• How do you think Valve could "Fix" afterburn for Pyro?
    91 replies, posted
I just watched this and it made me realize how terrible afterburn is now. [media]http://www.youtube.com/watch?v=_vUqjlx4Qks[/media] Do you think it should be harder to get rid of? Do more damage? More visually noisy? Or do you think Valve should make a brand new flamethrower thats based solely on afterburn? They said that afterburn was "devastating," but they clearly went against that with Soldier's laser rocket's charge ability. I suppose they could give Pyro an axe that deals bleeding damage but honestly, I don't want another freaking melee weapon. I want a new god damned Flamethrower. /rant
give it to soldier, and buff it alot.
[QUOTE=Suttles;31406268]give it to soldier, and buff it alot.[/QUOTE] The answer to every balance problem in the game.
That's actually a good notice. It really should be more distracting
[QUOTE=Suttles;31406268]give it to soldier, and buff it alot.[/QUOTE] well we're half way there with the cow mangler.
I was gonna take a screenshot and draw flames all over it, but I'm too lazy.
First off, the visual noise is in the flamethrower particles, not the afterburn effect. Second, visual noise is a very bad game mechanic; and people playing TF2, the game with near zero visual noise compared to most games, should realize that. To toss my opinion in, afterburn should last less time and deal more damage for the same total damage it has now.
[QUOTE=install gentoo;31406368]To toss my opinion in, afterburn should last less time and deal more damage for the same total damage it has now.[/QUOTE] I'm definately OK with that... but all the "OMG ITS OVERPOWARD NERF NERF NERF... NO WAIT GIEF IT TO SOLDER!" will just kill VALVe
It doesn't need to be fixed
Soldier's afterburn should be considerably weaker - a Degreaser afterburn for half the duration - and the sentry disable thing should be 3 seconds long. This weakens the class-border-crossing thing without directly removing it. Furthermore, [i]Pyro's[/i] afterburn should last considerably longer, perhaps even forever, unless put out. It's so piss-easy (pun not intended) to get rid of the afterburn it's a joke. A small damage bonus to all flamethrowers (1 or 2 per tick, nothing major) would also be appreciated. Afterburn should be an "oh shit i'm alight someone put me out now" thing. If you're alight, you need to find an extinguish point fast. They're abundant, but that shouldn't mean they're less urgent. EDIT: Okay, yeah, infinite afterburn is more annoying than helpful. I agree on the shorter, but more ravishing afterburn.
[QUOTE=AlfieSR;31406433]Soldier's afterburn should be considerably weaker - a Degreaser afterburn for half the duration - and the sentry disable thing should be 3 seconds long. This weakens the class-border-crossing thing without directly removing it. Furthermore, [i]Pyro's[/i] afterburn should last considerably longer, perhaps even forever, unless put out. It's so piss-easy (pun not intended) to get rid of the afterburn it's a joke. A small damage bonus to all flamethrowers (1 or 2 per tick, nothing major) would also be appreciated. Afterburn should be an "oh shit i'm alight someone put me out now" thing. If you're alight, you need to find an extinguish point fast. They're abundant, but that shouldn't mean they're less urgent.[/QUOTE] As much as I like the idea of infinate afterburn, that'' wreck shit in Arena unless a scout or sniper's got jarate/milk
[QUOTE=AlfieSR;31406433]Soldier's afterburn should be considerably weaker - a Degreaser afterburn for half the duration - and the sentry disable thing should be 3 seconds long. This weakens the class-border-crossing thing without directly removing it.[/QUOTE] The mangler afterburn doesn't infringe on any of the functionality of the pyro. It doesn't deal (more) damage up close and doesn't confuse people any more than it would without afterburn. [QUOTE=AlfieSR;31406433]Furthermore, [i]Pyro's[/i] afterburn should last considerably longer, perhaps even forever, unless put out. It's so piss-easy (pun not intended) to get rid of the afterburn it's a joke. A small damage bonus to all flamethrowers (1 or 2 per tick, nothing major) would also be appreciated. Afterburn should be an "oh shit i'm alight someone put me out now" thing. If you're alight, you need to find an extinguish point fast. They're abundant, but that shouldn't mean they're less urgent.[/QUOTE] Afterburn is already a frustrating way to die, making it last forever would only add to that and make the already (generally) imbalanced items that can put fire out even more powerful. I feel like a more intense, shorter afterburn would be less irritating as well as more urgent than one that lasts forever and deals normal damage.
[QUOTE="stupid"]I know TF2 is not trying to be anywhere near realistic, but when you're burning IRL, this is the only thing you have on your mind. So maybe make it so afterburn from a flamethrower disturbs your aim much like Mgs's sniper would without the pentazemine, but way harder so close combat weapons also suffer from this. Although having this on the flare gun/detonator would be gamebreaking since pyros could own snipers on the long range. That might or might not be a good idea, but that would definetly be hard to implement, and I don't know if it would solve a lot of balance issues. [/QUOTE] Haha disregard this idea sucked cocks
[QUOTE=Scarabix;31406517]I know TF2 is not trying to be anywhere near realistic, but when you're burning IRL, this is the only thing you have on your mind. So maybe make it so afterburn from a flamethrower disturbs your aim much like Mgs's sniper would without the pentazemine, but way harder so close combat weapons also suffer from this. Although having this on the flare gun/detonator would be gamebreaking since pyros could own snipers on the long range. That might or might not be a good idea, but that would definetly be hard to implement, and I don't know if it would solve a lot of balance issues.[/QUOTE] Disrupting aim is a very broken game mechanic, at least in MP shooters. Removes a good deal of skill from encounters and is generally irritating to be up against, rather than a fun challenge.
We assume that bleed and afterburn are supposed to share the purpose of disorientating/periodically damaging people. For the pyro, disorientation is his full time job, adding the fact that if you are under the effects of afterburn, you are or recently were under attack by a pyro. And we all know how difficult pyros can be to handle. Making the afterburn more realistic, i.e. more visually noisey, would make the pyro much more powerful/disorientating. Bleeding is basically a way for classes OTHER than the pyro to be more like a pyro, for whatever reason Valve thought would be interesting. Guess they thought bleeding would be less used than pyro's afterburn. (It's mostly inflicted with melee weapons.) IRC this current afterburn effect is because of the existence of the bleeding effect, and it used to more intense before bleeding ever came about. [b]Edit:[/b] A new flamethrower with a more intense/damaging afterburn might make for an interesting weapon. Eh?
[QUOTE=Penguin-Man;31406721]We assume that bleed and afterburn are supposed to share the purpose of disorientating/periodically damaging people. For the pyro, disorientation is his full time job, adding the fact that if you are under the effects of afterburn, you are or recently were under attack by a pyro. And we all know how difficult pyros can be to handle. Making the afterburn more realistic, i.e. more visually noisey, would make the pyro much more powerful/disorientating. Bleeding is basically a way for classes OTHER than the pyro to be more like a pyro, for whatever reason Valve thought would be interesting. Guess they thought it would be less used than pyro's afterburn. (Most are melee weapons.) IRC this current afterburn effect is because of the existence of the bleeding effect, and it used to more intense before bleeding ever came about. [b]Edit:[/b] A new flamethrower with a more intense/damaging afterburn might make for an interesting weapon. Eh?[/QUOTE] In addition, if you have to use a melee weapon to inflict the bleeding after burning the ennemy, you'd much rather use the axetinguisher to kill him right away, isn't it?
Simple. Give him a flamethrower unlock that is a leaf blower that blows glass shards and make that do bleed instead of afterburn.
while on fire maybe the person does 20% less damage?
They could delete some ways to prevent the fire.
[QUOTE=Samiam22;31406788]Simple. Give him a flamethrower unlock that is a leaf blower that blows glass shards and make that do bleed instead of afterburn.[/QUOTE] Is griefblower contributed already? Also, great idea. It would help reuse the shattered glass particle from the bottle, nobody uses this weapon nowadays
[QUOTE=ned_ballad;31406797]while on fire maybe the person does 20% less damage?[/QUOTE] The issue with that is that being on fire is harder to stop than taking damage from being on fire. Healing is easier to do, more strategically deep, and covers more classes than fire's hard counters. Having your potential in a fight blocked in such a clear, immovable way isn't fun at all. Sticking to damage for afterburn and making it more useful + fun to play against is the way to go, I'm thinking 3x the damage per tick for half the time.
When I'm on fire I usually take the "annoyed" stange, non the "OH FUCK" stance I think the afterburn should deplete more healt. It has to be a threat, which isn't that much anymore. Some more damage, for example, would be good. You loose healt at the rate of 8-9 per second, you don't have that much time to think left anymore. And obfuscate more the screen. So that you CLEARLY notice that you are on fire and you are prompted to do something
I remember a while back that someone suggested damage taken by burning enemies is falloff free or that they not receive rampup while burning.
Easy. Just making fire can only be extinguished by fluid (water/mad milk/Jarete) and air blast. Means if you are on fire and get healed, you will survive, but the healing effect is significantly decreased. It makes a pyro easier to gain assist points and (probably) to axtinguisher-kill.
Pyro's afterburn could do with some buffs, like more flamey and a bit more damage, and a bit harder to get rid of, Nearly every class can remove it besides soldier, demoman and spy. But what REALLY needs to be nerfed is GODDAMN BLEEDING. Thank god it's melee only.
Just have it do the same amount of damage in half the time. Suddenly a legitimate threat.
If we made it back to how it used to be there would be a lot more m1+w pyros.
Afterburn is fucking devastating. My two favourite classes are engi and scout and if you get caught in those flames for more then a second you're fucked.
[QUOTE=ned_ballad;31406797]while on fire maybe the person does 20% less damage?[/QUOTE] Would you care to explain the scientific logic behind that?
I always kill the pyro. But die from the FUCKING AFTERBURN. AFTERBURN is the thing I hate the most about pyros. Motherfucking [b]AFTERBURN.[/b] They should not buff afterburn. That would actually be the stupidest thing ever.
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