Stuff that Annoys you in TF2: MS Paint Crocket Edition
5,001 replies, posted
When I start up tf2 and join a server for the first time in a session I have to sit in spawn for a good 20 seconds while the game loads up weapon skins, stuttering the whole time. It's gotten bad enough that I just stopped equipping them, but it only helps a little. I can't do anything about the skinned weapons everyone else are already using. Those "promised" optimization updates can't come soon enough.
No matter what tactic a pyro is using, combo or straight flaming, it never feels fun or fair to fight them.
all of the classes arent fun to play against technically
[QUOTE=Riorio;50387337]all of the classes arent fun to play against technically[/QUOTE]
He's the only class I'll frequently tell myself "I couldn't have even prevented that death if i tried", whereas many other deaths I can accept some level of blame for it
Honestly the only thing that angers me about pyro is that even after you kill him, he can still easily wear you down and win an assist or even a kill with afterburn, making surviving a fight against a pyro useless since even after pushing their face in, you can easily die if none of your teammates are around or if someone else took the healthpack
I'm not saying nerf afterburn because I can respect dying to afterburn if the pyro is still alive, I'm saying make it so pyro can't kill you after you kill him in a fair fight
I pretty much hate everything about pyro, from how glitchy and inconsistent the hitboxes are, to how every weapon he has to have 100% crits for doing a task.
[QUOTE=rolfum;50387917]Honestly the only thing that angers me about pyro is that even after you kill him, he can still easily wear you down and win an assist or even a kill with afterburn, making surviving a fight against a pyro useless since even after pushing their face in, you can easily die if none of your teammates are around or if someone else took the healthpack
I'm not saying nerf afterburn because I can respect dying to afterburn if the pyro is still alive, I'm saying make it so pyro can't kill you after you kill him in a fair fight[/QUOTE]
I think afterburn should do double damage, but last half as long (also make scorch shot afterburn last half as long as that). This makes it so any death you get from the fire after the fact is quick and probably less frustrating for the player. You took the risk against the pyro...) Also make the cone of fire smaller, and have the visuals match the flame particles.
[QUOTE=lateguy;50383245]True, that is all we do in this thread.
Content:
Mantreads. They are not really useful, even as a trolldier.[/QUOTE]
what if they changed the mantreads to "-100% reduction in push force taken from damage while grounded"
so soldiers could still surf in the air away when taking sustained damage but take no knockback when on the ground?
[editline]25th May 2016[/editline]
[QUOTE=Punchy;50387363]He's the only class I'll frequently tell myself "I couldn't have even prevented that death if i tried", whereas many other deaths I can accept some level of blame for it[/QUOTE]
honestly I struggle much less with pyro than I do with spies
there's something incomparably aggravating about having your life suddenly and stealthily stolen from you by a class who has a million and one get-out-of-jail-free cards and [I]isn't actually that good of a class to begin with[/I]
having to flick my view behind me every half second just to counter the pesky unusual-wearing spy on the opposing team, with his pinpoint ambassador aim and mastery of epic trickstabs is not fun
At least with pyro I can know he's there. usually.
[QUOTE=ikes;50390117]what if they changed the mantreads to "-100% reduction in push force taken from damage while grounded"
so soldiers could still surf in the air away when taking sustained damage but take no knockback when on the ground?
[editline]25th May 2016[/editline]
honestly I struggle much less with pyro than I do with spies
there's something incomparably aggravating about having your life suddenly and stealthily stolen from you by a class who has a million and one get-out-of-jail-free cards and [I]isn't actually that good of a class to begin with[/I]
having to flick my view behind me every half second just to counter the pesky unusual-wearing spy on the opposing team, with his pinpoint ambassador aim and mastery of epic trickstabs is not fun
At least with pyro I can know he's there. usually.[/QUOTE]
spy isn't a person you have to keep an eye out for so much as a concept you have to be prepared for. you know he's coming from behind, so you know to frequently turn. If they decide to amby you, they only have a single headshot before they have to bodyshot with lower accuracy. Pyro is consistent. If he's around a corner, you're dead regardless of if you kill him. The biggest argument against pyro is "don't let him get close", but that's difficult when maps are made in a way you have to go certain ways to get stuff done.
Off topic, mei in overwatch has given me a new appreciation for pyro. At least pyro has the courtesy to not literally strip you of movement and all mechanics and given an extra 1-shot headshotting weapon to boot.
[QUOTE=Punchy;50390393]
Off topic, mei in overwatch has given me a new appreciation for pyro. At least pyro has the courtesy to not literally strip you of movement[/QUOTE]
well that's new
[QUOTE=Hell-met;50390466]well that's new[/QUOTE]
Fair enough, but Mei's even worse, freezes you on spot and not only can you not go anywhere, you can't even [i]look around or shoot[/i]. Quite literally it makes the game ignore your inputs, all of them, not just WASD.
it's like blizzard never heard of the sandman.
Its like Blizzard has never made an FPS before
[QUOTE=Punchy;50390393]At least pyro has the courtesy to not literally strip you of movement[/QUOTE]
[img]https://wiki.teamfortress.com/w/images/thumb/6/64/Airblast.png/220px-Airblast.png?t=20111229204701[/img]
It's a lot rarer for me to have problems with spies than pyros. Most spies follow the "rhythm" of the game or don't pay attention to decloak noise so I catch a lot 6-10ft behind me and many will stop going for you if your ruthless once you detect them making them leading long chases they'd rather not risk.
Most pyros don't do enough, but every once and a while I encounter someone who is really good at airblasting and knows what way to be facing at 99% of the time and it just sucks loads, your teammates just feed it with explosives to reflect at you.
FUCK Mei.
[QUOTE=Oizen;50391642][img]https://wiki.teamfortress.com/w/images/thumb/6/64/Airblast.png/220px-Airblast.png?t=20111229204701[/img][/QUOTE]
You can still shoot him right in the face while on the air though
[QUOTE=Petachepas;50392389]You can still shoot him right in the face while on the air though[/QUOTE]
[IMG]https://wiki.teamfortress.com/w/images/1/1b/Killicon_deflect_rocket.png?t=20110425092453[/IMG]
And it obviously throws off your aim significantly if you're playing a hitscan class
[QUOTE=Petachepas;50392389]You can still shoot him right in the face while on the air though[/QUOTE]
Just because you can shoot back at him doesn't nullify the fact that he gets a 100% free followup that you can't really do anything about because compression blast [i]defies physics[/i] and locks you into a trajectory regardless of prior velocity.
At least with explosive knockback it not only functions as you would expect in terms of direction and force of knockback, but you also can manipulate your new velocity through crafty movement. Airblast does not grant such counterplay to the victim.
Losing your ability to fight back and losing your ability to move are entirely separate issues. Telling people that things could be worse by combining the two doesn't really placate anyone who's pointing out a pivotal comparison between the character kits.
pyro is a bullshit class honestly
[QUOTE=Avvy;50394407]pyro is a bullshit class honestly[/QUOTE]
Have you ever that moment when a pyro just kills you with after burn when you have 30 health?
i have :hammered:
3 BLU pyros push the cart in hightower right in front of our base, and I'm the only one trying to get rid of them.
They used backburners and had infinite airblast
[QUOTE=NotTheBestGuy;50395511]Have you ever that moment when a pyro just kills you with after burn when you have 30 health?
i have :hammered:[/QUOTE]
this is why i think the afterburn should be half as long and twice as powerful, so it won't be quite as surprising or annoying that you died to the pyro after you kill him or he runs away
afterburn used to be a lot more dangerous after all
[QUOTE=Blackavar;50398681]this is why i think the afterburn should be half as long and twice as powerful, so it won't be quite as surprising or annoying that you died to the pyro after you kill him or he runs away
afterburn used to be a lot more dangerous after all[/QUOTE]
it used to be more dangerous because there was literally only 3 ways to extinguish yourself originally. Water, Medic, and health packs. There was no level 3 dispensers, no Jarate, no Mad Milk, no Sandwich, No Concheror, no Airblast, no Spycicle, and so on.
Making Afterburn deal 60 in 5 seconds is insane. No one will confront a Pyro, not when you can lose that much health in a short period of time, even out of combat. By doing that, you'll only exaggerate the issues Pyro innately has.
Instead of making it deal more damage, just make it so Afterburn blocks 75% of all healing done for 10 seconds. That makes it actually have a substantial effect, rather than it being a minor nuisance in the whole scheme of things. You could tweak the 75% to something else, but the idea still stands.
or we could get rid of airblast extinguish but apparently that upsets people
In the original 2007 Barebones version of TF2, what role was Pyro actually supposed to fill?
[QUOTE=MysticLlama;50401168]In the original 2007 Barebones version of TF2, what role was Pyro actually supposed to fill?[/QUOTE]
Pretty sure he was just supposed to wait around corners and ambush people.
[QUOTE=MysticLlama;50401168]In the original 2007 Barebones version of TF2, what role was Pyro actually supposed to fill?[/QUOTE]
wait for an uber
and im serious
[QUOTE=AwfulRanger;50401224]Pretty sure he was just supposed to wait around corners and ambush people.[/QUOTE]
Pretty much the same but less annoying
[QUOTE=Hell-met;50401035]or we could get rid of airblast extinguish but apparently that upsets people[/QUOTE]
You misunderstood my point. I don't mind Airblast being able to extinguish players, it makes sense if anything. Pyro is the Pyro's counter.
What i'm saying, is that DOT doesn't make sense in TF2 anymore. Most classes have a way to heal passively, through damage, or can extinguish themselves. The point of Afterburn was to encourage retreating, Spitter-esque area denial, and as a punishment for letting a class, that can't do anything outside of close range, get close. Really, the only thing Afterburn is good for, is the bobbing that disorients aim.
What's the point of making Afterburn deal 60 damage, when most of the time, you're only going to take 15-20 damage out of that 60? The only time that damage becomes an honest issue, is against Scouts. When something is only effective against one out of nine classes, it needs to be taken back to the drawing board.
[QUOTE=brutalDude;50397533]3 BLU pyros push the cart in hightower right in front of our base, and I'm the only one trying to get rid of them.
They used backburners and had infinite airblast[/QUOTE]
Well there one solution. Be a demopan - crits from pans are always common and can one shot a pyro. :science101:
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