Level 30 Indivisible Particle Smasher +50% projectile speed Does not require ammo Alt-Fire: Extinguish teammates to gain guaranteed critical hits No random critical hits Being a device that flouts conventional scientific consensus that the molecules composing the human body must be arranged "just so", and not, for example, across a square-mile radius.
Ideal for atomizing moon soldiers or neighborhood dogs at your earliest convenience!
The Manmelter is a secondary weapon for the Pyro. It is a grey, retro-futuristic laser pistol, with a small vial that contains team-colored liquid.
The weapon fires flaming bolts of energy that are similar to the flares fired by the Flare Gun, but travel 50% faster. Unlike the Flare Gun and Detonator's flares, the energy bolts do not inflict additional damage to ignited players. The Manmelter itself has unlimited ammunition, cannot fire random critical hits, does not need to be reloaded, and has a 20% slower firing speed. Because of its lack of reload animation, the Manmelter will play a distinct but quiet sound when it is ready to be fired again.
Holding the alt-fire button will activate a vacuum-like function, pulling up dust from the ground and extinguishing teammates that are on fire. For each ally extinguished, the Manmelter stores a guaranteed critical hit for later use, similarly to the Frontier Justice and Diamondback. Up to 35 crits can be stored in this fashion, all lost upon death. Firing a crit from the Manmelter shoots a burst of fire from the gun.
Enemies killed by the Manmelter suffer a distinctive death by incineration, wherein they disintegrate into smoldering orange cinders that quickly fade away.
Removed some description text from the Manmelter that incorrectly stated its projectiles could not be deflected
There is a unique projectile impact for the laser hitting a wall.
When this weapon's projectile is reflected, it is reflected as a flare.
The critical hits counter does not show when the active weapon is not the Manmelter.
Holding down the primary fire button after firing will cause the weapon not to fully go back to its resting position.
Holding down the alt-fire button while taunting will cause the weapon's ash-sucking visual effect to be stuck even if the Pyro switches to a different weapon.
While holding down alt-fire after having saved up charges, trying to fire while still holding alt-fire plays the animation of firing a critical shot. Saved critical shots are rapidly lost during this sequence.
Occasionally the ash-suck particle effect may not appear.