Melee weapons
Third Degree upgrade that makes it's damage pierce through an uber effect if a medic has been ubered and the pyro hits the robot the medic is ubering, damaging the ubered robot and the medic ubering. Costs 350 credits.
Makes the Axthinguisher exthinguish teammates on hit, which it probably should do already due to the name, costs 200 credits.
Primary weapons
2 rate of fire upgrades for the dragon's fury, each costing 250 credits.
Projectile range upgrade for the dragon's fury. Has 3 upgrade levels, each costing 150 credits.
A upgrade that adds an airblast to the phlog, this airblast will cost as much ammo as the backburner, costs 400 credits.
Decreased airblast cost for all primaries that have it, has 3 upgrades, each decreasing the airblast cost by 5. Each costs 150 credits.
Secondary weapons
First of all, I know a lot of people hate the gas passer's explode on ignite upgrade, so I decided to rework it.
It will have 3 upgrade levels, just like the explosive headshot upgrade. The first dealing 75 exploding damage to coated, damaged, robots, the second upgrade deals 175 exploding damage when coated robots take damage, and the third will make the gas passer act like the current one if it has a explode on ignite upgrade. Deals 350 damage to damaged enemies. Each upgrade costs 300 credits.
3 upgrades for the Flare gun, Detonator, and Scorch Shot, which increases the projectile speed, each upgrade level costs 150 credits.
2 upgrades for the thermal thruster which increases it's height covered, each costs 175 credits.
Upgrade for the reserve shooter, changing it's mini crits to crits.
Upgrade for Flare gun, Detonator, Scorch Shot, and Manmelter (Which should be probably called the Mannmelter) which makes opponents hit with it get marked for death for 3 to 5 seconds, I haven't decided yet. Similiar to the scout, this causes all damage to the robot to get enhanced by mini crits, but only one robot can be marked at a time.
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