Pyro Weapon Fixes (plus some others)

Manmelter cannot be dodged for a very long range so that is it's main benefit, I think the reliance on the 'teamwork' of an enemy pyro makes the concept bad. Despite the fact that it encourages pyros to extinguish players, I am not sure that is something that should be done. The health bonus and helping the team should be enough incentive for players that aren't twats.

Here is my take on the manmelter. - Limit charge (ammo) to 1 - Require a charge to fire. - Always Critical - Double the absorb distance. - 110% fire rate (0.8 shots per second). - Allow absorption of afterburn on enemy players. - No random Crits.

This allows it to compare with shotgun at close range, but with less firing speed and a higher skill requirement, while retaining its long range potential. A pyro would be able to fire the gun, absorb the afterburn if close range, then fire again. It gives the pyro a loop similar to the windowmaker, but requiring higher skill. I know that is a lot of changes, but I think TF2 needs more interesting weapons like this and the sci-fi weps can justify these odd mechanics.

/r/truetf2 Thread