pyros. The Shortstop Level 1 Peppergun +20% bonus healing from all sources Increase in push force taken from damage and airblast. 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. bad tf2 hats with good cosmetic loadouts pt. Team Fortress 2 runs on The Orange Box version of the Source Engine, designed to run on Microsoft Windows, Xbox 360,. July 22, 2011 Patch [Undocumented] The damage bonus attribute was changed from "+10% damage done" to "+10% damage bonus". • 2 yr. The Harvester is a melee weapon for the Pyro. Darwin's Danger Shield Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer. Strange Part: Damage Dealt. The Harvester deals the same damage and has the same attack speed as the Fire Axe. The Pyro, along with Heavy, Engineer, and Medic, is a playable character in the Australium Update in the game Dungeon of the Endless. Loadout Stats. 2. Compared to the stock Fire Axe, the Axtinguisher deals 33% less damage, holsters 35%. The Chargin' Targe Level 10 Shield +50% fire damage resistance on wearer +40% explosive damage resistance on wearer Immune to the effects of afterburn The Eyelander Level 5 Sword No random critical hits -25 max health on wearerAfterburn 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. 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. Marketplace: mplc. (I am trying to sound smart, but I don't think I did my math right. 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. Last edited by Hell-met ; Jan 8, 2018 @ 9:54pm. Darwin's Danger Shield Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer. In addition, targets are now considered wet when doused. But due to the . As well, present in the tf eslistsall. Now if a Pyros you directly with a flare, I think you should take all the damage that comes with it. Extinguishing teammates restores 20 health This weapon deploys 60% faster This weapon holsters 30% faster-66% afterburn. 5 (the number of particles per second) and add afterburn. 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. (First the direct hit applies afterburn, it ticks once, then the second one hits due to splash and resets the afterburn dealing 20 ticks or afterburn) The gas passer's afterburn isn't affected by damage. This is best seen with using the Incendiary Cannon.