• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
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we at 132 follows https://i.imgur.com/VYSdMEN.png and yes I'm the 132nd I will never not take an opportunity to rep my number
Not really, hell I generally go heavy when Pyro's start becoming problematic... He shreds them to pieces and no fear of them reflecting my bullets...
Try to headshot a head that you can't see.
it's toilet dunking time nerd
my 132 obsession will live on forever
Why are you obsessed over that number anyways?
fun fact, when you apply the yeti coated skin to the fish it auto forces both eye-stickers to be the big, round eyes, entirely ignoring the other variants https://i.imgur.com/6P7rNH2.png https://i.imgur.com/Tisrkka.png https://files.facepunch.com/forum/upload/132452/0687b98a-5f5c-42c9-a6e7-8f3ec5d0106d/image.png
I see it everywhere and with alarming regularity. It used to actually scare me a bit, but eventually I came to embrace it as an identifier, hence the "132" that used to be in "Contra132" and the title of my webserial, R-132. It's essentially my life's Arc Number, so I've come to embrace it. is it a little superstitious? Almost certainly. But it's a part of me at this point, so I can't help but take note of it where it appears.
I 50% agree, but thing is, looking at these files, Valve doesn't either care or know what to do with weapon visuals. The parameters are essentially random; there's no consistency with weapons and that proves that the softened look isn't completely intentional (half of the weapons that have War Paints don't have the softened look either). I very much doubt an artist even looked into these files. P.S:Who the hell added me? Steam Community
i really hope something similar happens with other paints like the Balloonicorn one.
To be fair, only one class deals with headshotting now that the Ambassador has been gutten into the ground. But yeah it's a bit more difficult to headshot a pyro at point blank range while he's flaming you and your already suffering from limited view being scoped in. Sniper also generally is suppose to be weak at close range as well.
Being able to actually keep a Sniper from headshotting me as a Pyro has been nice.
New pyro's opaque flames are awful to try and deal with in specific close-encounter situations. Old pyro gave you no visual indication of anything and actually mislead you, which was also awful. There are downsides to both the old version and the new version, but while opaque flames are really bad under very specific circumstances where the flames at close range entirely block your view of the pyro (good fucking luck meatshotting a pyro when you can't see them), old flames had this ubiquitous awfulness, every time you played pyro and every time you played against a pyro you were guessing on where the flames were. Yeah you get a feel for it after a while, but it's still always going to be ambiguous because you just can't see what you're doing. It's like trying to play soldier but your rockets are invisible and every time you shoot, a 0 damage Loch n' Load projectile also gets launched in an arch. Yeah, you can still manage if you have a feel for projectile speed, but the game is making everything so much more difficult for you by not giving important information and misleading you for no reason. Not to mention how incredibly bullshit it is for new players who couldn't possibly be expected to know that they have to lead their flames like 45 degrees to the side of where their actual particle effects are showing. I mean shit, without hitsounds you would just never know. In general, I'd take the occasional bullshit of current flames over constant bullshit of old flames any day of the week.
I am little cute girl;) I like playing different games and share my skins with people,because I have special promocode on site for 20$.You can ask me for promo too.  That's...one method of spamming/scamming.
I don't know. I think the opacity/brightness should be toned down a bit, but being able to keep Snipers from headshotting me, allowing me to walk right into sightlines feels awesome. Pyro still isn't even a strong class yet.
Yo @nonhuman , is there any way I can contact you? I need some small info for the fix pack.
The only problems I can really vouch for are the flawed quoting system due to lack of viewable formatting for quotes and the fact that you can't access a new page with only one post on it unless you directly go to that post (by either clicking on the "most recent post" part of the subforum or by going through their account".
Pyro already has options for reducing sniper's accuracy using afterburn from flares. And even if he didn't, making pyro bullshit to fight for anybody that needs to aim at him at close range (that's not to say too strong, just unfair) just to make him more effective against sniper, is bad design. If pyro needs to be better against sniper, give him options that increase his ability to fight snipers, don't give him options that reduce EVERYONE'S effectiveness against him (while also reducing the pyro's vision too, don't forget).
"Pyro still isn't even a strong class yet." Yeah, fucking right.
Before JI he didn't surpass Scout, Demo Soldier or Heavy in terms of DPS last I checked and after Blue Moon his damage output gets cut in half if any flame particle seems to come in contact with any surface in the map...
I don't see how pyro is "weak" in any way. Probably one of the most deadly classes you can meet face to face, with every type of arsenal to completely demolish soldiers/demos.
Fun note, Crits phlog pyro doesn't out DPS heavy...
Aye, and that's the problem - he's only really good at face-to-face, and with proper positioning with all that space maps tend to have, you can mitigate the chances of that encounter and suddenly pyro is a lot less scary.
If you think Pyro is powerful you probably still think mini sentry is overpowered. I pity you...
About the topic of leading flamers pre-JI, the biggest offender wasn't the Flamethrower. it was the Phlog. for the longest time the phlog's particles fired in a straight beam fashion both in first person and thrid person even tho the particles behave just like any other flamethrower, wich ultimately fooled people unaware of this making them miss their target almost completely. the only way to fix this was to use a halloween spell that changed the particles or to install this fix (that ultimately was blacklisted on pure servers). as of now, the way damage is dealt by the flamethrowers was fixed form the broken relase of JI, but now we're stuck with a sligthy underpowered version due to how the damage doesn't rampup correctly, resulting in a lower damage output that pre-JI(at least from my experience).
Phlog was just as unpredictable before JI like every other flamethrower. I believe the phlog's flames were just visual changes and not any different from the other flamethrowers. Hell, before JI I had a situation where I had crits, I popped, I jumped onto a payload with at least 5-8 enemies and only managed to get 2 kills before they wore off because the majority of my flames didn't register as hits.
Professional gamers.
You said exactly what he said.
...?
the visual cue of the phog pre-JI didn't match the visual cue of the particles dealt. the beam you saw fired by the phlog was fixed, but the fire particles were not attached to said beam.
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