Of course, someone else has said this already. Twelve, thirty times. At length- a month ago, I'm sure. Maybe over some coffee. Probably had a little biscuit, and just, you know, waved it in the air, talking. I bet the waitress was cute.
Best post.
And those changes are actually pretty nice. I'd love to see that Sapper unlockable.
Svidrigailov on
Neither the whole of truth nor the whole of good is revealed to any single observer, although each observer gains a partial superiority of insight from the peculiar position in which he stands. It is enough to ask of each of us that he should be faithful to his own opportunities and make the most of his own blessings, without presuming to regulate the rest of the vast field.
Robin Walker began a TF2 blog. That's some really insightful info about the Medigun. Never knew it worked like that. It's cool to see these tiny mechanics working in such simple weapons to help maintain the balance of the game, and the pace the designers wanted to set it at.
Robin Walker began a TF2 blog. That's some really insightful info about the Medigun. Never knew it worked like that. It's cool to see these tiny mechanics working in such simple weapons to help maintain the balance of the game, and the pace the designers wanted to set it at.
It has been posted multiple times, but no one really seem to care.
Oh snap. That blog has some awesome info, thanks for the linky! I already figured how the medigun worked from play, but it's nice to see the thought behind it.
It actually never occurred to me that it was even remotely possible for it to crit. Likely because I spent my first thirty hours of the game with almost no kills to my name.
It just wasn't a critty sort of thing, just different sorts of steady.
Edit: Guyz, why is the pyro broken naos? Is it because they can actually kill and survive naos? Is it because they'll slaughter you at close range naos? Can a team of all pyros usually win regardless of skill naos? Why? I don't understand.
Edit: Guyz, why is the pyro broken naos? Is it because they can actually kill and survive naos? Is it because they'll slaughter you at close range naos? Is it because a team of all pyros regardless of skill will usually win hands down? Why? I don't understand.
I think in the intended numbers they're supposed to be played, they're fine. But what's really stupid is that even a well balanced team could be drawn into a stalemate or even lose to a team spamming pyros.
The #1 reason being that it's really, really, REALLY easy for pyros to absolutely destroy medics now. You can't possibly kill or stop enough of them if there's an entire team full before some get to your medics and suddenly you see Next of Kindling x5 show up on the bottom of your screen.+
When one class can dominate virtually on its own, something is wrong.
Edit: Guyz, why is the pyro broken naos? Is it because they can actually kill and survive naos? Is it because they'll slaughter you at close range naos? Is it because a team of all pyros regardless of skill will usually win hands down? Why? I don't understand.
I think in the intended numbers they're supposed to be played, they're fine. But what's really stupid is that even a well balanced team could be drawn into a stalemate or even lose to a team spamming pyros.
The #1 reason being that it's really, really, REALLY easy for pyros to absolutely destroy medics now. You can't possibly kill or stop enough of them if there's an entire team full before some get to your medics and suddenly you see Next of Kindling x5 show up on the bottom of your screen.+
When one class can dominate virtually on its own, something is wrong.
DEMOBOWL!
Svidrigailov on
Neither the whole of truth nor the whole of good is revealed to any single observer, although each observer gains a partial superiority of insight from the peculiar position in which he stands. It is enough to ask of each of us that he should be faithful to his own opportunities and make the most of his own blessings, without presuming to regulate the rest of the vast field.
Edit: Guyz, why is the pyro broken naos? Is it because they can actually kill and survive naos? Is it because they'll slaughter you at close range naos? Is it because a team of all pyros regardless of skill will usually win hands down? Why? I don't understand.
I think in the intended numbers they're supposed to be played, they're fine. But what's really stupid is that even a well balanced team could be drawn into a stalemate or even lose to a team spamming pyros.
The #1 reason being that it's really, really, REALLY easy for pyros to absolutely destroy medics now. You can't possibly kill or stop enough of them if there's an entire team full before some get to your medics and suddenly you see Next of Kindling x5 show up on the bottom of your screen.+
When one class can dominate virtually on its own, something is wrong.
I don't understand, are you saying a team of all pyros can dominate virtually on its own? I thought this wasn't the case. Of course three pyros should be able to take out a bunch of medics, and maybe even a heavy. But I would expect three demomen or three soldiers to be able to take out a pyro as well. Am I not getting this? I really am not understanding why people are saying the pyro is overpowered other than that they deal so much damage now. Like dEmOn said, they didn't do enough before, we asked for it.
Edit: Guyz, why is the pyro broken naos? Is it because they can actually kill and survive naos? Is it because they'll slaughter you at close range naos? Is it because a team of all pyros regardless of skill will usually win hands down? Why? I don't understand.
I think in the intended numbers they're supposed to be played, they're fine. But what's really stupid is that even a well balanced team could be drawn into a stalemate or even lose to a team spamming pyros.
The #1 reason being that it's really, really, REALLY easy for pyros to absolutely destroy medics now. You can't possibly kill or stop enough of them if there's an entire team full before some get to your medics and suddenly you see Next of Kindling x5 show up on the bottom of your screen.+
When one class can dominate virtually on its own, something is wrong.
I don't understand, are you saying a team of all pyros can dominate virtually on its own? I thought this wasn't the case. Of course three pyros should be able to take out a bunch of medics, and maybe even a heavy. But I would expect three demomen or three soldiers to be able to take out a pyro as well. Am I not getting this? I really am not understanding why people are saying the pyro is overpowered other than that they deal so much damage now. Like it was said before, they didn't do enough before.
Yesterday on Turbine I killed a push that was about to start from the other team's spawn door because I blew a bunch of demo charges I saw as soon I walked in. The demo detonated it and it ended up gibbing three people.
Then the other pyros followed me in and we wrecked them.
Then the other team respawned, came out and we all died.
And it kept repeating in a stalemate. The other team had a more balanced matrix and were clealry supposed to beat us, but couldn't. We just had too much utility against classes that are supposed to counter us. It's not that hard to blow away projectiles when half your team can do it.
Hence, pyros having too much utility. I don't think they were particularly hurting before. If a pyro flames any lightweight class for about 2-3 seconds, just by afterburn they'll be taken down to around 30 health if left untreated. If they took out the pyro's fallout damage, the least they could've done is reduce the afterburn time, or give the medic a little more protection against flames to allow a team to properly push.
Edit: Guyz, why is the pyro broken naos? Is it because they can actually kill and survive naos? Is it because they'll slaughter you at close range naos? Is it because a team of all pyros regardless of skill will usually win hands down? Why? I don't understand.
I think in the intended numbers they're supposed to be played, they're fine. But what's really stupid is that even a well balanced team could be drawn into a stalemate or even lose to a team spamming pyros.
The #1 reason being that it's really, really, REALLY easy for pyros to absolutely destroy medics now. You can't possibly kill or stop enough of them if there's an entire team full before some get to your medics and suddenly you see Next of Kindling x5 show up on the bottom of your screen.+
When one class can dominate virtually on its own, something is wrong.
I don't understand, are you saying a team of all pyros can dominate virtually on its own? I thought this wasn't the case. Of course three pyros should be able to take out a bunch of medics, and maybe even a heavy. But I would expect three demomen or three soldiers to be able to take out a pyro as well. Am I not getting this? I really am not understanding why people are saying the pyro is overpowered other than that they deal so much damage now. Like it was said before, they didn't do enough before.
Yesterday on Turbine I killed a push that was about to start from the other team's spawn door because I blew a bunch of demo charges I saw as soon I walked in. The demo detonated it and it ended up gibbing three people.
Then the other pyros followed me in and we wrecked them.
Then the other team respawned, came out and we all died.
And it kept repeating in a stalemate. The other team had a more balanced matrix and were clealry supposed to beat us, but couldn't. We just had too much utility against classes that are supposed to counter us. It's not that hard to blow away projectiles when half your team can do it.
Hence, pyros having too much utility. I don't think they were particularly hurting before. If a pyro flames any lightweight class for about 2-3 seconds, just by afterburn they'll be taken down to around 30 health if left untreated. If they took out the pyro's fallout damage, the least they could've done is reduce the afterburn time, or give the medic a little more protection against flames to allow a team to properly push.
Am I crazy for expecting to die if I get within a combat class's optimal range as a lightweight? I usually expect to die if I run into a heavy, pyro, or even soldier close up, and am not already hightailing it out of there towards a medic.
Editted up:
Also, did they have heavies? I don't think pyros can bounce those back. If your team went mostly snipers and they only had one spy, I wouldn't be too surprised if you stalemated then either.
Here's the best part of all the "oh noez Pyro is overpowered" spiel
Despite the fact the Pyro is played the most out of all the classes, it's barely ahead of spies and demos for average points, and barely ahead of demos for average kills.
Yeah, Pyros have been buffed. But I'd hardly call them "overpowered."
Edit: Guyz, why is the pyro broken naos? Is it because they can actually kill and survive naos? Is it because they'll slaughter you at close range naos? Is it because a team of all pyros regardless of skill will usually win hands down? Why? I don't understand.
I think in the intended numbers they're supposed to be played, they're fine. But what's really stupid is that even a well balanced team could be drawn into a stalemate or even lose to a team spamming pyros.
The #1 reason being that it's really, really, REALLY easy for pyros to absolutely destroy medics now. You can't possibly kill or stop enough of them if there's an entire team full before some get to your medics and suddenly you see Next of Kindling x5 show up on the bottom of your screen.+
When one class can dominate virtually on its own, something is wrong.
I don't understand, are you saying a team of all pyros can dominate virtually on its own? I thought this wasn't the case. Of course three pyros should be able to take out a bunch of medics, and maybe even a heavy. But I would expect three demomen or three soldiers to be able to take out a pyro as well. Am I not getting this? I really am not understanding why people are saying the pyro is overpowered other than that they deal so much damage now. Like it was said before, they didn't do enough before.
Yesterday on Turbine I killed a push that was about to start from the other team's spawn door because I blew a bunch of demo charges I saw as soon I walked in. The demo detonated it and it ended up gibbing three people.
Then the other pyros followed me in and we wrecked them.
Then the other team respawned, came out and we all died.
And it kept repeating in a stalemate. The other team had a more balanced matrix and were clealry supposed to beat us, but couldn't. We just had too much utility against classes that are supposed to counter us. It's not that hard to blow away projectiles when half your team can do it.
Hence, pyros having too much utility. I don't think they were particularly hurting before. If a pyro flames any lightweight class for about 2-3 seconds, just by afterburn they'll be taken down to around 30 health if left untreated. If they took out the pyro's fallout damage, the least they could've done is reduce the afterburn time, or give the medic a little more protection against flames to allow a team to properly push.
Am I crazy for expecting to die if I get within a combat class's optimal range as a lightweight? I usually expect to die if I run into a heavy, pyro, or even soldier close up, and am not already hightailing it out of there towards a medic.
Also, did they have heavies? I don't think pyros can bounce those back. If a team went mostly snipers and you guys only had one spy, I wouldn't be too surprised if you lost either.
Yeah if you're catching them at their spawn they should just get a heavy and medic to stand at the doors (for retreating, if needed) and start shooting.
Here's the best part of all the "oh noez Pyro is overpowered" spiel
Despite the fact the Pyro is played the most out of all the classes, it's barely ahead of spies and demos for average points, and barely ahead of demos for average kills.
Yeah, Pyros have been buffed. But I'd hardly call them "overpowered."
Shows nothing. Pyro's not having the highest PPM is to be expected, the averages are being dragged down by all the noobs jumping on the bandwagon.
Rami on
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
Edit: Guyz, why is the pyro broken naos? Is it because they can actually kill and survive naos? Is it because they'll slaughter you at close range naos? Is it because a team of all pyros regardless of skill will usually win hands down? Why? I don't understand.
I think in the intended numbers they're supposed to be played, they're fine. But what's really stupid is that even a well balanced team could be drawn into a stalemate or even lose to a team spamming pyros.
The #1 reason being that it's really, really, REALLY easy for pyros to absolutely destroy medics now. You can't possibly kill or stop enough of them if there's an entire team full before some get to your medics and suddenly you see Next of Kindling x5 show up on the bottom of your screen.+
When one class can dominate virtually on its own, something is wrong.
I don't understand, are you saying a team of all pyros can dominate virtually on its own? I thought this wasn't the case. Of course three pyros should be able to take out a bunch of medics, and maybe even a heavy. But I would expect three demomen or three soldiers to be able to take out a pyro as well. Am I not getting this? I really am not understanding why people are saying the pyro is overpowered other than that they deal so much damage now. Like it was said before, they didn't do enough before.
Yesterday on Turbine I killed a push that was about to start from the other team's spawn door because I blew a bunch of demo charges I saw as soon I walked in. The demo detonated it and it ended up gibbing three people.
Then the other pyros followed me in and we wrecked them.
Then the other team respawned, came out and we all died.
And it kept repeating in a stalemate. The other team had a more balanced matrix and were clealry supposed to beat us, but couldn't. We just had too much utility against classes that are supposed to counter us. It's not that hard to blow away projectiles when half your team can do it.
Hence, pyros having too much utility. I don't think they were particularly hurting before. If a pyro flames any lightweight class for about 2-3 seconds, just by afterburn they'll be taken down to around 30 health if left untreated. If they took out the pyro's fallout damage, the least they could've done is reduce the afterburn time, or give the medic a little more protection against flames to allow a team to properly push.
Am I crazy for expecting to die if I get within a combat class's optimal range as a lightweight? I usually expect to die if I run into a heavy, pyro, or even soldier close up, and am not already hightailing it out of there towards a medic.
Editted up:
Also, did they have heavies? I don't think pyros can bounce those back. If your team went mostly snipers and they only had one spy, I wouldn't be too surprised if you stalemated then either.
Heavies go down FAST from the Axtinguisher.
Sentries were dealt with by ubers from the token medics we had on our team.
I don't mind the initial damage I take from the pyro and inevitable quick death when he ambushes me as a lightweight. I mind if he casually flamed me for a couple seconds and ran off to some other guy and I burn a slow, agonizing death, and all he had to do was hold down a mouse button and point in my general direction. Other classes actually need to aim to take me out, atleast.
Just got my first few games in of this in a long while. Played a Pyro, of course, but that is also mostly because it was my most-played class before the update.
I found the pubs to be a lot more balanced than I was expecting, with a few extra pyros than normal, but nothing too outstandingly awful. I had a lot of fun getting a few achievements and trying things out.
a heavy worth his salt will have a pyro down before he can connect with the axe once
and even if he connects with the axe once it requires two hits , and the pyros melee weapon doesn't move fast enough for two hits to a heavy (if the heavy is even remotely competent)
Here's the best part of all the "oh noez Pyro is overpowered" spiel
Despite the fact the Pyro is played the most out of all the classes, it's barely ahead of spies and demos for average points, and barely ahead of demos for average kills.
Yeah, Pyros have been buffed. But I'd hardly call them "overpowered."
Shows nothing. Pyro's not having the highest PPM is to be expected, the averages are being dragged down by all the noobs jumping on the bandwagon.
But noobs are the people the game is for, what with the majority of gamers being terrible.
Here's the best part of all the "oh noez Pyro is overpowered" spiel
Despite the fact the Pyro is played the most out of all the classes, it's barely ahead of spies and demos for average points, and barely ahead of demos for average kills.
Yeah, Pyros have been buffed. But I'd hardly call them "overpowered."
Shows nothing. Pyro's not having the highest PPM is to be expected, the averages are being dragged down by all the noobs jumping on the bandwagon.
But I thought the Pyro was the easy, skill-less class? Surely the noobs can figure out to press W and to fire?
I'd have to add my voice to those saying the drop-off needs to make a return, albeit not so fervently as before (only 25% at the absolute extent of the flame? Bit much).
Also, medics without mics are out to get me. I know it.
and even if he connects with the axe once it requires two hits , and the pyros melee weapon doesn't move fast enough for two hits to a heavy (if the heavy is even remotely competent)
Actually some pyro dropped on me from the Granary balcony and double-axed me from behind
And I am a remotely competent heavy thanks very much
a heavy worth his salt will have a pyro down before he can connect with the axe once
and even if he connects with the axe once it requires two hits , and the pyros melee weapon doesn't move fast enough for two hits to a heavy (if the heavy is even remotely competent)
If the heavy has ESP to know where every single pyro is at all times amongst an entire team of them flaming you, therefore adding VISUAL static and confusion to the chaos already happening with your team trying to split, and you can magically tell whenever a pyro is behind you or at your side by the time he gets in two axtinguisher hits while your health is already ticking away...
Yeah. Then you could probably pull it off.
Unfortunately, the scenarios are not as orderly as that.
Yeah if you're catching them at their spawn they should just get a heavy and medic to stand at the doors (for retreating, if needed) and start shooting.
Also, sentries.
many classes can spawn camp pretty effectively if backup by a medic, but that beyond the point.
sentries are a good solution but most people are smart enough to pick a class that takes out sentries and then go back to pyro once they're down. Pyro is probably the worst class for engies to be up against before they get their sentry to lev 3. After that they're great.
KingMoo on
![▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓]!
!!!!▓▓▓▓▓Gravy?▓▓▓▓▓!!!!!!
!!!!!!▓▓▓▓▓▓▓▓▓▓▓▓▓!!!!!!!!!
of doom
You guys make me feel great about being a sniper. Then ya'll start calling me Flippy, and I get depressed and angry because I'll never be that good. Sometimes, I don't know whether to love you or hate you.
You were giving me the hardest time on Sunday night. You actually got me to switch to spy just to take you out. o_O
Grrr. GRRRRR.
When I'm medic and getting shot at more than I like (which is usually the third one) I'll often switch to sniper just long enough for a couple of return headshots to make me feel better before healing again.
From what I saw playing earlier today, Heavy/Medic combos seemed to destroy Pyros rather effectively, as long as the Heavy was sure to keep any Pyros from getting behind the Medic
From what I saw playing earlier today, Heavy/Medic combos seemed to destroy Pyros rather effectively, as long as the Heavy was sure to keep any Pyros from getting behind the Medic
There are a few arguments for why pyros are "overpowered" with the update, but for me it's the addition of 50hp coupled with the no damage drop off on the flame. When the pyro pack came out, it was clear the backburner was intended to be an "ambush" weapon, to do extra damage when you sneak around the back of someone and get some critical damage in before they can turn to MAGET you or something similar.
With the extra 50hp, the pyro now has both the toughness and the reach to be an assault class, to go toe to toe with a heavy at 50 paces, and consistently win the contest. I have to get the drop on a pyro to take him out instead of the other way around. I've resorted to ambush tactics, hiding at corners so I can take advantage of the same close range damage the pyro's deals out at 30 paces from me. I expect it's just pyro habit to run right up to a heavy at close range and start strafing, but honestly with the way things are at the moment they would do better to stay at medium distance where my damage starts dropping off. It's only very occasionally that a pyro will strafe faster than I can turn, but if they're doing 450 damage for my 200-some at medium range, they'll take me down and be after my medic for a second course.
Here's the best part of all the "oh noez Pyro is overpowered" spiel
Despite the fact the Pyro is played the most out of all the classes, it's barely ahead of spies and demos for average points, and barely ahead of demos for average kills.
Yeah, Pyros have been buffed. But I'd hardly call them "overpowered."
Shows nothing. Pyro's not having the highest PPM is to be expected, the averages are being dragged down by all the noobs jumping on the bandwagon.
But I thought the Pyro was the easy, skill-less class? Surely the noobs can figure out to press W and to fire?
Would you agree that if the spies revolver was upgraded to kill anything it hits in one shot, that would be overpowered?
But if someone can't aim, it doesn't help. Same principle applies.
And no, overpowered does not equate to no skill. If anything its the opposite; a class that is overpowered will in the right hands completely dominate, while people who do lack skill can still achieve an okay score when usually they would be very low. Pyro is still in the middle in that list, and who tops it? Medics, the easiest class to obtain points with due to passive influx of them as long as you're healing, and huge amounts of assists. Then Heavy, the pyro anti-class. As well as snipers who are the class least likely to come to harm due to distance, and they get 2 points per headshot kill instead of the usual one.
You should probably drop this since you don't appear to have any real understanding of how this works.
Rami on
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
From what I saw playing earlier today, Heavy/Medic combos seemed to destroy Pyros rather effectively, as long as the Heavy was sure to keep any Pyros from getting behind the Medic
Are you saying they need to use teamwork?
gtfo
I even heard that if you uber a demo, they can destroy sentries. I'll believe it when I see it, though.
Posts
I can squeak like a mouse and bounce around with glee, and they'll point out why I should stop dancing.
And then I dance anyway because doing mouse dances is fun. It's like being British.
And those changes are actually pretty nice. I'd love to see that Sapper unlockable.
http://www.teamfortress.com/
Robin Walker began a TF2 blog. That's some really insightful info about the Medigun. Never knew it worked like that. It's cool to see these tiny mechanics working in such simple weapons to help maintain the balance of the game, and the pace the designers wanted to set it at.
how many years of patience will this require?
!!!!▓▓▓▓▓Gravy?▓▓▓▓▓!!!!!!
!!!!!!▓▓▓▓▓▓▓▓▓▓▓▓▓!!!!!!!!!
of doom
It has been posted multiple times, but no one really seem to care.
I tend to worry people.
Oh snap. That blog has some awesome info, thanks for the linky! I already figured how the medigun worked from play, but it's nice to see the thought behind it.
Apparently the medigun doesn't actually crit! It heals at a faster rate the longer it has been since the target has been hurt. Cool!
It just wasn't a critty sort of thing, just different sorts of steady.
Hell yeah!
Edit: Guyz, why is the pyro broken naos? Is it because they can actually kill and survive naos? Is it because they'll slaughter you at close range naos? Can a team of all pyros usually win regardless of skill naos? Why? I don't understand.
Well I figure it will be perfectly balanced around when DX11 rolls out. Maybe a year or so later.
http://www.teamfortress.com/
I never knew the medigun worked like that!
I think in the intended numbers they're supposed to be played, they're fine. But what's really stupid is that even a well balanced team could be drawn into a stalemate or even lose to a team spamming pyros.
The #1 reason being that it's really, really, REALLY easy for pyros to absolutely destroy medics now. You can't possibly kill or stop enough of them if there's an entire team full before some get to your medics and suddenly you see Next of Kindling x5 show up on the bottom of your screen.+
When one class can dominate virtually on its own, something is wrong.
I don't understand, are you saying a team of all pyros can dominate virtually on its own? I thought this wasn't the case. Of course three pyros should be able to take out a bunch of medics, and maybe even a heavy. But I would expect three demomen or three soldiers to be able to take out a pyro as well. Am I not getting this? I really am not understanding why people are saying the pyro is overpowered other than that they deal so much damage now. Like dEmOn said, they didn't do enough before, we asked for it.
Yesterday on Turbine I killed a push that was about to start from the other team's spawn door because I blew a bunch of demo charges I saw as soon I walked in. The demo detonated it and it ended up gibbing three people.
Then the other pyros followed me in and we wrecked them.
Then the other team respawned, came out and we all died.
And it kept repeating in a stalemate. The other team had a more balanced matrix and were clealry supposed to beat us, but couldn't. We just had too much utility against classes that are supposed to counter us. It's not that hard to blow away projectiles when half your team can do it.
Hence, pyros having too much utility. I don't think they were particularly hurting before. If a pyro flames any lightweight class for about 2-3 seconds, just by afterburn they'll be taken down to around 30 health if left untreated. If they took out the pyro's fallout damage, the least they could've done is reduce the afterburn time, or give the medic a little more protection against flames to allow a team to properly push.
Am I crazy for expecting to die if I get within a combat class's optimal range as a lightweight? I usually expect to die if I run into a heavy, pyro, or even soldier close up, and am not already hightailing it out of there towards a medic.
Editted up:
Also, did they have heavies? I don't think pyros can bounce those back. If your team went mostly snipers and they only had one spy, I wouldn't be too surprised if you stalemated then either.
Despite the fact the Pyro is played the most out of all the classes, it's barely ahead of spies and demos for average points, and barely ahead of demos for average kills.
Yeah if you're catching them at their spawn they should just get a heavy and medic to stand at the doors (for retreating, if needed) and start shooting.
Also, sentries.
Shows nothing. Pyro's not having the highest PPM is to be expected, the averages are being dragged down by all the noobs jumping on the bandwagon.
the avg points per hour is over 100 for a couple classes?
that has to be off, I don't see people in pubs get much over 100 points in one hour very often
Heavies go down FAST from the Axtinguisher.
Sentries were dealt with by ubers from the token medics we had on our team.
I don't mind the initial damage I take from the pyro and inevitable quick death when he ambushes me as a lightweight. I mind if he casually flamed me for a couple seconds and ran off to some other guy and I burn a slow, agonizing death, and all he had to do was hold down a mouse button and point in my general direction. Other classes actually need to aim to take me out, atleast.
I found the pubs to be a lot more balanced than I was expecting, with a few extra pyros than normal, but nothing too outstandingly awful. I had a lot of fun getting a few achievements and trying things out.
a heavy worth his salt will have a pyro down before he can connect with the axe once
and even if he connects with the axe once it requires two hits , and the pyros melee weapon doesn't move fast enough for two hits to a heavy (if the heavy is even remotely competent)
But noobs are the people the game is for, what with the majority of gamers being terrible.
Nerf the many to stave the few?
Also, medics without mics are out to get me. I know it.
Actually some pyro dropped on me from the Granary balcony and double-axed me from behind
And I am a remotely competent heavy thanks very much
If the heavy has ESP to know where every single pyro is at all times amongst an entire team of them flaming you, therefore adding VISUAL static and confusion to the chaos already happening with your team trying to split, and you can magically tell whenever a pyro is behind you or at your side by the time he gets in two axtinguisher hits while your health is already ticking away...
Yeah. Then you could probably pull it off.
Unfortunately, the scenarios are not as orderly as that.
many classes can spawn camp pretty effectively if backup by a medic, but that beyond the point.
sentries are a good solution but most people are smart enough to pick a class that takes out sentries and then go back to pyro once they're down. Pyro is probably the worst class for engies to be up against before they get their sentry to lev 3. After that they're great.
!!!!▓▓▓▓▓Gravy?▓▓▓▓▓!!!!!!
!!!!!!▓▓▓▓▓▓▓▓▓▓▓▓▓!!!!!!!!!
of doom
When I'm medic and getting shot at more than I like (which is usually the third one) I'll often switch to sniper just long enough for a couple of return headshots to make me feel better before healing again.
gtfo
With the extra 50hp, the pyro now has both the toughness and the reach to be an assault class, to go toe to toe with a heavy at 50 paces, and consistently win the contest. I have to get the drop on a pyro to take him out instead of the other way around. I've resorted to ambush tactics, hiding at corners so I can take advantage of the same close range damage the pyro's deals out at 30 paces from me. I expect it's just pyro habit to run right up to a heavy at close range and start strafing, but honestly with the way things are at the moment they would do better to stay at medium distance where my damage starts dropping off. It's only very occasionally that a pyro will strafe faster than I can turn, but if they're doing 450 damage for my 200-some at medium range, they'll take me down and be after my medic for a second course.
The whole thing seems ridiculous to me.
Would you agree that if the spies revolver was upgraded to kill anything it hits in one shot, that would be overpowered?
But if someone can't aim, it doesn't help. Same principle applies.
And no, overpowered does not equate to no skill. If anything its the opposite; a class that is overpowered will in the right hands completely dominate, while people who do lack skill can still achieve an okay score when usually they would be very low. Pyro is still in the middle in that list, and who tops it? Medics, the easiest class to obtain points with due to passive influx of them as long as you're healing, and huge amounts of assists. Then Heavy, the pyro anti-class. As well as snipers who are the class least likely to come to harm due to distance, and they get 2 points per headshot kill instead of the usual one.
You should probably drop this since you don't appear to have any real understanding of how this works.