After what happened to the BFB i sold my Strange Spec KS BFB on the market and never used it again.
The original version will always live on in my memory.
IMO this was a bit much. The MMPH requirement I can deal with, but the health is way too much without airblast. At this point it's shittier than stock and that's saying something. As a redditor said, you're not a glass cannon. You're a bunch of shards that someone can just sweep away.
There are multiple solutions I can think of:
1: Keep the health, remove the Uber.
2: Change the Uber to a Quick-Fix, bring back the health. Stickies, stabs and headshots are good to go along with Heavy's DPS.
3: god dammit pre-tough break was fine
then again idk if I'm really right
by the way can we also fix the flames so they match the goddamn particles like jeez
[QUOTE=Oizen;49574930]Rest in peace Baby Face Blaster.[/QUOTE]
I still miss the Ullapool Caber in it's former state, too.
[QUOTE=BlindSniper17;49575282]I still miss the Ullapool Caber in it's former state, too.[/QUOTE]
I miss the Persuader and Claidheamh Mor.
Phlog's still insanely good and can be seen as a flank-ambush weapon now, you guys are trying to tell me free crits for landing a few flares is bad.
How terrible, you can't play like an idiot anymore and just M2 in the middle of the battle to fully heal yourself and make the entire battle worthless.
[QUOTE=Fluury;49575361]Phlog's still insanely good and can be seen as a flank-ambush weapon now, you guys are trying to tell me free crits for landing a few flares is bad.
How terrible, you can't play like an idiot anymore and just M2 in the middle of the battle to fully heal yourself and make the entire battle worthless.[/QUOTE]
I agree, but I have no idea how to give you the flag so there, but I think the fire damage required might be a bit excessive and that laser guns shouldn't set afterburn.
But it's not a laser.
Moreover, lasers frequently light things on fire.
[QUOTE=FUTURE10S;49575437]I agree, but I have no idea how to give you the flag so there, but I think the fire damage required might be a bit excessive and that laser guns shouldn't set afterburn.[/QUOTE]
isnt the weapon main point is that it activates certain particles that causes Spontaneous combustion? (in TF2's world sense)
in other words the weapon itself isn't setting you on fire, it's causing you to catch on fire
If we analyze the prime function of the Phlog, a portable Kritzkrieg, then we can better shape its upsides and downsides to its niche. To me it seems to follow the purpose of the Backscratcher. It eliminates the need for a Medic and makes the Pyro more of a roamer. So, if the Backscratcher doesn't allow Medics to heal you effectively, the Phlog should disallow ubers to be performed on the Pyro. This also parallels the Cow Mangler. It gives you crits, but does not allow you to be crit boosted. That seems to be the main problem with the Phlog anyway: A Phlog Pyro, nigh invincible, raining terror upon the bepyrovisioned noobs, elevated to godlike proportions due to the damn Medic stuck up his ass. To me, elimination of Ubers seems to be the correct course of action, due to the Pyro's own replenish-able supply. Maybe you could leave out or diminish the health regen as well, since that's what the Back Scratcher and the Powerjack are for.
On the subject of particle effects matching hit boxes, it boggles my mind as to why they didn't just make the particle effects spawn from the individual boxes. Doesn't that seem like the logical way to do it?
the phlog is basically a direct upgrade to the 2007 flamethrower
2007 flamethrower didnt have airblast
So this is how you would use the phlog
[video=youtube;QGIISxhYRYE]https://www.youtube.com/watch?v=QGIISxhYRYE[/video]
tl:dw never attack head on, flank people, when theres a whole ton of group of enemies that you're behind, flame them to get your mmph, then when they respawn if they do it again you can use it
phlog is good for clearing out a point of enemies with crits
don't taunt infront of enemies
[QUOTE=FUTURE10S;49575348]I miss the Persuader and Claidheamh Mor.[/QUOTE]
The persuader is actually really good right now, but the claymore...I really want my old claymore back.
[QUOTE=BlindSniper17;49575282]I still miss the Ullapool Caber in it's former state, too.[/QUOTE]
While I do like the original caber, it is not terrible now that it got a slight buff again. The previous caber was terrible.
Meh Phlog changes. Don't know where Valve is actually going for the playstyle.
Reminds me the Claidheamh Mor, i really liked Half Zatoichi changes since it's not obnoxious but the other sword is underwhelming.
[QUOTE=Cpt. Cakes;49577213]the phlog is basically a direct upgrade to the 2007 flamethrower
2007 flamethrower didnt have airblast
So this is how you would use the phlog
[video=youtube;QGIISxhYRYE]https://www.youtube.com/watch?v=QGIISxhYRYE[/video]
tl:dw never attack head on, flank people, when theres a whole ton of group of enemies that you're behind, flame them to get your mmph, then when they respawn if they do it again you can use it
phlog is good for clearing out a point of enemies with crits
don't taunt infront of enemies[/QUOTE]
Flamer had such a low damage output it made sense to light everyone on fire and retreat. You wouldn't be doing that much extra damage by focusing someone and flaming them down.
I kinda like that design. Too bad they had to put in a thousand ways to extinguish people and be left with no choice but to buff raw damage output on direct flames, making w+m1 a viable strategy.
It would be interesting to see a flame thrower that had low direct damage but extra afterburn damage that wouldn't extinguish by itself.
Wouldn't extinguish [B][I]by itself?[/I][/B] So med-kit, sandvich, dispenser, et cetera only? Otherwise you just burn forever?
No, sorry, that sounds incredibly toxic to play against.
A pyro jumps out and barely lights you on fire and slips away immediately before you can respond, and now you spend the next 5 to 30 seconds running around looking for a way to put yourself out before you die.
Worst case scenario, you waste a bunch of time hunting for an extinguish, die because your team's scout sniped a medkit to heal 5 hp of damage, and then have to wait to respawn, taking you out of the fight for [B]-minutes-[/B] every time you simply get caught on fire.
Best case scenario, you find an extinguish quickly and get right back into the fight - only to be lit on fire again and have to run around looking for an extinguish again.
Could always make a flamethrower that replaces afterburn with everybody's least favorite mechanic, bleeding.
[QUOTE=Folseh;49576175]isnt the weapon main point is that it activates certain particles that causes Spontaneous combustion? (in TF2's world sense)
in other words the weapon itself isn't setting you on fire, it's causing you to catch on fire[/QUOTE]
pretty sure that was a reference to 17th century understanding of alchemy and not any in universe explanation. way back then they thought Phlogiston was the substance/matter/chemical/magic/whatever that's actually what burns when you set something on fire, and anything that doesn't contain it can't burn
Phlogiston actually wasn't too bad of a theory. It basically was a backwards understanding of oxidation, because they lacked knowledge of oxygen itself.
So when you deprive a burning object of fresh air, the fire goes out. People wondered why that was, and tried to imagine what could cause it. They came up with Phlogiston.
The idea was that flammable objects are full of a fire-like element, and when items burn they release this element (Phlogiston) which take the form of the fire you see. When you cut off fresh air, the explanation for why that killed the fire was that air can only absorb so much Phlogiston, and when it became saturated further burning was impossible. They had the right general idea, just backwards. In actuality the air is full of the element oxygen, and it gets consumed by fire , and when it is depleted the fire goes out.
[I](They also believed that people smothered in fires because air saturated with Phlogiston became unbreathable - which is again precisely backwards from the reality that air without enough oxygen becomes unbreathable.)[/I]
In its current state- the phlog could use some more intense fire. Long duration or can't be extinguished by normal means to promote what the video from 2007 was showing.
[QUOTE=Elstumpo;49581691]In its current state- the phlog could use some more intense fire. Long duration or can't be extinguished by normal means to promote what the video from 2007 was showing.[/QUOTE]
Yeah, I've been wanting an unlock for the Pyro that does something like that - fire that can't be extinguished by anything except medpaks,dispensers, and medics, like it vanilla. There's a ridiculous amount of stuff that can extinguish flames now and it made afterburn such a non-issue for no good reason. Make it shoot pure blue and red fire, or something.
[QUOTE=Tinker;49583740]Yeah, I've been wanting an unlock for the Pyro that does something like that - fire that can't be extinguished by anything except medpaks,dispensers, and medics, like it vanilla. There's a ridiculous amount of stuff that can extinguish flames now and it made afterburn such a non-issue for no good reason. Make it shoot pure blue and red fire, or something.[/QUOTE]
Might as well just give Pyro some sort of close range chainsaw flamethrower and give it the bleed debuff.
[QUOTE=FruityFalcon;49584222]Might as well just give Pyro some sort of close range chainsaw flamethrower and give it the bleed debuff.[/QUOTE]
I sometimes wondered why the axtiquisher didnt cause bleeding on its own since it was wrapped in barb wire...
Because it got added to the game well before bleed damage ever did I guess.
Also, using that sort of logic, any bladed weapon should cause bleeds. Heck, for that matter so should bullet weapons.
If they're going to do a flamethrower that harkens back to 2007 Pyro, they should do the following:
(+) produces white-hot flames that do high afterburn damage and can not be extinguished with debuffs (i.e. Jarate or Mad Milk). A different flame color allows it to be identified as different without having on the color blue causing confusion.
(+) slightly faster (<= 10%+) run speed on user
(-) Base damage is lower, making it a hit-and-run type flamethrower that isn't necessarily a good W+M1 tool
(-) No Airblast
And combine that with adding a melee that can airblast people to prevent "forcing" the usage of manmelter with this or phlog to remove afterburn. A melee weapon that can remove afterburn would be an interesting niche similar to the Homewrecker's that would be most useful when working with a Medic.
[QUOTE=FruityFalcon;49584222]Might as well just give Pyro some sort of close range chainsaw flamethrower and give it the bleed debuff.[/QUOTE]
That's another thing too, actually: traditionally the Pyro was supposed to be the only one with damage over time, but then they broke their own rule with bleed. And then they broke their own rule for fire with the Cow Mangler and the Huo Long Heater so I don't even know any more.
[QUOTE=Tinker;49586985]That's another thing too, actually: traditionally the Pyro was supposed to be the only one with damage over time, but then they broke their own rule with bleed. And then they broke their own rule for fire with the Cow Mangler and the Huo Long Heater so I don't even know any more.[/QUOTE]
They also broke their own rule of silhouettes with the batman cape.
At this point, it would not surprise me if we saw a darth vader helmet accepted in-game.
[QUOTE=The Duke;49585600]If they're going to do a flamethrower that harkens back to 2007 Pyro, they should do the following:
(+) produces white-hot flames that do high afterburn damage and can not be extinguished with debuffs (i.e. Jarate or Mad Milk). A different flame color allows it to be identified as different without having on the color blue causing confusion.
(+) slightly faster (<= 10%+) run speed on user
(-) Base damage is lower, making it a hit-and-run type flamethrower that isn't necessarily a good W+M1 tool
(-) No Airblast
And combine that with adding a melee that can airblast people to prevent "forcing" the usage of manmelter with this or phlog to remove afterburn. A melee weapon that can remove afterburn would be an interesting niche similar to the Homewrecker's that would be most useful when working with a Medic.[/QUOTE]
W m1 is playing pyro as he was intended, its not actually a problem its just a stupid negative stigma started by bad players who make up excuses when destroyed by a pyro. I have friends who have proven this by Mgeing pyro mains who only use degreaser combos and they easily won because they knew how to use the damn flamethrower the way it was fucking meant to be used
Seriously its like complaining about soldiers rocket jumping, or engineers for building sentries, its a moronic statement that reflects on the experience of anyone who says it
[QUOTE=Folseh;49585382]I sometimes wondered why the axtiquisher didnt cause bleeding on its own since it was wrapped in barb wire...[/QUOTE]
Weapon design is usually irrelevant to the weapon attributes.
[QUOTE=LegndNikko;49588865]Weapon design is usually irrelevant to the weapon attributes.[/QUOTE]
Like how the Killing Gloves of Boxing do full damage when the point of real life boxing gloves is to reduce/negate damage, or how the double barreled Loch N Load nowadays holds three shots. :v:
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