[QUOTE=Overseer No. 2;21647193]Even better if you replace soldier with demoman, shotgun with sword, and shoot with slash.[/QUOTE]
And then you get ignited, thrown back, and hit with the Axtinguisher. And now everyone in the server is laughing at you. Excellent work, now everyone knows you fail.
[QUOTE=Lijitsu;21647244]And then you get ignited, thrown back, and hit with the Axtinguisher. And now everyone in the server is laughing at you. Excellent work, now everyone knows you fail.[/QUOTE]
That's why pulling it off is even more impressive.
[QUOTE=xpod1;21644148]It takes skill to fuck your whole team over in 3 fell swoops[/QUOTE]
What can i say? Im a pro at fucking up.
To be honest right after he did die, he was still confused
They should improve the ambush part of the pyro, for example by giving the Equalizer to pyro.
Oh damn yes. I have two more airblasts in my pocket.
[QUOTE=Talishmar;21647807]giving the Equalizer to pyro.[/QUOTE]
That is an utterly terrible idea.
they should give the equalizer to the heavy + the kgb to the soldier imo
[QUOTE=JLea;21648214]they should give the equalizer to the heavy + the kgb to the soldier imo[/QUOTE]
Exactly my opinion too. I mean who wouldn't want to be rewarded with crit rockets for getting a melee kill?
[QUOTE=Overseer No. 2;21644771]
it's spammable, and annoying to the point it's not fun to play against.[/QUOTE]
A lot of things are like that in tf2 sometimes, get used to it.
And honestly, spammable? Like all guns in tf2 isn't that. Except maybe the sniper's weapons.
[QUOTE=Akuma_lektro;21648867]A lot of things are like that in tf2 sometimes, get used to it.
And honestly, spammable? Like all guns in tf2 isn't that. Except maybe the sniper's weapons.[/QUOTE]
I suppose I ought to mention I've played TF2 since March 08?
Yes, TF2 contains a fair amount of spam, but when you face it, like pipe/ rocket spam, you can dodge and avoid it if you're careful. BTW, how do you spam hitscan?
With the airblast, you're put out of control, movement wise at least. With the old AB, the delay was long enough to regain a sense of control and fight bac. Now, with the reduced delay and lower cost, a pyro can control your movement a lot more easily and with less skill involved.
It's why people hated the original sandman, and why the newest one is better- losing control of movement is frustrating, and the newest AB changes only serve to make the pyro more irritating than useful.
[QUOTE=Overseer No. 2;21649496]and why the newest one is better[/QUOTE]
If by 'better' you mean 'completely useless,' then yes. I completely agree.
[QUOTE=Lijitsu;21649629]If by 'better' you mean 'completely useless,' then yes. I completely agree.[/QUOTE]
I'd rather this didn't go like the sandman arguements.
I think the sandman is fine right now, you don't, so let's agree to disagree :)
[QUOTE=Overseer No. 2;21649496]I suppose I ought to mention I've played TF2 since March 08?
Yes, TF2 contains a fair amount of spam, but when you face it, like pipe/ rocket spam, you can dodge and avoid it if you're careful. BTW, how do you spam hitscan?
With the airblast, you're put out of control, movement wise at least. With the old AB, the delay was long enough to regain a sense of control and fight bac. Now, with the reduced delay and lower cost, a pyro can control your movement a lot more easily and with less skill involved.
It's why people hated the original sandman, and why the newest one is better- losing control of movement is frustrating, and the newest AB changes only serve to make the pyro more irritating than useful.[/QUOTE]
it has pretty little ammo, and the ammo is the same as the main fire which would make it useless if you spam it
The rule number one at balancing multiplayer games:
People gonna bitch. No matter what.
[QUOTE=Awesomecaek;21656628]The rule number one at balancing multiplayer games:
People gonna bitch. No matter what.[/QUOTE]
Rule Number 2: The more they bitch, the more they actually love the game. If they really hated it then they'd just stop playing, but they don't.
[QUOTE=Awesomecaek;21656628]The rule number one at balancing multiplayer games:
People gonna bitch. No matter what.[/QUOTE]
Obviously you fail to see the difference between bitching and putting forward a logically explained opinion.
It seems, people cry about Pyros whatever happens. I think it's not even related to anything anymore really, Pyro is just the official "annoying class" now...
My personal experience with pyros after the update is a about the same as the experience with pyros who knew they had a secondary attack before the update. Most pyros don't exactly react as quickly to a soldier firing rockets, and instead just spam or hope to get lucky. I generally counter this by being unpredictable in my rocket firing. Though if I'm the pyro, I try to pressure the soldier into firing by flaming him a little and closing in, instead of having a stare down with him.
They should have keept the ammo consumption only being 20, and reflected rockets/pipes/arrows dealing minicrit damage.
This would have kept the Airblast more skillbased while at the same time rewarding the people that could use it well.
This update however, made the Pyro a terrible class to play.
[b]1.[/b] He is up to par with the Syringegun/Blut in close combat damage dealing. In fact, you'll deal more damage with the Shotgun than both the Flamethrower and BackBurner in close combat.
[b]2.[/b] His afterburn has gone from a medium threat to being only a minor annoyance. Not only does it do minuscule damage, it can still be nullified by a vast amount of ways.
[b]3.[/b] The most skillfull part of the old Flamethrower has been made more noobfriendly by the cooldown buff.
In conclusion: Valve never playtests, or Valve simply don't like that people play Pyro the way he was designed, using fire to kill people in close combat.
[QUOTE=Simski;21672934]They should have keept the ammo consumption only being 20, and reflected rockets/pipes/arrows dealing minicrit damage.
This would have kept the Airblast more skillbased while at the same time rewarding the people that could use it well.
This update however, made the Pyro a terrible class to play.
[b]1.[/b] He is up to par with the Syringegun/Blut in close combat damage dealing. In fact, you'll deal more damage with the Shotgun than both the Flamethrower and BackBurner in close combat.
[b]2.[/b] His afterburn has gone from a medium threat to being only a minor annoyance. Not only does it do minuscule damage, it can still be nullified by a vast amount of ways.
[b]3.[/b] The most skillfull part of the old Flamethrower has been made more noobfriendly by the cooldown buff.
In conclusion: Valve never playtests, or Valve simply don't like that people play Pyro the way he was designed, using fire to kill people in close combat.[/QUOTE]
Wasn't the backburner returned to old flamethrower damage?
They're giving you a choice between versatility and power.
The mini crit thing is a bit much, but the lowered action time and ammo use is great. I see airblasting occuring a lot more now, and it makes me smile and hate pyro's a bit less.
[QUOTE=CrazyBaconLegs;21673232]Wasn't the backburner returned to old flamethrower damage?
They're giving you a choice between versatility and power.[/QUOTE]
That's the thing, the 20% extra damage the BB gets still isn't near enough to give up the uber-useful airblast.
Nerfing the original was not the way to balance the two weapons.
[QUOTE=Overseer No. 2;21649496]BTW, how do you spam hitscan?\[/QUOTE]
Easily.
[editline]03:02PM[/editline]
Also, the BB is just as bad as or worse than before.
My opinion:
-Revert time between ABs to pre-update, keep lower ammo usage.
-Backburner now employs a different type of damage calculation.
-damage depends on how much flamer ammo you have left:
at 200-150 +20% Dmg
at 150-100 +10% Dmg
at 100-50 +0% Dmg
at 50-0 -10% Dmg
This is to discourage W+M1, Backburner also has no randomcrits and the angle for a successful back crit has been widened slightly..
-Fixed exploit where pyros can light enemies through gates.
-changed flamer particle dispersion to accurately display range
-Changed afterburn requirements, target has to have X amount of flamer particles hit him, after 1.5 second of no fire particle detection particle counter resets. (this is to discourage pyro panic buttons [flail around wildy flaming everryhting]
-Issues solved:
-Better lag compensation for melee.
-Fixed Engineer hands clipping through his back in humiliation.
The original flamer needs its original damage and afterburn back, with only the time between blasts reverted, whilst the backburner is given an advanced mobility option, such as alt fire for a compression jump, and perhaps an extra 2 damage per tick for afterburn.
[QUOTE=Overseer No. 2;21644771]That's the problem.
The airblast has become a lot more spammable; in fact, it's reduced the skill involved to pull of a decent shot. Why bother timing a shot when you can just spam away at low cost and low cooldown?
Oh, FYI I'm not bitching. Bitching implies lack of reason, and I've outlined my reasons- it's spammable, and annoying to the point it's not fun to play against.
A buff would be nice, but not all 3 tweaks were nessesary to make the airblast better.[/QUOTE]
Well, they're spamming airblast, not fire. And the BB "rebuff" has given back most W+M1's their lifeblood.
But anyways, the faster rate of airblasting DOES make it spammable, but the reduced ammo was a must. When out in deathmatch or something, blowing out fires, reflecting ground nades, and pushing back ubers really did take a big bite out of a pyro's ammo, even one not necessarily attacking.
[QUOTE=innerfire34;21640494]It's not even a weapon how can it firing faster make it OP[/QUOTE]
The G36C in CoD4:MW is shit in MP unless you stick Rapid Fire on, after which it's a beastly accurate, fairly powerful, fast-firing weapon. Same deal with the Glocks in MW2. Faster firing is a very effective way of increasing the usefulness of something
Or put another way, think about how the machine gun changed the way battles were fought
I also may have just jumped into this argument very, very late in the day, for which I apologise in no way whatsoever
Fucking hell the new flamer damage is pathetic.
I couldn't kill a medic who was being healed at melee range when he was backed into a corner and I burned him for like 20 seconds.
I couldn't kill a sentry in less than 15 seconds, without it being tanked.
It took about 5 seconds of solid crit flames to kill one soldier at the end of the round.
What the fuck is this shit.
I don't really notice the difference. I kill Pyros just like I normally do, but I DIE SLOWER or occationally get puffed away to safety.
[QUOTE=B.A. Survivor;21644078]There is for first-person, but it's silent in the world.[/QUOTE]
Then explain the secondary fire / reload glitch that pretty much spammed the airblast effect and how that made such a huge noise in the over world.
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