It was like a neverending universe of hurt. Wouldn't be so bad if soldiers wouldn't take time from their busy schedules of dealing with the entire enemy team in front of them ripe for the killing to instakill this blind spy behind them.
I think a flame turret would be a neat addition to the engineer's tool box of tricks.
It could be like a sprinkler, except with fire
Essentially just the pyro's flamethrower plugged into a dispenser and eternally firing and spinning
The Spyfucker 9000
I was thinking of a minisentry that did no damage but set enemies on fire. But that'll either be overpowered or useless depending on if the other team has Pyros/Medics.
Hell, if they just made the backburner detection half as good as the backstab detection, you might have something going on.
I think it's not that the detection is different than the knife's, it's that they intentionally gave it a much smaller arc that counts for the crits. The knife feels closer to 180 degrees, the backburner feels more like a 90-45 degree arc.
Afterburn used to be decent before every class in the game got a counter to it.
Yeah that's how I feel about it too. They should increase the afterburn damage dramatically so that it's more important to put it out, which so many people can actually do now.
Hell, if they just made the backburner detection half as good as the backstab detection, you might have something going on.
I think it's not that the detection is different than the knife's, it's that they intentionally gave it a much smaller arc that counts for the crits. The knife feels closer to 180 degrees, the backburner feels more like a 90-45 degree arc.
Yeah, I was referring to the range of detection. The backburner's is narrow enough that angles that visually read as nothing but back on a stationary target will still not count for crit. Though I think it's further exacerbated by how the netcode handles melee and all that.
Didn't they also lower the damage in one of the patches, even after it became barely a threat because of all the ways to remove it, because it "raised the skill ceiling for the pyro" or some such silliness?
Zay on
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Olivawgood name, isn't it?the foot of mt fujiRegistered Userregular
edited June 2011
You know, I thought I was doing shit for damage as a pyro
Even with the backburner, I was not killing like I used to kill
Didn't they also lower the damage in one of the patches, even after it became barely a threat because of all the ways to remove it, because it "raised the skill ceiling for the pyro" or some such silliness?
Hell, if they just made the backburner detection half as good as the backstab detection, you might have something going on.
I think it's not that the detection is different than the knife's, it's that they intentionally gave it a much smaller arc that counts for the crits. The knife feels closer to 180 degrees, the backburner feels more like a 90-45 degree arc.
Yeah, I was referring to the range of detection. The backburner's is narrow enough that angles that visually read as nothing but back on a stationary target will still not count for crit. Though I think it's further exacerbated by how the netcode handles melee and all that.
Yep. A backburner with more generous detection would be just what the doctor ordered
Failing that, remove its airblast and make the alt-fire a crit-on-demand burst of flame that eats through your ammo really damn fast
Buff Volcano Shard so all fire damage is dealt with minicrits when held. That is probably the best way to make effective melee weapons for classes, give them roles outside of direct combat. Like the new scout bat, more of a mobility utility tool than an actual weapon.
I don't remember if people figured out what community made suggestions were gonna be used for the Pyro. I know the Soldier still has some junkyard-themed items incoming.
I keep saying it, but the Soldier needs heat seeking rockets to make him an effective teammate for the Pyro.
I like this idea. Have the rockets not full on follow anyone on fire, but instead sort of gently curve their path towards any on-fire enemies. Maybe use a target selecting method similar to the scottish resistance if there are multiple people on fire, or perhaps you want to aim at someone who isn't on fire.
To balance it out the rockets could travel like 10% slower than the default rockets or something. Maybe reduce the damage the rocket does by a bit. Or even go so far as to have the rockets do 50% damage to unlit targets, 100% to lit ones.
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and it's prob my favorite class
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That is it
And the new heavy weapons look awesome so hopefully today will have some pyro stuff
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
It could be like a sprinkler, except with fire
Essentially just the pyro's flamethrower plugged into a dispenser and eternally firing and spinning
The Spyfucker 9000
I was thinking of a minisentry that did no damage but set enemies on fire. But that'll either be overpowered or useless depending on if the other team has Pyros/Medics.
gives minicrits to fire damage
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so you can tar and feather them
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Valve! Hire this man!
I think it's not that the detection is different than the knife's, it's that they intentionally gave it a much smaller arc that counts for the crits. The knife feels closer to 180 degrees, the backburner feels more like a 90-45 degree arc.
Yeah that's how I feel about it too. They should increase the afterburn damage dramatically so that it's more important to put it out, which so many people can actually do now.
Yeah, I was referring to the range of detection. The backburner's is narrow enough that angles that visually read as nothing but back on a stationary target will still not count for crit. Though I think it's further exacerbated by how the netcode handles melee and all that.
Even with the backburner, I was not killing like I used to kill
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
they though w+m1 pyros were too effective
also this game man
my computer can handle most other games, but tf2 i think i'll have to lower the settings or something
i mean, i understand how it has become unoptimized with all the updates and stuff
but bleh
Yep. A backburner with more generous detection would be just what the doctor ordered
Failing that, remove its airblast and make the alt-fire a crit-on-demand burst of flame that eats through your ammo really damn fast
new thread
I don't remember if people figured out what community made suggestions were gonna be used for the Pyro. I know the Soldier still has some junkyard-themed items incoming.
I want a gun that shoots a capsule into an enemy's chest and if it kills them, a mini-sentry sprouts from the corpse like a chestbursting alien.
OR I want the ability to turn corpses into walking cyborg sentries.
And a hat that is a sentry.
I want more sentries is what I'm saying.
Oh my god, bear is driving!
As far as the engineer goes...
this:
http://www.youtube.com/watch?v=HH2jlLjlC1o
i think i could make use of it very well
I like this idea. Have the rockets not full on follow anyone on fire, but instead sort of gently curve their path towards any on-fire enemies. Maybe use a target selecting method similar to the scottish resistance if there are multiple people on fire, or perhaps you want to aim at someone who isn't on fire.
To balance it out the rockets could travel like 10% slower than the default rockets or something. Maybe reduce the damage the rocket does by a bit. Or even go so far as to have the rockets do 50% damage to unlit targets, 100% to lit ones.
This guys models are usually really good but his animations are always just so amateur by comparison.
i appreciate the help but this is all greek to me
i'm just on default settings
The Disciplinary Action delights me.
Steam: Chagrin LoL: Bonhomie
Boo none of those people being me.
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