• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
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Hit me up on Steam or Discord since you've got me added in those two and I'll see about writing a plugin in my spare time.
????? https://www.youtube.com/watch?v=ZOqNRGhlH-4
FREEZE, DON'T MOVE.
If you had to find eastereggs in a TF2 map, which would be the most difficult one to search em on? Asking for a friend.
Gonna be honest, that'd be fucking sick as hell
"more warnings" doesnt fix the phlog one bit.
cp_steel what else
That's very true, but it's still part of a reason why it's terrible to deal with.
No, the reason is that flame range is big, JI removed having to aim, pyro is fast and most classes can't do 175 damage in time before crit flames literally one-shot them. put a uber medic on a phlogger with game sense and it's 10x more ridiculous. If you put emphasis on the "warning" then that would mean literally all opponents have to back off a few rooms away and the pyro hasn't done anything yet, giving easy access to phlog's team.
Think of all that potential profit Valve lost from new players quitting after getting killed by random crits or the new extremely annoying Pyro.
My friend started playing tf2, he quit because he said it wasn't fun getting killed by random crits all the time. He lasted barely 10 hours of TF2.
How much of what you claim about the quality my arguments can you prove to be true? Such as how you state they were "debunked" or "ill-informed". So why can't you make substantive argument by just asking questions? How is it fallacious? It isn't exactly what I am doing here, but the socratic method is a valid thing.
Eh... The part about "and most classes can't do 175 damage in time before the crits flames one shot him. I would say at least 6 of the classes can do that. I've been having a field day headshotting or backstabbing phlog pyro's before the taunt ends because the uber wears before the taunt finishes. Heavy and demo can shread Phlog pyro's pretty easily themselves and since it lacks airblast Soldier doesn't have too much problem dealing with phlogs either. Engineer just really needs a solid sentry spot and the phlog will get denied as if it weren't even a problem. I wouldn't be apposed to seeing phlogs pyro's effecting ubers from medics in some way though. Maybe it drains the uber 2x as fast? But I only really find it a problem on maps that are just flat out badly designed like Dustbowl...
Sure, you can kill the pyro, but odds are you're going to die right after as well due to the flames lingering for so long for whatever reason.
pyros with game sense arent going to activate in the middle of the field.
And if they do pop it in the middle, they're probably doing it to waste your time so you have to focus on them instead of any teammates. 10hp phlog popping in front of you means you have to focus him, and not the mid range soldier spamming you
The weapon really cannot be salvaged. It's useless and an annoyance against high level players but it's an unstoppable steamroller against low-mid players (especially if paired with a Medic) and the catch is that the phlog itself doesn't require much input to use (compare to a soldier/demo/heavy with a medic they require more aim and reload timing to execute a steamroll). The weapon at its conception was what the original Backburner was: No airblast, crits when flanking, but more health for surviving on the flank. Problem of course was that there was no catch for that 50 extra health, which dawned the concept of W+M1 Pyros since there were countless Pyros with 225+ health just walking at people. Mmph itself seemed like a skillful implementation of the crits/health bonus by requiring players to do work before that health is accessible. Plus it didn't bump his max health up so there was no additional benefit of having a Medic tagging along. The problems started with the lack of skill necessary to access a personal Kritzkrieg that also maxed your health out, lending itself to disgusting crit chains. The healing is gone but the crits themselves are still everpresent and being amplified in usefulness by lazily tossing scorch shot flares for easy afterburn damage for Mmph charges. I'd put it back on the drawing board now that consistent fire particles to visuals are a thing. Literally just make it into the Plasma Gun or Hyperblaster. A stream of low damage small projectiles that don't inflict afterburn for more than a tick. Require skill in leading the bolts at different ranges to maximize damage output. Revert Mmmph as a pocket heal but strip the critting functionality away. In this state the thing could even have an airblast without being busted (see Dragon's Fury). If ranged capabilities are deemed too strong they can be given a finite range before fizzling out.
Usually depends on the map, but also the situation... Phlog pyro's only really excel in maps that have sections that are tight, narrow and cramped... In those maps, more so if you know a phlog pyro is present, just means you have to play a little bit more careful when it comes to those area's. Like instead of cutting a corner to get from point a to point b faster, you take a more wider turn to give you more reaction time in the off chance a pyro is there. Sure it's a little bit slower, but it's also notably safer as well. There's also usually a lot of tell tale signs if the enemy team has a phlog pyro. Most obvious ones are pyro's who rely on flares ( more so if they're utilizing scorch shot and / or detonator ) and obviously not bothering to airblast anything. In those situation it's best to keep tabs on where the pyro is situating himself and preparing before hand to expect him. I know, I'm just saying that most of the classes can actually deal the damage needed before hand is all. Spy's backstabbing is probably the least reliable way to counter a phlog pyro in the situations I suggested, but it does showcase that most can deal with him fairly well as long as they're aware he is around and prepare for it.
The map you're playing on isn't going to make a difference whether lingering flames kill you or not, pre JI if I ever caught a phlog out of position, he would die and I would at worst be 25% hp. Now if I catch a phlog pyro, I'll end up trading with him solely because his posthumous flames are going to kill me no matter what.
It's significantly easier to catch pyro's before they can get close to you on larger more open maps that are spaced out then ones that are tight cramped and riddled with corners. One of the faults with weapons that have limited range.
pyros with game sense aren't going to run at you from a mile away. your arguments revolve around terrible pyros. I speak of the phlog's problems as that one guy using it and killing everyone in a second. if there are sentries and traps and shit I just ask for a good uber med and it can't be stopped.
It'll still effect good pyro's... They don't just teleport into position they need to move their asses over there... It's usually better to bait the enemy team to come to you honestly in large maps that are open.
Pyro really did get a buff. https://i.redd.it/qpmyhqlwlun01.jpg Source, also accidentally rated the above post, they should remove rating a post if you click on the big icon with the list of people who rated.
so since Detonator jumping has been a subject of much debate here lately, I decided to give the Detonator a proper try for the first time. I'm actually having a lot of fun with it people seem to get really upset about being ignited through corners
The new flames don't set off tf_generic_bombs, like in ctf_2fort_invasion and koth_probed. They do set off tf_pumpkin_bombs though.
Detonator is a really fun weapon.
I need to get more used to it, I'd really like to see how well it really works. Still having difficulties getting the timing down on detonating the bombs as well as keep maximum height on jumps though... Of course then I made a Polar Surprise one to push me to use it more lol...
i was toying with a few concepts. One was making the rainblower have default taunt, and giving the phlog the annihilation taunt. I feel it would help accomplish this. of course this was part of the idea of making all flamethrowers either the rainblower, or a worn out variant of it, and make the original rainblower, just a flamethrower that can send you into pyrovision. so idk. On topic of how annoying the pyro is, i think the pyro's sleaze of at least assuring a kill against inexperienced or ambushed players give newer players a possibility of killing; which as we talked about earlier, is a big part of retention in those players.
You know I was thinking on how to nerf the Mad Milk yesterday while playing Scout, since it's a really strong weapon and people tend to hate fighting against it. Perhaps give it what the Gas Passer has currently. Where you have to deal damage to use it, and damage over multiple lives is stored. Similar to current Gas Passer. As much as I like using the weapon, (I'm a big support weapon type of guy) it's a "fire and forget" kind of weapon. And personally I'd rather give it more of a reason to hold onto it, maybe not as bad as Gas Passer in terms of how much damage is needed to charge it. Something around 200 - 300 damage seems about a safe spot so good scouts can use it frequently as long as they're dealing damage.
I die sometimes because the flames linger too long + they penetrate through my pocket and literally burn me aswell.
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