• TF2 update for 6/23/14 (6/24/14 UTC)
    151 replies, posted
[QUOTE=Zadrave;45202748]How small would the radius be at start? Direct hit radius?[/QUOTE] I'd imagine half the normal radius or something like that. Direct Hit radius seems a bit too strict. [QUOTE=Jarokwa;45205569]Shame the sticky spammers got their way with all their tears.[/QUOTE] Is that why even [i]SPUF[/i], the #1 source of cries of "Overpowered!!" in the TF2 community went "You know... Valve, you actually went too far with this nerf". I don't think anyone is entirely against the idea of the SL being nerfed, but the way they went about it was really really bad.
The axtingusher is just bad now. The flare gun now does [b]more[/b] damage to targets that are on fire than the axtingusher and backstabbing someone you have to set on fire first is not a valid tactic.
Good riddance to that. Pyro doesn't need [B]two[/B] instakill weapons (frankly he doesn't need any at all) when he can pretty much smite the enemy by using the flamethrower alone
[QUOTE=Lauraxe;45208188]Good riddance to that. Pyro doesn't need [B]two[/B] instakill weapons (frankly he doesn't need any at all) when he can pretty much smite the enemy by using the flamethrower alone[/QUOTE] What is the second instakill weapon?
[QUOTE=JoonazL;45208284]What is the second instakill weapon?[/QUOTE] The flare gun can instakill light classes.
[QUOTE=Annoyed Grunt;45208297]The flare gun can instakill light classes.[/QUOTE] But not everyone can aim well. And using melee isn't that hard.
[QUOTE=Annoyed Grunt;45208297]The flare gun can instakill light classes.[/QUOTE] Only does 90 damage and it's a projectile so you can dodge it
[QUOTE=JoonazL;45208356]Only does 90 damage and it's a projectile so you can dodge it[/QUOTE] and thus, on the other side, you can aim it to hit people where they're going to go. "Just dodge it" i feel is one of the lamest excuses for balance there is really
[QUOTE=JoonazL;45208356]Only does 90 damage and it's a projectile so you can dodge it[/QUOTE] From longer ranges yes. After a airblast, you're at its mercy since it negates all momentum. And you can't airstrafe after being airblasted. If you could, Pyros wouldn't be such a pain in the ass to deal with.
[QUOTE=alpha00zero;45208937]From longer ranges yes. After a airblast, you're at its mercy since it negates all momentum. And you can't airstrafe after being airblasted. If you could, Pyros wouldn't be such a pain in the ass to deal with.[/QUOTE] [video=youtube;VoCkr7IXdvI]http://www.youtube.com/watch?v=VoCkr7IXdvI[/video]
You can't airstrafe as in you are given very little backwards momentum to airstrafe with, not that it's literally impossible. It just always results in you staying in place either way, which is what the pyro usually wants. Rockets and such are much easier to surf and strafe properly to safety. [editline]25th June 2014[/editline] [QUOTE=JoonazL;45208356]Only does 90 damage and it's a projectile so you can dodge it[/QUOTE] Plus the initial flame damage which is usually about 30. Even if you survive the crit you die in a few ticks, which isn't technically an instakill, but practically it is since there's no time left for you to react. You also can't dodge it if you get airblasted.
[QUOTE=Drury;45209017]You can't airstrafe as in you are given very little backwards momentum to airstrafe with, not that it's literally impossible. It just always results in you staying in place either way, which is what the pyro usually wants. Rockets and such are much easier to surf and strafe properly to safety. [editline]25th June 2014[/editline] Plus the initial flame damage which is usually about 30. Even if you survive the crit you die in a few ticks, which isn't technically an instakill, but practically it is since there's no time left for you to react. You also can't dodge it if you get airblasted.[/QUOTE] So then the Pyro's flamethrower should be the only viable weapon at his disposal?
I liked the distance based flaregun more. Close range gave no crits, on fire or not, medium range gave mini-crits on targets on fire, long range gave crits on targets on fire.
The problem with the Pyro is the Degreaser. Flare Guns and Axtinguishers require timing to use properly with the vanilla Flamethrower.
[QUOTE=Eriorguez;45209315]The problem with the Pyro is the Degreaser. Flare Guns and Axtinguishers require timing to use properly with the vanilla Flamethrower.[/QUOTE] [url]http://facepunch.com/showthread.php?t=1306785[/url]
[QUOTE=Knurr;45208308]But not everyone can aim well. And using melee isn't that hard.[/QUOTE] This is an outright stupid answer, you know. We're in a hypothetical situation, we're going to assume that both players (pyro and victim ) are - even if not [I]perfect[/I], at least good at the game. Otherwise I could use that excuse for everything. "Yeah not everyone can aim so the Sniper Rifle is UP, Valve pls buff". [QUOTE=JoonazL;45208356]Only does 90 damage and it's a projectile so you can dodge it[/QUOTE] You can dodge it...so what? You can "dodge" backstabs too, and crit stickies too, being able to dodge it or not has nothing to do with it being "instakill" or not. Yes, it only does 90 damage, however if we count the initial flame and the time needed to airblast + fire the F-gun, it can be considered an instakill. If the victim survives he's left few HP, but he's still on fire and thus suffers of afterburn so...he dies anyway. [QUOTE=Arthamus;45208979][video=youtube;VoCkr7IXdvI]http://www.youtube.com/watch?v=VoCkr7IXdvI[/video][/QUOTE] That is a completely different situation: the medic was 1) Invincible 2) Airblasted out in the open; strafing during an airblast is very possible but strafing enough to dodge a flare? Not, unless you're really lucky. Remember that thanks to the goddamn degreaser (which is the real problem - neither the Flare gun nor the Axtinguisher are problems by themselves) you can airblast+fire in less than a second which means...you don't have time to strafe, at all. In that video, the Pyro WANTED to push the medic down the cliff, so he pushed him far away and up in the air, which gave him a lot of time to strafe.
[QUOTE=Arthamus;45208979][video=youtube;VoCkr7IXdvI]http://www.youtube.com/watch?v=VoCkr7IXdvI[/video][/QUOTE] See, if you have to watch a video - even a 49 second one - to learn how to [B]regain movement[/B], something's wrong with the balancing there. Airblast is horseshit. [editline]25th June 2014[/editline] I find it bitterly ironic and disappointing that TF2, a game whose predecessors were based on the Quake era notion of mobility and speed, has a weapon a class can use to completely and totally negate your ability to move for a good 2-3 seconds. And anyone who says "it's just 3 seconds" obviously doesn't understand. A second is [B]everything.[/B] A second can mean the difference between victory and defeat, especially in TF2. If you think a second isn't that much, then remember that an Uber is 8 seconds.
[QUOTE=Annoyed Grunt;45209348] You can dodge it...so what? You can "dodge" backstabs too, and crit stickies too, being able to dodge it or not has nothing to do with it being "instakill" or not. Yes, it only does 90 damage, however if we count the initial flame and the time needed to airblast + fire the F-gun, it can be considered an instakill. If the victim survives he's left few HP, but he's still on fire and thus suffers of afterburn so...he dies anyway. [/QUOTE] If you are close enough to a pyro with a light class that dodging flare gun shots is not easy then you did something wrong
[QUOTE=brenz;45209187]I liked the distance based flaregun more. Close range gave no crits, on fire or not, medium range gave mini-crits on targets on fire, long range gave crits on targets on fire.[/QUOTE] Practically worthless compared to the current one
[QUOTE=JoonazL;45209531]If you are close enough to a pyro with a light class that dodging flare gun shots is not easy then you did something wrong[/QUOTE] No Valve did something wrong. Airblast.
Airblast should have the attribute of an explosion. That way, people would keep their momentum and smart players would be able to air strafe away from him. To completely stop an enemy, the Pyro would need to airblast from under or over the target, similar to vertical rocket jumps. You get little forward momentum and strafing becomes harder. However, they would need to tweak it so that Market Gardeners would not be able to crit the Pyro. Tho I wouldn't mind punishing Airblast-happy Pyros like that...
I honestly think making pyro a guaranteed mini crit/crit class was a bad design in general
I honestly think making pyro was a bad design in general
[QUOTE=The_Gardek;45212374]I honestly think making pyro was a bad design in general[/QUOTE] Yeah, bring back that Dog!
old airblast was cool. you actually felt amazing after a reflect kill. no mini-crit or faster blast.
[QUOTE=Hell-met;45213096]old airblast was cool. you actually felt amazing after a reflect kill. no mini-crit or faster blast.[/QUOTE] Old airblast still had the same problems of current airblast. As far as players go, new airblast is no different than old airblast just significantly faster.
still had much less problems. slower rof results in less stunlocks and other idiocy that's a more realistic approach than expecting valve to rework baked knockback, or the whole damn thing
Sorry, you need to Log In to post a reply to this thread.