• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
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I'd argue that if you painted cherry blossoms anything other than pink, then it wouldn't look like cherry blossoms, and I do believe that's the point of the unusual effect.
Welcome to Newpunch. The ride never ends.
An easy stop-gap fix would be to revert to old-flames until a proper solution can be found. Pyro would still have a bunch of new toys and new airblast. It would still feel like a new pyro.
one lick of flame dealing 70-80 damage is a problem regardless of the pyro being terrible and getting endlessly slaughtered.
Yeah according to the last VNN video B4nny said on one of his streams that the TF2 team was hard at work at the next balancing/minor update. Typically the TF2 team doesn't talk about updates in advanced so it's not surprsing that we don't have any confirmation from anyone other than B4nny since he's in direct communication with the team.
I'm all for Pyro dealing that damage, maybe slightly lowered, just as long as he has to directly aim to be able to deal that damage, TF2 team could do this by simply reducing the huge flamethrower hitbox so it's a lot smaller, pretty sure there's even a console command that does it
I strongly doubt they will roll back to the old flame particles.
Did pyro's actual dps potential go up with the update, or did it just make it so you reach it easily? I can remember killing enemies (and vice versa) extremely fast when I could make direct, unbroken contact with the flames.
New forum! https://www.youtube.com/watch?v=yggMd-T0Wf0 I believe it's tf_flamethrower_boxsize, it's 12 right now.
Honestly I'd be fine with flame particles being point-masses if it meant bad tracking/leading meant you did diddly shit aside from tickling people with like 20 damage meanwhile good tracking/leading gave you meaty DPS that'd make Pyro a credible threat.
Yeah the fact you can just flail your mouse around and destroy pretty much everything with the flamethrower makes the well designed Dragon's Fury feel worthless since you can't do that with the DF.
Was that more then what he did before the JI out of curiosity? For Direct damage that is...
Jokes aside, I still see newbies flooding teams with 4-5 pyros even to this day, with the promise of being a deadly force to be reckoned - only to be slaugthered by competent players, or alsmot anything with a range beyond the flamethrower. that lack of good positioning/flanking has made even more visible how reliant pyro is about terrain and obstacles, maybe even more than other clases. people getting kills with wm+1 is more of a chance thing, and by chance anything can potentially kill you in this game. it still feels like shit to be killed by lingering flame particles that just happened to tick you for 30 damage however.
The fact of the matter is that Pyro is functionally the easiest class for new players to play [i]and actually get results[/i]. Bar playing turtle Engineer against a team of potatoes that will gladly walk into a sentry's line of sight, Pyro lacks any burdens that Soldier and Demoman have (ie hitting the floor near a target, reloading, timing detonations) in favor of shoving large bright-orange prisms into the abstracted red/blue prism that is an opponent's collision hull. A bad Soldier/Demoman will get annihilated for trying to shoot at someone's center of mass only to hit the sky behind them. They'll get destroyed for wasting shots shooting at nothing and getting caught mid-reload. A bad heavy will invariably allow you to escape to attack from another angle when he's not paying attention. A bad pyro just has to tape down M1 and will melt similarly-unskilled players (at least until a sentry is built). Pyro was built to be accessible but this is simply too much accessibility. The nuance of flamethrower mechanics has been thrown out and that needs to be addressed.
I know insta servers should never be regarded for discussion but sometimes it's my guilty pleasure and let me tell you JI pyro's flaws become very very clear when there's no penalty for dying.
does anyone else almost subconsciously use voice commands based on the situation you're in? I don't remember how it started but I almost always play a jeer or negative line when I miss a shot as sniper (which is very often) and its become engraved into my muscle memory at this point
I aggressively mash X+1 any time it's even vaguely appropriate just so I can hear the classes yell "IIINNNCOOOMMMINNNNG" over and over again so it sounds like they're panicked crazy people
Am i allowed to say new forum smell? Maybe i'll start becoming more active again. Anyway I usually do comment on how my healing target or team overall is doing as medic with positive and negative voice lines. It has just turned into this thing i now always do.
Post Jungle Inferno stats for Flamethrower - https://puu.sh/zIgHb/e7d9c001e9.png Pre Jungle Inferno stats for Flame thrower - https://puu.sh/zIgHu/3f5b1f930f.png It's apperant to me that TF2 team has buffed flamethrower damage (or particle damage) by like 50%
I automatically Z + 2 after a medic heals.
Well this is new. And yes, the stats on the new flamer are quite misleading. Overall DPS against groups, or however many enemies are standing in the flail cone, should be much much higher.
Isn't listing the damage as "per particle" in the second one completely misleading, though? There's no such thing as "per particle" damage any more. Flames do ~175 DPS, decreasing to about ~90 DPS depending on (iirc) the distance between you and the Pyro. If you're in the flames, you take ~175 DPS, and if you're not in the flames, you don't take any. "Particles" just increase the surface area of the flames by creating more hitboxes, but it doesn't matter how many of those hitboxes are on you or how old they are - either you're in the flames or you're not. Is this stupid? Absolutely, and they should change it, but until then, let's not misrepresent how the mechanics actually work.
Prior to the update you were also spewing more particles, and the DPS was dependent on how many hit, so that kinda made up for the lower damage. These days it doesn't really matter how much you're hitting, you get super consistent DPS no matter what you do.
Interesting. I was expecting the old flamer to have a higher rate of fire, but both attack intervals list .044 seconds. Do we know if the number of particles per interval is the same?
I have a habit of spamming c + 4 and x + 2, probably because I hate it when the whole team is silent and not communicating.
on the contrary I feel voice lines lost their charm years ago exactly because of clowns that overuse them
the best part is that the spamming of those voice commands mean that people don't understand or care when you use "Spy!" or any "building here" command seriously
very rarely have I ever heard someone actually use voice commands seriously to direct an engineer on where to build something outside of MvM however when used based on the context of in-game events I feel like voicelines add a lot of life to the game and reinforce the animated personalities of the classes (which I consider to be one of the biggest highlights of the game)
I like to use them for that purpose, although most of the time the engineer retorts by hitting me in the face for 10sec and yelling medic
I love sometimes communicating with people using voice commands only. p.s. i like profile pic communism, oh yea and win10 emoji style ratings are cool too
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