Offensive Engy is fucking hard, yo. Especially with so many pyros running around burning up your shit before you can even get it to level two.
I know, I've been both burner and burnee.
IMO if you're trying to upgrade your sentry as offensive engy you're doing it wrong. Level 1 is almighty and is far easier to keep hidden, and also allows you to run around with your shotgun out distracting people from your sentry. Every person you kill with the shotty is a person who doesn't see your sentry's location on the killcam.
Shotgunning pyros also makes them much easier fodder for your sentry (ie 2 or 3 good solid blasts means they can't generally get your sentry down without dying).
As of yesterday I don't think JonXP's had the new maps in rotation. Also I've been playing with the axetinguisher a bit. I'm not sure if it's that much more useful than just keeping the flamethrower on someone but it sure is fun. Also you can sometimes just barely catch someone on fire so they don't notice anything's wrong, then move in for the insta-kill.
RandomEngy on
Profile -> Signature Settings -> Hide signatures always. Then you don't have to read this worthless text anymore.
I think valve is pushing for a change in the way that the engie is played. People most often set up a camp, and just sit there, which works, but is boring. I think they're going for what people like iowa and marty are doing with engy, moving the sentry really really freaking far forward and becoming an active part in the attacking process.
We'll have to see with the engy update, but I'd wager they move even more toward the offensive engy with their update.
Me and a couple of mates have been working on getting a 2 or 3 man offensive engy team up, slowly leapfrogging our sentries further and further forward, claiming more territory until we build one pretty much covering the enemy cap or the approach to it and win the game. It's tactical and and fun and awesome. Also 3 men whacking a building sentry put it up ridiculously fast, about the same time it takes a heavy to spin up.
It's all great until we get spycapped because none of us have anything on the point, although we've changed to having one guy play wrench bitch and leaving his sentry at the cap to counter this.
The one class that precaution won't work against is spies...
Getting headshots feel great. And I have a new class love, The Scout. I just love running and gunning a medic and haul ass. It's like being a kid again playing Tag when you're the fastest kid on the block and no one can catch you. Then the fat kid goes inside cause he can't catch no one.
A foreword: to me, 75% of sniping is reflex, speed and accuracy. In my opinion, you cannot learn these things. Some people say you can. What you can learn is spatial awareness and mind games, and these are of great benefit. There are a couple of other tricks and so on, but they are general, and easier illustrated in context by the following method.
1:
The balcony here is a natural sniping spot. Cover the far end, of course. Prioritise medics and snipers as usual, but keep an eye out for demomen and soldiers running to sticky/rocket jump up to the tower. You have the option to move across the cover to the left side of the platform, but be wary that you will be noticed and shot at. Keep an eye out for scattergun shots as scouts are a pain in the ass when they decide that today is a good day to ambush this position.
2:
The barrel. Crouch-jump on it and snipe stuff. The steps to the right (ie, in front of the barrel leading up to centre point, not the ones going into the building) are useful for sniping people who are a ways away because you expose almost nothing, but in my experience people generally don't notice you there anyway as your main force occupies them. Plus you can get jumped easier from the left doorway. Be wary of scouts, spies, and individuals who have cottoned on to your presence. Iowa and Tyrannus will check there if they're playing. The second screenshot shows a perfect place to hide your dot. Head-height and almost totally concealed.
3:
This flatbed can be useful for a couple of things. Primarily, you can take out sentries, but you can also view other areas with partial cover, and trick people by jumping over and landing behind them. Crouching will completely hide you from the opposite side.
4:
The door to the left will give you the following options if you choose to go through it. It's kinda weak in some respects - the closed space means explosives hurt, and your left flank is open, but you can get some sneaky kills if your enemy hasn't noticed you. What I haven't shown in the first screen is the viability of nailing engineers through the open doorway slightly off-screen to the left. This is a good tactic.
5:
Don't stick around on the bridge. This is the view you'll get from the other side. As you can see, it's pretty demanding. There's a lot to cover. It's definitely your job to keep the opposition from interrupting your cap. Shoot players as they round the corner of the hill. If you nail a soldier or demo in the head just before they bomb jump, they'll blow themselves up, which is wonderful If there's a sentry around but you can't get to the engineer, either reposition, or lure the engy out by shooting his stuff. When he comes to repair it, nail him.
6:
All's fair in love and sniping. Cover their spawn exit to slow them up and dissipate their flanking. If they are making a push for centre point these positions can be extremely effective. Try not to be a dick, though. Staying there overlong actually makes you less effective in the long run.
7:
More barrels! Getting tucked away behind this barrel in the corner gives you fantastic cover and a brilliant overview of second point. Easy headshots. Be warned, though: if noticed you will die real fast. There's very few places to run.
8:
Inside the base, this healthpack is your new best friend. Do not stay in one place for long. Strafe around the left corner with a fully charged shot and clear out what you can of the people on the point. Demomen are top priority. Taking the stairs up to the right is also a good idea, but remember that railing is a great escape route. Keep peppering the defense from different angles, then vanish.
9:
Finally, to defend your last point, you want to focus on the side door as shown (don't give it more scope estate than you must, but always cover it), with quick flicks to the main corridor. Remember to watch the top window as well.
If this is well-received I will start doing other ones Let me know if it's useful.
I think valve is pushing for a change in the way that the engie is played. People most often set up a camp, and just sit there, which works, but is boring. I think they're going for what people like iowa and marty are doing with engy, moving the sentry really really freaking far forward and becoming an active part in the attacking process.
We'll have to see with the engy update, but I'd wager they move even more toward the offensive engy with their update.
Me and a couple of mates have been working on getting a 2 or 3 man offensive engy team up, slowly leapfrogging our sentries further and further forward, claiming more territory until we build one pretty much covering the enemy cap or the approach to it and win the game. It's tactical and and fun and awesome. Also 3 men whacking a building sentry put it up ridiculously fast, about the same time it takes a heavy to spin up.
It's all great until we get spycapped because none of us have anything on the point, although we've changed to having one guy play wrench bitch and leaving his sentry at the cap to counter this.
The one class that precaution won't work against is spies...
Trick is to hide them from prying eyes and build them in spots that aren't right next to the cap or where spies can't reach. In any case it tends to give us a little more warning that shit is about to go down, and is only really a concern on Hydro, or if we're trying to get clever while playing D on dustbowl at the second cap.
Also it forces the spy to do something that reveals him to random folks running past as a spy before he attempts to spycap, which is something you don't really want to do.
Sniping is incredibly viable on badlands. I remembered the first time we played, I was complaining about it saying that it was a bad sniping map. An hour later I was like 70 points clear of second place and had completely changed my mind. It's totally snipe-able.
IMO if you're trying to upgrade your sentry as offensive engy you're doing it wrong. Level 1 is almighty and is far easier to keep hidden, and also allows you to run around with your shotgun out distracting people from your sentry. Every person you kill with the shotty is a person who doesn't see your sentry's location on the killcam.
Shotgunning pyros also makes them much easier fodder for your sentry (ie 2 or 3 good solid blasts means they can't generally get your sentry down without dying).
Plus if someone does die to an L1 sentry, it adds that much more rage.
Also, if you're outside shotgun range, remember that you have 200 pistol ammo. Spam it.
PeregrineFalcon on
Looking for a DX:HR OnLive code for my kid brother.
Can trade TF2 items or whatever else you're interested in. PM me.
I was an avid tribes 1 player, and TF2 is the closest I've ever found to replicating a lot of the experiences I had playing the various mods of t1.
With that said, I think a possible update for engies (that I think fits with the pattern) would be giving them omni-directional jump pads as an optional replacement for teleporters. As in, you stand on them, look in a direction, jump, and it launches you that way. Give them the same cooldown (if not more) as the teleporters. It could get lots of people to where they aren't supposed to be, and give the engie a whole new offensive capability.
iusehappymod on
Hamlet will be Hamlet An ineffable tragedy of the human spirit that still resonates, even today.
I was an avid tribes 1 player, and TF2 is the closest I've ever found to replicating a lot of the experiences I had playing the various mods of t1.
With that said, I think a possible update for engies (that I think fits with the pattern) would be giving them omni-directional jump pads as an optional replacement for teleporters. As in, you stand on them, look in a direction, jump, and it launches you that way. Give them the same cooldown (if not more) as the teleporters. It could get lots of people to where they aren't supposed to be, and give the engie a whole new offensive capability.
A whole new capability of griefing being opened up to douchebags?
No thanks.
PeregrineFalcon on
Looking for a DX:HR OnLive code for my kid brother.
Can trade TF2 items or whatever else you're interested in. PM me.
Same here, I can hold my ground pretty well, and we kill each other almost an equal amount, but if I get nervous about it, that's when I start dying more.
I just don't like sniping when there are 2 other snipers on my team, because then I feel like we're all trying to prove that we're the rightful owner of that spot as a sniper, and that's not right.
Then again, I also get angry when people don't branch out from one class if they're not good at it. I've seen quite a few snipers that aren't very good sitting in a place where they might get one kill every now and then, and every single time I see them on the servers they're in the same spot as a sniper. People need to try out other classes. Maybe not flippy or tyrannus, because they're good at what they do as that class, and sometimes not good as any other class.
Oh well, I'll stop ranting for a while and do some work maybe.
I hope this wasn't directed at me. :P
Anyway, I'm trying to branch out more. Had an awesome moment capping Dustbowl 2-2 as a heavy. But these moments are rare. I'm a failure at everything.
Oh, I got the Flare Gun last night, and so far, it's very... Meh.
Try using it to harass people. People like me. You will enjoy it more.
Seriously, I was sniping on Gold Rush and it was like it was raining damn tampons left and right. And if they do hit, there goes the ability of all but the best snipers to get headshots for X seconds.
I use the flare gun to harass Snipers, force medics to run in fear of losing their uber, soften up other pyros, or to drag someone away from a pack without causing the entire team to come down upon you.
For a sniper, the counter to all this is to sidestep a few paces. Then your flaming tampon is useless. Christ some of you pyros are horrible shots.
It is kind of odd to give a weapon that requires so much accuracy to the combat class that probably requires the least accuracy, but I'm starting to like it. I hated it at first, but when I compare the two...
(According to the TF2Wiki)
Shotgun
* Point Blank: 80-90
o Critical Hit: 180
o DPS(damage per second): 160-180
* Medium Range: 10-30
o DPS(damage per second): 30-60
* Long Range: 3-10
o DPS(damage per second): 6-20
Flare gun
* Point Blank: 14-15
o Critical Hit: 60
* Medium Range: 16-18
* Long Range: 22-25
* Ater burn damage: 5/sec for 10 seconds on fire
Shotgun is clearly better at close range, but any pyro with ammo will have his flamethrower at that range. At Medium range, they're closer but the shotgun still has the advantage of being able to be shot six times before having to do a crappy reload. And at long range, the flare gun clearly dominates. Considering that at medium range with soldiers and demos, energy will be spent trying to reflect projectiles, Heavies it doesn't matter very much as you'll probably be better off trying to circle strafe them with the flamer or run away, and with the rest they're frail enough that either gun should do the trick if you're accurate enough (Except against pyros, then the shotgun clearly has the advantage). I'd never equip the flare on a level with water, as then you only have your ax (Probably the axecutioner) to fall back on in that situation.
All in all, I'm starting to think I'd prefer the flare gun on most occasions, the only edge the shotgun has is at the mid range, but I'm starting to have other things to do at that range with the leafblower, and the flaregun can do the trick occasionally at the same range.
For a sniper, the counter to all this is to sidestep a few paces. Then your flaming tampon is useless. Christ some of you pyros are horrible shots.
We never needed to be good shots before.
That said, I've realized this whole debate between the different pyro guns is dumb. The fact that some people really like one over the other is good, since we're getting different playstyles rewarded. I know which guns I like, and while the others may get brought out occasionally, I'll be keeping the ones that best serve my way of playing.
It's pretty fantastic all round.
That said, if they were going to change anything from the update if they feel it's unbalanced, they should put the drop-off back in. It's a pretty intense advantage and if they're trying to make the pyro a more skilled class then why make it easier for them to catch people before they're in range. A good pyro knows her flamethrower's range and that while you could set the people you're sneaking up on on fire, you should wait in order to get closer before you alert them so you're more likely to get the kill.
For a sniper, the counter to all this is to sidestep a few paces. Then your flaming tampon is useless. Christ some of you pyros are horrible shots.
It is kind of odd to give a weapon that requires so much accuracy to the combat class that probably requires the least accuracy, but I'm starting to like it. I hated it at first, but when I compare the two...
(According to the TF2Wiki)
Shotgun
* Point Blank: 80-90
o Critical Hit: 180
o DPS(damage per second): 160-180
* Medium Range: 10-30
o DPS(damage per second): 30-60
* Long Range: 3-10
o DPS(damage per second): 6-20
Flare gun
* Point Blank: 14-15
o Critical Hit: 60
* Medium Range: 16-18
* Long Range: 22-25
* Ater burn damage: 5/sec for 10 seconds on fire
Shotgun is clearly better at close range, but any pyro with ammo will have his flamethrower at that range. At Medium range, they're closer but the shotgun still has the advantage of being able to be shot six times before having to do a crappy reload. And at long range, the flare gun clearly dominates. Considering that at medium range with soldiers and demos, energy will be spent trying to reflect projectiles, Heavies it doesn't matter very much as you'll probably be better off trying to circle strafe them with the flamer or run away, and with the rest they're frail enough that either gun should do the trick if you're accurate enough (Except against pyros, then the shotgun clearly has the advantage). I'd never equip the flare on a level with water, as then you only have your ax (Probably the axecutioner) to fall back on in that situation.
All in all, I'm starting to think I'd prefer the flare gun on most occasions, the only edge the shotgun has is at the mid range, but I'm starting to have other things to do at that range with the leafblower, and the flaregun can do the trick occasionally at the same range.
tl;dr
I'm starting to like the flaregun.
Well, I'm assuming the pyros who couldn't hit the broadside of a barn don't normally play the class anyways. I've seen pyros who fire it down random corridors or at random areas and I always wondered if they were doing some long range spy checking. Which sounds very useful to me.
Well, I'm assuming the pyros who couldn't hit the broadside of a barn don't normally play the class anyways. I've seen pyros who fire it down random corridors or at random areas and I always wondered if they were doing some long range spy checking. Which sounds very useful to me.
Yeah, I do this for long range spychecking. Granted, the shotgun would work just as well (probably better) at revealing them (and I've always done this as well)...but the flaregun will also set them on fire.
That said, if they were going to change anything from the update if they feel it's unbalanced, they should put the drop-off back in. It's a pretty intense advantage and if they're trying to make the pyro a more skilled class then why make it easier for them to catch people before they're in range. A good pyro knows her flamethrower's range and that while you could set the people you're sneaking up on on fire, you should wait in order to get closer before you alert them so you're more likely to get the kill.
Yeah, I could live with the drop-off making a return. Although I think the flaregun should have a (small) splash radius to compensate.
For a sniper, the counter to all this is to sidestep a few paces. Then your flaming tampon is useless. Christ some of you pyros are horrible shots.
It is kind of odd to give a weapon that requires so much accuracy to the combat class that probably requires the least accuracy, but I'm starting to like it. I hated it at first, but when I compare the two...
(According to the TF2Wiki)
Shotgun
* Point Blank: 80-90
o Critical Hit: 180
o DPS(damage per second): 160-180
* Medium Range: 10-30
o DPS(damage per second): 30-60
* Long Range: 3-10
o DPS(damage per second): 6-20
Flare gun
* Point Blank: 14-15
o Critical Hit: 60
* Medium Range: 16-18
* Long Range: 22-25
* Ater burn damage: 5/sec for 10 seconds on fire
Shotgun is clearly better at close range, but any pyro with ammo will have his flamethrower at that range. At Medium range, they're closer but the shotgun still has the advantage of being able to be shot six times before having to do a crappy reload. And at long range, the flare gun clearly dominates. Considering that at medium range with soldiers and demos, energy will be spent trying to reflect projectiles, Heavies it doesn't matter very much as you'll probably be better off trying to circle strafe them with the flamer or run away, and with the rest they're frail enough that either gun should do the trick if you're accurate enough (Except against pyros, then the shotgun clearly has the advantage). I'd never equip the flare on a level with water, as then you only have your ax (Probably the axecutioner) to fall back on in that situation.
All in all, I'm starting to think I'd prefer the flare gun on most occasions, the only edge the shotgun has is at the mid range, but I'm starting to have other things to do at that range with the leafblower, and the flaregun can do the trick occasionally at the same range.
tl;dr
I'm starting to like the flaregun.
Well, I'm assuming the pyros who couldn't hit the broadside of a barn don't normally play the class anyways. I've seen pyros who fire it down random corridors or at random areas and I always wondered if they were doing some long range spy checking. Which sounds very useful to me.
I actually do this, but I've yet to succeed with it. Although as a spy it does make me sweat a little more having to dodge these "tampons".
For a sniper, the counter to all this is to sidestep a few paces. Then your flaming tampon is useless. Christ some of you pyros are horrible shots.
It is kind of odd to give a weapon that requires so much accuracy to the combat class that probably requires the least accuracy, but I'm starting to like it. I hated it at first, but when I compare the two...
(According to the TF2Wiki)
Shotgun
* Point Blank: 80-90
o Critical Hit: 180
o DPS(damage per second): 160-180
* Medium Range: 10-30
o DPS(damage per second): 30-60
* Long Range: 3-10
o DPS(damage per second): 6-20
Flare gun
* Point Blank: 14-15
o Critical Hit: 60
* Medium Range: 16-18
* Long Range: 22-25
* Ater burn damage: 5/sec for 10 seconds on fire
Shotgun is clearly better at close range, but any pyro with ammo will have his flamethrower at that range. At Medium range, they're closer but the shotgun still has the advantage of being able to be shot six times before having to do a crappy reload. And at long range, the flare gun clearly dominates. Considering that at medium range with soldiers and demos, energy will be spent trying to reflect projectiles, Heavies it doesn't matter very much as you'll probably be better off trying to circle strafe them with the flamer or run away, and with the rest they're frail enough that either gun should do the trick if you're accurate enough (Except against pyros, then the shotgun clearly has the advantage). I'd never equip the flare on a level with water, as then you only have your ax (Probably the axecutioner) to fall back on in that situation.
All in all, I'm starting to think I'd prefer the flare gun on most occasions, the only edge the shotgun has is at the mid range, but I'm starting to have other things to do at that range with the leafblower, and the flaregun can do the trick occasionally at the same range.
tl;dr
I'm starting to like the flaregun.
Well, I'm assuming the pyros who couldn't hit the broadside of a barn don't normally play the class anyways. I've seen pyros who fire it down random corridors or at random areas and I always wondered if they were doing some long range spy checking. Which sounds very useful to me.
Well, I know I can't hit a damn thing with it yet because it feels like a grenade launcher. Also the projectile is flipping tiny.
Point is I suspect those of us who suck with the Flare Gun don't play Demoman much.
Posts
IMO if you're trying to upgrade your sentry as offensive engy you're doing it wrong. Level 1 is almighty and is far easier to keep hidden, and also allows you to run around with your shotgun out distracting people from your sentry. Every person you kill with the shotty is a person who doesn't see your sentry's location on the killcam.
Shotgunning pyros also makes them much easier fodder for your sentry (ie 2 or 3 good solid blasts means they can't generally get your sentry down without dying).
The one class that precaution won't work against is spies...
damn fat kids
Fear it.
NSF56k!
A foreword: to me, 75% of sniping is reflex, speed and accuracy. In my opinion, you cannot learn these things. Some people say you can. What you can learn is spatial awareness and mind games, and these are of great benefit. There are a couple of other tricks and so on, but they are general, and easier illustrated in context by the following method.
1:
9:
If this is well-received I will start doing other ones
What the hell would you shoot at with that?
Also, I can finally reinstall TF2, I has room again.
You make Badlands make sense. I was forever running around like a headless chicken on that map, waiting to die.
Trick is to hide them from prying eyes and build them in spots that aren't right next to the cap or where spies can't reach. In any case it tends to give us a little more warning that shit is about to go down, and is only really a concern on Hydro, or if we're trying to get clever while playing D on dustbowl at the second cap.
Also it forces the spy to do something that reveals him to random folks running past as a spy before he attempts to spycap, which is something you don't really want to do.
Anything about switching to scout?
Screw this tactics bollocks.
Plus if someone does die to an L1 sentry, it adds that much more rage.
Also, if you're outside shotgun range, remember that you have 200 pistol ammo. Spam it.
Can trade TF2 items or whatever else you're interested in. PM me.
With that said, I think a possible update for engies (that I think fits with the pattern) would be giving them omni-directional jump pads as an optional replacement for teleporters. As in, you stand on them, look in a direction, jump, and it launches you that way. Give them the same cooldown (if not more) as the teleporters. It could get lots of people to where they aren't supposed to be, and give the engie a whole new offensive capability.
Hamlet will be Hamlet
An ineffable tragedy of the human spirit that still resonates, even today.
A whole new capability of griefing being opened up to douchebags?
No thanks.
Can trade TF2 items or whatever else you're interested in. PM me.
I hope this wasn't directed at me. :P
Anyway, I'm trying to branch out more. Had an awesome moment capping Dustbowl 2-2 as a heavy. But these moments are rare. I'm a failure at everything.
Try using it to harass people. People like me. You will enjoy it more.
Kablooie?
It sounds like more interesting toys were added.
R...Really? You haven't heard of the Pyro update?
Also, is that a reference to Terry Pratchett? I sure hope it is.
I've enjoyed it a little, but it's definitely not a good replacement for the shotgun, except in a few slight situations.
Seriously, I was sniping on Gold Rush and it was like it was raining damn tampons left and right. And if they do hit, there goes the ability of all but the best snipers to get headshots for X seconds.
Even when I get headshotted there is a certain joy in having a sniper on fire in the deathcam.
You just like sound.
*Pop*
It is kind of odd to give a weapon that requires so much accuracy to the combat class that probably requires the least accuracy, but I'm starting to like it. I hated it at first, but when I compare the two...
Shotgun
* Point Blank: 80-90
o Critical Hit: 180
o DPS(damage per second): 160-180
* Medium Range: 10-30
o DPS(damage per second): 30-60
* Long Range: 3-10
o DPS(damage per second): 6-20
Flare gun
* Point Blank: 14-15
o Critical Hit: 60
* Medium Range: 16-18
* Long Range: 22-25
* Ater burn damage: 5/sec for 10 seconds on fire
Shotgun is clearly better at close range, but any pyro with ammo will have his flamethrower at that range. At Medium range, they're closer but the shotgun still has the advantage of being able to be shot six times before having to do a crappy reload. And at long range, the flare gun clearly dominates. Considering that at medium range with soldiers and demos, energy will be spent trying to reflect projectiles, Heavies it doesn't matter very much as you'll probably be better off trying to circle strafe them with the flamer or run away, and with the rest they're frail enough that either gun should do the trick if you're accurate enough (Except against pyros, then the shotgun clearly has the advantage). I'd never equip the flare on a level with water, as then you only have your ax (Probably the axecutioner) to fall back on in that situation.
All in all, I'm starting to think I'd prefer the flare gun on most occasions, the only edge the shotgun has is at the mid range, but I'm starting to have other things to do at that range with the leafblower, and the flaregun can do the trick occasionally at the same range.
tl;dr
I'm starting to like the flaregun.
Oh my God, yes. For anyone who wasn't there, I got my QQ achievement off of Zot from an honest-to-god ragequit. I couldn't have been happier.
We never needed to be good shots before.
That said, I've realized this whole debate between the different pyro guns is dumb. The fact that some people really like one over the other is good, since we're getting different playstyles rewarded. I know which guns I like, and while the others may get brought out occasionally, I'll be keeping the ones that best serve my way of playing.
It's pretty fantastic all round.
That said, if they were going to change anything from the update if they feel it's unbalanced, they should put the drop-off back in. It's a pretty intense advantage and if they're trying to make the pyro a more skilled class then why make it easier for them to catch people before they're in range. A good pyro knows her flamethrower's range and that while you could set the people you're sneaking up on on fire, you should wait in order to get closer before you alert them so you're more likely to get the kill.
Well, I'm assuming the pyros who couldn't hit the broadside of a barn don't normally play the class anyways. I've seen pyros who fire it down random corridors or at random areas and I always wondered if they were doing some long range spy checking. Which sounds very useful to me.
That, and I'd say they need to pull 25 off that health bonus for the Backburner.
Yeah, I do this for long range spychecking. Granted, the shotgun would work just as well (probably better) at revealing them (and I've always done this as well)...but the flaregun will also set them on fire.
Right but some of you, like yourself in particular, have learned how. Others, not so much.
Well, uh. I was... I was, I was busy. Busy, you know. Doing things.
Um.
Damn, and yeah. It, it was. Terry, and the gonne. Heh.
Oh man this is awkward.
PYRO IS MY BISHIE.
Yeah, I could live with the drop-off making a return. Although I think the flaregun should have a (small) splash radius to compensate.
I actually do this, but I've yet to succeed with it. Although as a spy it does make me sweat a little more having to dodge these "tampons".
Well, I know I can't hit a damn thing with it yet because it feels like a grenade launcher. Also the projectile is flipping tiny.
Point is I suspect those of us who suck with the Flare Gun don't play Demoman much.
White FC: 0819 3350 1787