#Pyro primary concept

14 messages · Page 1 of 1 (latest)

untold marten
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-Flamethrower-

  • Flame particles are affected by gravity and last longer while touching a surface
  • Can reach farther (maybe? Not sure yet)
  • Extra afterburn damage
  • Alt-fire: shoots tons of smoke continuously where you aim, dissipates shortly later (rises into the ceiling and disappears)

Fire particles that land on the ground generate smoke that slowly rises up until the fire particles disappear.

Alt-fire would shoot smoke like the stock flamethrower would shoot fire particles, but the smoke wouldn’t disappear until later (lasts x seconds, probably 4?)

Pyro’s flamethrower is supposed to disorient enemies so I feel like giving him access to a new item that does something with smoke would make sense with their theme.

The design comes after weapon balance, so it’s safe to ignore this bit:
This item would probably look like the pyro grabbed a jet engine fuel container or something with heavy fuel and turned it into a weapon like he did with a propane tank for the stock flamethrower

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(Still not finished writing, will come back a few times but feedback is still appreciated and needed)

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I know obscuring player’s vision is bad game design, but come on it’s pyro! It’s area based vision obscuring instead of what a flashbang does (the unfun version of blinding a player with little counter play), so there’s counterplay where you can just move out of the smoke, take alternate routes, wait for the pyro to run out of ammo (prolly not), etc.

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@lament jackal Criticize this pls

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Stats aren’t finalized, just coming up with the concept for the item, and I need to know if you have any issues with it-so I can see any issues that I didn’t see before

lament jackal
lament jackal
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Can't tell me what to do

untold marten
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But you give good criticism

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🙏

untold marten
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Boop

stuck shadow
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A weapon built around confusing enemies just seems like it would only fool new players

idle moth
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Napalm plz