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Flaregun Buff

#  May 25, 2009 at 6:02 PM
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Lampard 84970
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In game it seems that not many people use the flaregun. I know some people think it is a genuine alternative and I think it does have its uses. However it still pales in comparison to the shotguns versatility.

This morning I had an idea to buff the flaregun and make it a more viable weapon. My idea is simple; Just add a little splash damage, and any caught in it would be caught alight. There would be little to no initial damage from the impact but would set surrounding players on fire. I was thinking that the area of splash would be similar to a rockets splash, maybe slightly larger.

I now await Chro's criticism.

#  May 25, 2009 at 6:16 PM
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WarningSDE 85254
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I actually think that would balance the weapon and be fun, but only for the Pyro

That would be extremely frustrating for the enemy team and not fun to have to deal with. Still, good idea, I never even thought of that
#  May 25, 2009 at 6:23 PM
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R4z0r 82169
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Little to no initial damage is a horrible idea. You can't rely on damage over time alone. Adding splash damage would have little to no effect on the outcome of anything. It would only be useful to spam when the other team is grouped. Alot of the time when you go to your secondary weapon (shotty, SMG, flare..) you are in a one on one situation. Just popping shots that do no low initial damage into a group of players is going to do nothing.


You can't annoy the other team to death. The only tweak the flaregun needs is faster reload time.
#  May 26, 2009 at 7:26 AM
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Mibbok 85306
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 I like this idea(though that's not saying much).

That makes it the same basic idea as the incinerary cannon:

Incendiary Cannon
Incendiary Weapon

Another pyro-only weapon, this rocket launcher look-alike fires slower rockets that explode, setting anyone nearby on fire for a while. While its rockets travel much slower and provide less damage than the soldier's rocket launcher, the incendiary cannon does not require a reload, meaning you can fire off all 20 rockets one after another if you want to.

(http://planethalflife.gamespy.com/View.php?view=TFCGameInfo.Detail&id=4&game=6)

The only reason this may not be such a viable buff is rocket jumping. Unless it only damages the target it hits, but lights everyone in the area on fire.
#  May 26, 2009 at 7:42 AM
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kibiz0r 84303
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Basically, what R4z0r said. If they're in a group, they probably have a medic, in which case your fire is going away pretty quickly. It also doesn't make sense to expose your position to a large number of people while playing an ambush class.
It's not that flare gun isn't useful, shotgun is just more useful, and I don't think there's a way to make the flaregun fill that role without then making the shotgun irrelevant.
#  May 26, 2009 at 7:57 AM
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NEKPED 80542
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Flaregun is perfectly fine IMO

If you want to start balancing the Pyro's weapons, you should start with the ones that are actually breaking the game
#  May 26, 2009 at 11:38 AM
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jackhook 84416
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Quote:
Originally Posted by NEKPED
Flaregun is perfectly fine IMO

If you want to start balancing the Pyro's weapons, you should start with the ones that are actually breaking the game

...Ok I'll bite. Go on. Which ones are those?
#  May 26, 2009 at 11:49 AM
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Boney526 78504
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It's fine.  Shotgun is just more reliable.  If anything, it should have a very slight increase on initial damage, with a decrease on burn time.  But IDK, I don't think it's broken.
#  May 26, 2009 at 12:00 PM
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NEKPED 80542
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Quote:
Originally Posted by jackhook
Quote:
Originally Posted by NEKPED
Flaregun is perfectly fine IMO

If you want to start balancing the Pyro's weapons, you should start with the ones that are actually breaking the game

...Ok I'll bite. Go on. Which ones are those?

http://www.teamfortress2fort.com/forums/t/REPyroNerf-14842.aspx
http://www.teamfortress2fort.com/forums/t/Please,letusbeCivilizedAgain-16509.aspx?p=3#193712
http://www.teamfortress2fort.com/forums/t/Youkamikazebastards-16369.aspx?p=1
http://www.teamfortress2fort.com/forums/t/LessQQmorepewpew-16672.aspx?p=16#207844
http://www.teamfortress2fort.com/forums/t/WPlusM1Challenge-20670.aspx
#  May 26, 2009 at 12:00 PM
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Quote:
Originally Posted by jackhook
Quote:
Originally Posted by NEKPED
Flaregun is perfectly fine IMO

If you want to start balancing the Pyro's weapons, you should start with the ones that are actually breaking the game

...Ok I'll bite. Go on. Which ones are those?
Flame throwers are fucked up beyond belief as they are.  Basically, it's the inconsistent range that annoys me.  There are times you get lit on fire up to a second or two after the pyro dies for fuck's sake. They also need to cut the ammo down to 100 and keep the ability for 8 reflects to help control the ridiculous spam that noobs produce.  I just makes me sad to see a pyro continue to hold down the M1 button after I've placed a rocket at his feet and he's 20 feet in the air.  This is coming from a guy that has put over 100 hours into pyro mind you.
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Team Fortress 2


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