Less the demoknight, more the targe fire resistance. If you can puff and sting a targe demo, I'd be pretty dang impressed.
I personally don't use the axtinguisher. My pyro loadout varies, but I find the fire resistance doesn't help them that much if you can keep them in the air. Backburner can still do airblast, and when a demoknight is bearing down on you, that's the sort of emergency where its extra cost is worth it. Plus, if you get him up in the air, he may land with his back to you. Otherwise I use the degreaser or default flamethrower, and with those you can generally still burn him down at close range. The trick is keeping him disoriented and just barely out of melee range.
Once you've stopped his charge he's a lot easier to deal with.
Less the demoknight, more the targe fire resistance. If you can puff and sting a targe demo, I'd be pretty dang impressed.
I personally don't use the axtinguisher. My pyro loadout varies, but I find the fire resistance doesn't help them that much if you can keep them in the air. Backburner can still do airblast, and when a demoknight is bearing down on you, that's the sort of emergency where its extra cost is worth it. Plus, if you get him up in the air, he may land with his back to you. Otherwise I use the degreaser or default flamethrower, and with those you can generally still burn him down at close range. The trick is keeping him disoriented and just barely out of melee range.
Once you've stopped his charge he's a lot easier to deal with.
unless you're caught in an area without backpedal room
I find it's way less trouble to airblast them and run away
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turtleantGunpla Dadis the best.Registered Userregular
Alright, huntsman sniper against Crash, demoknight against Ebo, Heavy against Turtleant, and Mini-sentries against anyone else... Are there any other secret weaknesses you guys have? I'm making a list.
Wait, why do you think I hate heavies?
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CorehealerThe ApothecaryThe softer edge of the universe.Registered Userregular
Scouts and Spies I'm getting better at dealing with. Phlog Pyro is always my hard counter regardless of class except when I'm sniping far away.
I've had decent luck dealing with targe wielding demoknights by using a degreaser/shotgun/axtinguisher loadout. Airblast to keep them away and shotgun so you don't have to get close enough to use your flamethrower.
In fact the shotgun helps a lot against any fire-resistant opponents. I used to run with the flare gun because I liked the mid range attack option, but I switched to the shotgun shortly after the targe buff and have found it to be much more beneficial to my play style.
Never finished it though. Pretty sure that render is all I have left of it as it was like two computers ago. It was going to be a squirrel cage fan that blew metal filings in a stream and used capacitors to create an arc through the dust.
I've had decent luck dealing with targe wielding demoknights by using a degreaser/shotgun/axtinguisher loadout. Airblast to keep them away and shotgun so you don't have to get close enough to use your flamethrower.
In fact the shotgun helps a lot against any fire-resistant opponents. I used to run with the flare gun because I liked the mid range attack option, but I switched to the shotgun shortly after the targe buff and have found it to be much more beneficial to my play style.
Whatever the lightning gun does, it needs to retain the classic "discharge" mechanic from Q1.
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I don't get degreaser/flare gun/axtinguisher set at all. You already have a fire-based puff'n'sting that'll kill pretty much everything (heavies generally can't turn quick enough to avoid the second hit) that isn't immune to fire; what utility is the flare gun providing? Mid-range options? With how prevalent targe demos and other pyros are, the utility of the shotgun/reserve shooter (I tend towards the latter to dispatch targe demos quicker) is far, far more useful than a strong mid-range option (and the shotgun can still be used to chip at a distance).
If you're using the powerjack, then I'd understand using the flare gun. But the flare gun and the axtinguisher? That's just redundant.
(also we already have a lightning gun you guys literally did two videos on it)
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Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
I don't get degreaser/flare gun/axtinguisher set at all. You already have a fire-based puff'n'sting that'll kill pretty much everything (heavies generally can't turn quick enough to avoid the second hit) that isn't immune to fire; what utility is the flare gun providing? Mid-range options? With how prevalent targe demos and other pyros are, the utility of the shotgun/reserve shooter (I tend towards the latter to dispatch targe demos quicker) is far, far more useful than a strong mid-range option (and the shotgun can still be used to chip at a distance).
If you're using the powerjack, then I'd understand using the flare gun. But the flare gun and the axtinguisher? That's just redundant.
(also we already have a lightning gun you guys literally did two videos on it)
there are lots of situations where you can ignite someone but can't airblast them into a wall or whatever, so you can't use the axtinguisher as effectively
so the flaregun is for that, mostly, but also for irritating snipers
I'm gonna be honest, I barely ever get any practical use or kills out of flareguns, but the entertainment value of lighting someone on fire at range means I will never go without having one equipped.
I don't get degreaser/flare gun/axtinguisher set at all. You already have a fire-based puff'n'sting that'll kill pretty much everything (heavies generally can't turn quick enough to avoid the second hit) that isn't immune to fire; what utility is the flare gun providing? Mid-range options? With how prevalent targe demos and other pyros are, the utility of the shotgun/reserve shooter (I tend towards the latter to dispatch targe demos quicker) is far, far more useful than a strong mid-range option (and the shotgun can still be used to chip at a distance).
If you're using the powerjack, then I'd understand using the flare gun. But the flare gun and the axtinguisher? That's just redundant.
(also we already have a lightning gun you guys literally did two videos on it)
there are lots of situations where you can ignite someone but can't airblast them into a wall or whatever, so you can't use the axtinguisher as effectively
so the flaregun is for that, mostly, but also for irritating snipers
I don't get degreaser/flare gun/axtinguisher set at all. You already have a fire-based puff'n'sting that'll kill pretty much everything (heavies generally can't turn quick enough to avoid the second hit) that isn't immune to fire; what utility is the flare gun providing? Mid-range options? With how prevalent targe demos and other pyros are, the utility of the shotgun/reserve shooter (I tend towards the latter to dispatch targe demos quicker) is far, far more useful than a strong mid-range option (and the shotgun can still be used to chip at a distance).
If you're using the powerjack, then I'd understand using the flare gun. But the flare gun and the axtinguisher? That's just redundant.
(also we already have a lightning gun you guys literally did two videos on it)
I think I get more flare kills than axetinguisher kills now. Air blast away and send them in a predictable arc to flare them. If they hit geometry and stop, Axe them questions.
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I personally don't use the axtinguisher. My pyro loadout varies, but I find the fire resistance doesn't help them that much if you can keep them in the air. Backburner can still do airblast, and when a demoknight is bearing down on you, that's the sort of emergency where its extra cost is worth it. Plus, if you get him up in the air, he may land with his back to you. Otherwise I use the degreaser or default flamethrower, and with those you can generally still burn him down at close range. The trick is keeping him disoriented and just barely out of melee range.
Once you've stopped his charge he's a lot easier to deal with.
Stupid Valve for trying to make melee a viable option in a shooter game.
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unless you're caught in an area without backpedal room
I find it's way less trouble to airblast them and run away
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Ooh and it could make a thunder noise when you airblast!
Wait, why do you think I hate heavies?
In fact the shotgun helps a lot against any fire-resistant opponents. I used to run with the flare gun because I liked the mid range attack option, but I switched to the shotgun shortly after the targe buff and have found it to be much more beneficial to my play style.
because it's a delightful way to generate mmmph
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I've never really given the phlog a fair shake, pyro weapons without airblast just ain't natural.
It's cool on paper, but it always takes far too long to build up
just burn them with the mmmph thrower
I can't follow you down this path. I got to be able to put out my teammates.
yes you will, to every soldier and demoman in the world
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i'm still cross that soldier and heavy can set people on fire now too
learning when to run the hell away, and knowing the map is way more vital
and that can be accomplished with any weapon combo
I disagree
especially since the scorch shot is surprisingly effective if you're landing multiple shots
which is what the damn thing is for
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pyro without airblast is just too one-note
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only if you lack panache
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I actually tried to make one once upon a time!
Never finished it though. Pretty sure that render is all I have left of it as it was like two computers ago. It was going to be a squirrel cage fan that blew metal filings in a stream and used capacitors to create an arc through the dust.
Again this depends on maps with lots of opportunities to flank and avoid the meat grinder.
Scorch Shot is effective, but not fast. This is less a criticism of the weapon and more commentary on my impatience.
watercooler in place of gas tank, fire hose, electric jolt in place of the flame
limited max ammo
but you can recharge it by tapping the reload button quickly
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Shoots trains, saws and... uh... lasers.
It'll be neat?
But then I'd have to not use Rick Flare Gun.
Makes opponents more vulnerable to fire damage, and allows afterburn to trigger from any ignition sourrce
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If you're using the powerjack, then I'd understand using the flare gun. But the flare gun and the axtinguisher? That's just redundant.
(also we already have a lightning gun you guys literally did two videos on it)
there are lots of situations where you can ignite someone but can't airblast them into a wall or whatever, so you can't use the axtinguisher as effectively
so the flaregun is for that, mostly, but also for irritating snipers
I hate you.
killing scouts who try to run away.