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	<title>ETF2L &#8211; Latest activity in &#8220;Flare gun getting mini crits?&#8221;</title>
	<link>https://staging.etf2l.org/forum/general/topic-3803/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
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    	    <title>Reply by Beef Eater</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-3803/page-2/?recent=58646#post=58646</link>
    	    <description><![CDATA[<blockquote>I just wish they would make all projectiles exit from the center of the screen instead of fooling around like this. :p</blockquote>
Fourthed :P]]></description>
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    	    <pubDate>Wed, 10 Jun 2009 12:27:31 +0200</pubDate>
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    	    <title>Reply by str8outtaCompton</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-3803/page-2/?recent=58646#post=58617</link>
    	    <description><![CDATA[<blockquote>I just wish they would make all projectiles exit from the center of the screen instead of fooling around like this. :p</blockquote>
Thirded]]></description>
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    	    <pubDate>Wed, 10 Jun 2009 10:42:41 +0200</pubDate>
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    	    <title>Reply by RaCio</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-3803/page-2/?recent=58646#post=57049</link>
    	    <description><![CDATA[<blockquote>
Since the Sniper &#38; Spy update, which introduced us to the "Mini Crits" feature, an idea has emerged from the community: Why don't <b>make the Flaregun mini-crit on burning players</b>? Now, I'm not going to give numbers but the reasoning behind this in a nutshell would be as next: Since the recent update, two counters were added to the afterburn, Jarate and making the Pyro's compressed air burst able to extinguish fire. <b>Since we have new tools to counter the burn, why don't make it a more lethal status </b> and encourage players to really use these new features to get rid of it? After burn has also lost its shine in the sense that it doesn't really make people panic that much and seeking for aid ain't a priority anymore..</blockquote>

It's still guessing what is exactly meant and what robin walker interpreted from the letter. The first part says that the flaregun will do the minicrit effect on players that already burning. So you will be rewarded for multiple hits.

What the minicrit effect will be is still a bit unclear. The definition of a mini-crit is the base damage without any falloff(as seen with the ambassador). The base damage of the flaregun is 30. So the minicrit should theoretically hit for 30 dmg. On a player that is hit by the jarate it does 41 damage(30+35%). 

The point is that there is already no (negative) damage falloff on flares. So it's unlikely that the mini-crit buff will be just the base damage without falloff. It could ofcourse be the 41 damage like it does on player hit by the jarate. But if your read the second part of the text, you can see it talks about making the afterburn more deadly. Considering that the effect might indeed be a 35% stronger afterburn.

Afterburn +35% damage would do 70-80 damage.]]></description>
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    	    <pubDate>Fri, 05 Jun 2009 15:07:49 +0200</pubDate>
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    	    <title>Reply by fJack</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-3803/page-2/?recent=58646#post=57035</link>
    	    <description><![CDATA[<blockquote>I just wish they would make all projectiles exit from the center of the screen instead of fooling around like this. :p</blockquote>
__________________________________________]]></description>
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    	    <pubDate>Fri, 05 Jun 2009 14:36:36 +0200</pubDate>
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    	    <title>Reply by zeKe</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-3803/page-1/?recent=58646#post=57026</link>
    	    <description><![CDATA[are we saying here that if I hit a guy with a flare, the afterburn, like jarate, means additional damage and the burn damage itself takes another 35%? If that was the case then the weapon would be extremely powerful when you consider its not hard to set alight two or more enemies at badlands middle battle.]]></description>
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    	    <pubDate>Fri, 05 Jun 2009 14:22:58 +0200</pubDate>
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    	    <title>Reply by RaCio</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-3803/page-1/?recent=58646#post=56974</link>
    	    <description><![CDATA[Mini-crit of the flaregun should be 41 dmg(thats what it does on players hit by jarate).]]></description>
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    	    <pubDate>Fri, 05 Jun 2009 13:09:13 +0200</pubDate>
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    	    <title>Reply by Nigther</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-3803/page-1/?recent=58646#post=56971</link>
    	    <description><![CDATA[<blockquote><blockquote><blockquote>mini-crit = +35% damage so if the flaregun does 30 damage it would be upped to 40. real gamebreaker here guys</blockquote>

Not sure about this but doesn't mini-crits ignore the damage fall off just like regular crits. If this is the case the mini-crits would help a lot when your going for long range shots because of the significantly higher damage output compared to a none crit shot.

That seems fitting since the flaregun is supposed to work well as a long range weapon.</blockquote>
Flaregun has reverse fall-off. The further it travels the greater its initial damage (up to max 50), so no fall-off would only mean if you're closer it'll still do 50 damage.</blockquote>

OK, thanks for the clarification. Since this is the way it actually works this buff seems to make the flaregun a bit better in mid and close range where the shotgun excels.]]></description>
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    	    <pubDate>Fri, 05 Jun 2009 12:53:49 +0200</pubDate>
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    	    <title>Reply by berserking god</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-3803/page-1/?recent=58646#post=56933</link>
    	    <description><![CDATA[<blockquote><blockquote>mini-crit = +35% damage so if the flaregun does 30 damage it would be upped to 40. real gamebreaker here guys</blockquote>

Not sure about this but doesn't mini-crits ignore the damage fall off just like regular crits. If this is the case the mini-crits would help a lot when your going for long range shots because of the significantly higher damage output compared to a none crit shot.

That seems fitting since the flaregun is supposed to work well as a long range weapon.</blockquote>
Flaregun has reverse fall-off. The further it travels the greater its initial damage (up to max 50), so no fall-off would only mean if you're closer it'll still do 50 damage.]]></description>
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    	    <pubDate>Fri, 05 Jun 2009 08:54:32 +0200</pubDate>
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    	    <title>Reply by eoN</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-3803/page-1/?recent=58646#post=56927</link>
    	    <description><![CDATA[<blockquote>I just wish they would make all projectiles exit from the center of the screen instead of fooling around like this. :p</blockquote>

But then it takes alot of the fun out of them, like being able to fire round corners while running away etc and also being able to fire over things (as seen as the rocket comes out of a little over the middle right if your crouching)]]></description>
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    	    <pubDate>Fri, 05 Jun 2009 06:45:18 +0200</pubDate>
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    	    <title>Reply by Nigther</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-3803/page-1/?recent=58646#post=56921</link>
    	    <description><![CDATA[<blockquote>mini-crit = +35% damage so if the flaregun does 30 damage it would be upped to 40. real gamebreaker here guys</blockquote>

Not sure about this but doesn't mini-crits ignore the damage fall off just like regular crits. If this is the case the mini-crits would help a lot when your going for long range shots because of the significantly higher damage output compared to a none crit shot.

That seems fitting since the flaregun is supposed to work well as a long range weapon.]]></description>
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    	    <pubDate>Fri, 05 Jun 2009 04:50:26 +0200</pubDate>
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    	    <title>Reply by iQue</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-3803/page-1/?recent=58646#post=56917</link>
    	    <description><![CDATA[I just wish they would make all projectiles exit from the center of the screen instead of fooling around like this. :p]]></description>
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    	    <pubDate>Fri, 05 Jun 2009 04:05:23 +0200</pubDate>
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    	    <title>Reply by eoN</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-3803/page-1/?recent=58646#post=56915</link>
    	    <description><![CDATA[<blockquote><blockquote><blockquote>Another email floating about the steamforums is that all weapons will be given the option of left and right handed ness like the Hunstman is currently left handed.

Could make a large difference if the aiming is changed from right to left side when swapping hands.</blockquote>

They wouldnt, would they? Would be so abuseable with the rocket launcher and other weapons similar.</blockquote>

Not really if you couldn't change hands while ingame.</blockquote>

True... But meh, right handed seems to work well though, i think it would be one of the pointless features when there are some real things that need fixed.]]></description>
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    	    <pubDate>Fri, 05 Jun 2009 03:51:48 +0200</pubDate>
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    	    <title>Reply by Sturmis</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-3803/page-1/?recent=58646#post=56909</link>
    	    <description><![CDATA[<blockquote><blockquote>Another email floating about the steamforums is that all weapons will be given the option of left and right handed ness like the Hunstman is currently left handed.

Could make a large difference if the aiming is changed from right to left side when swapping hands.</blockquote>

They wouldnt, would they? Would be so abuseable with the rocket launcher and other weapons similar.</blockquote>

Not really if you couldn't change hands while ingame.]]></description>
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    	    <pubDate>Fri, 05 Jun 2009 03:09:23 +0200</pubDate>
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    	    <title>Reply by eoN</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-3803/page-1/?recent=58646#post=56908</link>
    	    <description><![CDATA[<blockquote>Another email floating about the steamforums is that all weapons will be given the option of left and right handed ness like the Hunstman is currently left handed.

Could make a large difference if the aiming is changed from right to left side when swapping hands.</blockquote>

They wouldnt, would they? Would be so abuseable with the rocket launcher and other weapons similar.]]></description>
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    	    <pubDate>Fri, 05 Jun 2009 03:07:32 +0200</pubDate>
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    	    <title>Reply by Tom</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-3803/page-1/?recent=58646#post=56906</link>
    	    <description><![CDATA[Not game breaking, but not necessary either. Pyro is ok the way he is and the flaregun does its purpose just fine.]]></description>
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    	    <pubDate>Fri, 05 Jun 2009 02:50:49 +0200</pubDate>
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