• TF2 General Chat & Speculation Station V15 - Buff Pyro plz
    999 replies, posted
Depends on how strong and long lasting afterburn is. Wouldn't be too much different than a detonator shot, but it increases pyro's effectiveness for quick ins quick outs.
It was fucking terrible. When an enemy was directly in front of you, you had to lead 90 degrees to the side completely ignoring the flames you're actually seeing because the invisible real particles were extremely slow, while the fake particles were much faster. When an enemy was far away the range was completely inconsistent. The flames you were seeing always had the same range, but the REAL flames had a range based on the player's momentum and fucking ping, so it was completely impossible to tell when the flamethrower would actually be able to hit you. New flamethrower has issues, chief among them being the opacity of flames, but god old flames were the most un-intuitive janky garbage ever and I'd take the new ones over the old ones any day of the week. With new flames, do you see the ball of fire in front of you? That is were the damage is dealt. Put that on your enemy. With the old flames, do you see that fire in front of you? Ignore it, spend the next 500 hours trying to figure out where the real fire is through trial and error by listening to your hitsounds and judging where the flames are like a fucking bat using echolocation.
sure you could guide flames but they were fucking invisible it doesnt matter if you were an amazing pyro god the way they worked was stupid
Fell short on the list of things wrong here... 50%~ hp deaths to lingering particles are a thing. https://youtu.be/m__Dlpw7iEY They applied the Bison effect to the flame particles in the Jungle Inferno update. The Blue Moon update did not fix/change this behavior. And no, the Pyro doesn't have to be above the player to achieve this. The horizontal plane is just the same. But it doesn't stop there... Particle acceleration isn't always consistent and can sometimes reach farther than it should for bizarre reasons: https://youtu.be/bqVD3og_guQ Once again, this case isn't limited to being stuck in something, although for the more extreme particle ranges it would. For shits and giggles, here is something completely obnoxious about the airblast. I've done this in pubs, I've seen it in competitive. I've had it done to me. This isn't a skillful airblast, its a coincidental "Let me just push this guy... Wait what?" kind of scenario. https://youtu.be/Ov423jGYH88?t=18 I felt awful for the Medic and Scout that also died when I sneaked behind cp_Egypt's first (last stage) and did this to a soldier on the point.
if that's how you used it then i can understand why you think it was bad.
As someone who would actively do this, I think this would be too easy to troll with. Get set on fire, run into spawn and set others on fire. ect.
The main problem with it is that it, just like most 'interesting' mechanics, is no longer interesting after a few hours and while it may feel cool to have afterburn chain for ages and it may 'spread pandemonium' for a day, after that on your side you're essentially just sometimes getting more damage, while inputting the same thing every time. Is that actually interesting long term? No, it's inconsistent and pointless. Then on the victim side, the counter play is extremely obvious and after a day everyone will be wise to it. Is it fun to play against? No, it's just an extra chore and requires no real thought process to counteract. Then occasionally you'll just die to some idiot scout running into you, which isn't fun either
Flames being invisible was, of course, a huge issue, but they could have just matched the particles without changing the mechanics, so without factoring that in, the old flames were much better Also, besides the fact that invisible flames were bs to dodge, it also made it nearly impossible to learn their mechanics from gameplay, which probably lead to them being seen as even more no-skill, and 'mojo' being seen as a much bigger issue than it was Flames being affected by momentum (more than they are now) gave them much more control and depth than the current ones, where you can get by without leading thanks to the combination of fast particles and huge hitboxes Pyro vs Pyro fights are even more whoever's backpedaling wins, except only at a further distance, since you have less control over the particles' movement (close range is shoot at floor in their direction...) And, most importantly, the flame particles just look nasty compared to the old ones (and you have to use fov 0 if you want to see anything since they're completely solid)
That's kinda what the gas passer was supposed to do but that thing turned out to be ass to use and kinda annoying, I don't think it helps if you put it on another weapon
Random question since I'm genuinely curious on the shared opinion on it. What do you guys think of Tomislav? Is it a straight upgrade to stock? Is it just better than stock in mostly every situation? Or is it weak? Personally I can't stand it, it feels like that one weapon you go to when you feel lazy and want easy kills. It's just incredibly easy to wield compared to other miniguns, letting me deal with enemies that should of been out of my range. The only time I feel I'd need to change from Tomislav, is when the map is so chokey that three-quarters of the time I'm glued to the enemy's face. And most maps aren't that, so it just feels like a straight upgrade to me.
minigun if you're constantly vs meaty classes and overheals tomi anytime else
The Tomislav is clearly overpowered and needs a nerf.
NO DON'T YOU GO THERE EVEN JOKINGLY AND HAVE SOME INEPT BUFFOON FROM VALVE READ THIS AND THINK THIS WAS A GOOD IDEA. Seriously, the modern tomislav is the one good thing about heavy right now. This is also how we got into this mess in the first place, the inept buffoons at valve reading the feedback from the ones in the SPUD steam discussions and agree that heavy needed to be toned down for somehow being the almighty arbiter of fate in TF2, so SHUT YOUR TRAP WILL YOU?
In that case everyone on this thread would have to raid spuf so that they listen to our opinion instead of theirs.
Tomislav is better when you want or have to play more aggressively. Smart players will hear your minigun spinning and edge you to death while you're revved up or trying to rev. Tomislav doesn't have that problem. Offense is usually when I'm using it exclusively, unless I have a pocket Medic willing to push with me.
https://files.facepunch.com/forum/upload/110569/8d5b4d52-044b-4b8f-8404-fb59b447fd16/Arena event.jpg The arena event is starting to day at 19:30 EET (https://www.timeanddate.com/time/map/) hope i see you there and hopefully the server isnt going to get stuck on arena maps only on our next event 188.165.207.20:27024
Arena? Count me in! I haven´t been on a good Arena-server in years. You know, thinking about it arena may not be my favorite gamemode but about all of my favorite TF2 memories are from arena.
arena exacerbates all the issues that come with random crits / stupid weapons and make it 10x worse without the respawning. it wouldn't surprise me valve tries to make players forget about it since it goes against everything TF2 is.
You can play on a server with random crits and weapons bans, you know. Or could, in any case.
telling me about the possibility to play a community arena server with these settings (if even such a thing were possible nowadays) does not invalidate the flaws with arena. In the last couple years it's clear valve has decided to funnel players into playing the game the way they want (matchmaker) so it's best to judge a gamemode based on their vision rather than anything else.
Im pretty sure we dont have random crits and bullet spread in the facepunch server,unless im mistaken.
ya they are off. Still trying to figure out the deal with arena, tho
also because the server doesnt have sourcemod for now means that we are going to have to vote for maps
who cares, lets have fun
We are starting soon get ready
I should copypasta this, I swear. Of the populated, non-shit game mode (Slender Fortress etc) community servers left standing, most have the vote option to disable crits/spread (skial, vote never passes) or have it off by default (pG). Even Lazy Purple's comp server (known as The Lazy Pub) has random crits disabled. Also, for (not) the last time, disabling random bullet spread is a direct nerf to Heavy, particularly when fighting Scouts.
what if we just make the rapid weapons have set/predictable patterns too? nothing is set in stone.
Is it possible to have a server side plugin that un-fucks Heavy's bullet spread? I don't know enough about sorcemod to know.
My only problem with disabled random crits is that it makes 90% of melee weapons competely useless. Wish Valve would buff the damage or make attack hitbox a cone before disabling random crits in Casual.
The classes for whom melee weapons are useful are the ones without good point-blank options, like demo, medic, and sniper (engi and spy also have utility options with melee). These classes would still make use of those melee weapons because they don't have any other choices for point blank. The only time it's used otherwise is when you're out of ammo and reloading would take too long. In all other cases, melee is already useless. If you're trying to bat people as scout when there's ammo in your gun, because you're hoping you'll get a crit, that means you're a bad scout.
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