• Major Update Speculation XXX: cp_orange_x3 confirmed!
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Don't add in arbitrary mechanics such as a damage/accuracy ramp that needs the weapon to be fired for a full second before it's at optimal performance. All that does is make things more difficult to understand and properly utilize. Especially so because there's zero official documentation on it (outside of patch notes and digging through the wiki) and it's not intuitive in the slightest, so newcomers and returning players won't have any inkling of that mechanic even being a thing. Make things straightforward and intuitive for anyone to understand, even with zero prior knowledge of the systems. Simplest and most intuitive approach that I have on-hand: Keep the same cone, but have there be a stronger weight towards spawning particles in the center area of the cone. Increase theoretical DPS to 200 up from 150. Particles that fall into the outer cone inflict a weakened afterburn. Inner cone particles inflict what we experience currently. Still easy to pick up and use. Optimal use becomes more akin to becoming proficient with the Lightning Gun from Quake. Having the max theoretical damage bumped up to 200 means a Pyro that is good at aiming is capable of competing with other damage classes. Realistic optimal damage would fall into the 150-175 range due to numerous factors such as damage fall-off and random particle spread. Not as potent for flailing around and snaring an unfortunate player that got into range. Doesn't totally fuck over Spies unless the Pyro actively concentrates a beam on them. These things just make sense at a surface level, no intricate studying of the game's mechanics are necessary for [i]any[/i] player to understand. A focused stream of fire would reasonably do solid damage while an unfocused spray would be poorer for damage.
[QUOTE=Dragadur;49598751]That doesn't really sound like a buff.[/QUOTE] Minicrits would make quick work of opponents that are flanked.
Them fixing the "wrong" visuals of the flamethrower would also be great.
What I find funny is that it seems like everyone has their own suggestion for how to "fix" Pyro. Take, for example a post on the TF2 subreddit yesterday about making afterburn stronger. I think things like that just goes to show how not even us as a community know exactly how to "fix" Pyro.
[QUOTE=Fluury;49598796]Them fixing the "wrong" visuals of the flamethrower would also be great.[/QUOTE] This + the damage buff explained above, I think, would completely fix Pyro as a class [editline]24th January 2016[/editline] Trying it again. To: [email]erics@valvesoftware.com[/email] Subject: Quick Question (TF2, Related to the Pyro) Message: Hello, I was just wondering. Why is it that the Pyro's visible fire particles do not match the hitboxes of the fire that hit enemies? This behavior can be observed with the console command tf_debug_flamethrower 1, and it's rather concerning to me. Sometimes the hitboxes are rather close to the particles you see, but things like running foward (where the hitboxes travel nearly twice as far as the visible particles) completely shatter this illusion. Are there any plans to make it so the hitboxes themselves are visible, so that playing using the Flamethrower is something you can get better at, not a weapon that remains incredibly inconsistent due to its visuals? Thanks, (me) Maybe he'll read it. I sent a similar email a while back that was not responded to.
[QUOTE=Psychopath12;49598779]Don't add in arbitrary mechanics such as a damage/accuracy ramp that needs the weapon to be fired for a full second before it's at optimal performance. All that does is make things more difficult to understand and properly utilize. Especially so because there's zero official documentation on it (outside of patch notes and digging through the wiki) and it's not intuitive in the slightest, so newcomers and returning players won't have any inkling of that mechanic even being a thing. Make things straightforward and intuitive for anyone to understand, even with zero prior knowledge of the systems. Simplest and most intuitive approach that I have on-hand: Keep the same cone, but have there be a stronger weight towards spawning particles in the center area of the cone. Increase theoretical DPS to 200 up from 150. Particles that fall into the outer cone inflict a weakened afterburn. Inner cone particles inflict what we experience currently. Still easy to pick up and use. Optimal use becomes more akin to becoming proficient with the Lightning Gun from Quake. Having the max theoretical damage bumped up to 200 means a Pyro that is good at aiming is capable of competing with other damage classes. Realistic optimal damage would fall into the 150-175 range due to numerous factors such as damage fall-off and random particle spread. Not as potent for flailing around and snaring an unfortunate player that got into range. Doesn't totally fuck over Spies unless the Pyro actively concentrates a beam on them. These things just make sense at a surface level, no intricate studying of the game's mechanics are necessary for [i]any[/i] player to understand. A focused stream of fire would reasonably do solid damage while an unfocused spray would be poorer for damage.[/QUOTE] Honestly, given that the TF Team reads the subreddit it probably wouldn't hurt to post this idea there and hope for attention. While it won't fix the entire pyro, it'll certainly be something.
[QUOTE=Psychopath12;49598779]Don't add in arbitrary mechanics such as a damage/accuracy ramp that needs the weapon to be fired for a full second before it's at optimal performance. All that does is make things more difficult to understand and properly utilize. Especially so because there's zero official documentation on it (outside of patch notes and digging through the wiki) and it's not intuitive in the slightest, so newcomers and returning players won't have any inkling of that mechanic even being a thing. Make things straightforward and intuitive for anyone to understand, even with zero prior knowledge of the systems. Simplest and most intuitive approach that I have on-hand: Keep the same cone, but have there be a stronger weight towards spawning particles in the center area of the cone. Increase theoretical DPS to 200 up from 150. Particles that fall into the outer cone inflict a weakened afterburn. Inner cone particles inflict what we experience currently. Still easy to pick up and use. Optimal use becomes more akin to becoming proficient with the Lightning Gun from Quake. Having the max theoretical damage bumped up to 200 means a Pyro that is good at aiming is capable of competing with other damage classes. Realistic optimal damage would fall into the 150-175 range due to numerous factors such as damage fall-off and random particle spread. Not as potent for flailing around and snaring an unfortunate player that got into range. Doesn't totally fuck over Spies unless the Pyro actively concentrates a beam on them. These things just make sense at a surface level, no intricate studying of the game's mechanics are necessary for [i]any[/i] player to understand. A focused stream of fire would reasonably do solid damage while an unfocused spray would be poorer for damage.[/QUOTE] Sounds interesting. I would really love to see pyro's flame thrower act more like a real world flame thrower.
a little off topic, but im up to 8 contracts today. anyone else? edit: just got another 2 so i can now get the gold campaign pass. wat.
[QUOTE=bobpineapple;49601295]a little off topic, but im up to 8 contracts today. anyone else?[/QUOTE] I got 1 :C
is everyone aware that medic syringues don't sync with their damage hitboxes at all much like the flamers or am I super late?
[QUOTE=bobpineapple;49601295]a little off topic, but im up to 8 contracts today. anyone else? edit: just got another 2 so i can now get the gold campaign pass. wat.[/QUOTE] 10 x 130 ≠ 3000
[QUOTE=Hell-met;49601773]is everyone aware that medic syringues don't sync with their damage hitboxes at all much like the flamers or am I super late?[/QUOTE] I sincerely have no idea how anybody is able to consistently hit Syringes as the Medic, it's like trying to hit people with a bunch of nails fired out of a dart gun. Thank god the Crossbow exists, at least.
holy [B]FUCK[/B] [IMG]http://i.imgur.com/x2lR6BG.png?1[/IMG]
How did you even manage to get almost all of your contracts done?
[QUOTE=EmilyVasquez;49603147]How did you even manage to get almost all of your contracts done?[/QUOTE] Some people were getting a bunch of extra contracts yesterday. I didn't get a single extra contract.
I didn't play yesterday and all i got was my 14th contract.
[QUOTE=EmilyVasquez;49603147]How did you even manage to get almost all of your contracts done?[/QUOTE] I got more or less 11 contracts in the span of a couple hours. I can only assume this is a glitch. [sp]Or Miss P. really likes me[/sp] In other bug news, apparently dropping a pistol as engie allows scouts to pick it up and get engie's max ammo count (200), and vice versa.
You should ask her out.
What if Cactus-canyon is not getting updates because we have yet to find the last new cactus added to it
[QUOTE=Fluury;49603443]What if Cactus-canyon is not getting updates because we have yet to find the last new cactus added to it[/QUOTE] Hah, what? Times of funny TF2 and it's jokish team are gone. Now it's serious pro competitive game kiddy. Go play with Your LEGOs.
[QUOTE=Knurr;49603998]Hah, what? Times of funny TF2 and it's jokish team are gone. Now it's serious pro competitive game kiddy. Go play with Your LEGOs.[/QUOTE] What are you even talking about here? Are you trying to make a joke about how the matchmaking queue is coming soon or something? Or are you just being stupid?
[QUOTE=Rajikaru;49604020]What are you even talking about here? Are you trying to make a joke about how the matchmaking queue is coming soon or something? Or are you just being stupid?[/QUOTE] Giving how "competitive gaming" is a joke in and of itself, I'm guessing it's just the first.
[QUOTE=Angemon300;49604040]Giving how "competitive gaming" is a joke in and of itself, I'm guessing it's just the first.[/QUOTE] competitive gaming is certainly not becoming a joke. While not widespread on games, DIGITAL SPORTS are becoming more and more popular. the DOTA 2 internationals are pretty freaking big events with a prize pool in the millions. Hats make millions.
[QUOTE=ambaxtoxin;49602152]10 x 130 ≠ 3000[/QUOTE] maybe i should have rephrased, i meant that i got 10 new contracts all in one day on top of the 14 i had originally.
[QUOTE=Fluury;49603443]What if Cactus-canyon is not getting updates because we have yet to find the last new cactus added to it[/QUOTE] b-but the space cactus in Gun Mettle
Small item schema update just happened: the Frenchman's Formals now hide the Scout's dogtags. [t]http://images.akamai.steamusercontent.com/ugc/361779883140815143/4ACCDE5CCE6A289C07F691D050A45E2216CFF4FD/[/t]
I actually didn't realize at all that they didn't before. :v:
im not sure how late i am, but since when were hats drops a thing again?
[QUOTE=bobpineapple;49608786]im not sure how late i am, but since when were hats drops a thing again?[/QUOTE] Jesus christ, they've been a thing for at the very least 5 years now. Unless a glitch or something occurred that prevented them from happening recently, they've been around an incredibly long time.
[QUOTE=Rajikaru;49609089]Jesus christ, they've been a thing for at the very least 5 years now. Unless a glitch or something occurred that prevented them from happening recently, they've been around an incredibly long time.[/QUOTE] Hat drops stopped being a thing a year or so ago. Basically, nobody noticed for a really long time, then it kind of became apparent one day.
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