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+20% damage
+20% health
+20% the radius of the fire exit
+RMB(RightMouseButton)- can put fire of allies
+After 20 seconds, use the flamethrower, there may be mini-crits for 10 seconds
-:
-No airblast
-It is unlikely that the enemy lights
-Spies do you damage more than 10%
-Can put fire of enemies
-20% air blast cost
+10% damage
+100% fire cost (1 flame cost 2 ammo)
it took me 1 Hour to make this
Positive effects
+airblast afterburns the enemy
+airblast afterburns the enemy 200% longer than the fire
+when enemy is afterburned they're vision is a bit blurry
+airblast deals 500% of weapon damage (not afterburn damage actual damage)damage= 50-75
+can afterburn all enemies no matter what class or equipment thier using
+ammo regenerates while standing in water
+enemies hit will be knocked back (similar to an airblast but weaker push force)
+10% larger flame
+30% longer flame
+can fire when underwater
Negative effects
-cant afterburn enemies when enemy is in water
-50% damage while enemy is standing in water
+35% airblast cost
-15% damage
-50% afterburn duration
-20% afterburn damage
-25% weapon switch
-10 ammo per second while you're afterburned
Neutral effects
.when ammo is less than 100 ammo from other weapons will be drained to refil this weapon
( 1 bullet from secondary will be equal to 10 bullets on this weapon)
.fire is replaced with water
.afterburn is replaced with wet burn
-50% airblast cost
-25% afterburn damage
Weapon deploys 33% slower
i think that this is alot balanced then everythink else here. even tho it still is too OP
+Larger Airblast Radius
-30% Flame Spread
-15% Overall Damage
-25% damage
+50% afterburntime/damage
-15 airblast cost
+25% airblast force
Unuiqe fire animation, lit gasoline fired instead of flame.
+afterburns can gain health (5hp per second)