Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
edited July 2011
Hahaha man, I am SO BAD as a spy.
I want to log on and practice not sucking at life/death, but there are some games in my backlog, and I can't choose.
Also PA servers are always full, and it makes me sad.
Also, do people who snipe like the bow or the rifles better? I seem to be having more luck with the bow for some reason.
Bow has more chance to hit people if you're firing into crowds indiscriminately. It has a much wider hitbox unlike the rifle, which is almost pixel-perfect (it's entirely possible to shoot through people's legs).
Sniper rifle is better for actually picking individuals off. It's also much more deadly in relation to aiming ability.
There are a select few people out there who are really good with the bow and therefore are exceptions to the above. I am not one of them.
Flippy_D on
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Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
Bow has more chance to hit people if you're firing into crowds indiscriminately. It has a much wider hitbox unlike the rifle, which is almost pixel-perfect (it's entirely possible to shoot through people's legs).
Sniper rifle is better for actually picking individuals off. It's also much more deadly in relation to aiming ability.
There are a select few people out there who are really good with the bow and therefore are exceptions to the above. I am not one of them.
Good to see that you are still alive, sir.
I look forward to seeing you on the field of battle one day.
And probably dying promptly.
Also repeatedly.
Bow has more chance to hit people if you're firing into crowds indiscriminately. It has a much wider hitbox unlike the rifle, which is almost pixel-perfect (it's entirely possible to shoot through people's legs).
Sniper rifle is better for actually picking individuals off. It's also much more deadly in relation to aiming ability.
There are a select few people out there who are really good with the bow and therefore are exceptions to the above. I am not one of them.
Good to see that you are still alive, sir.
I look forward to seeing you on the field of battle one day.
And probably dying promptly.
Also repeatedly.
My main box is without internets at the mo. This is causing me much distress. Once I have it back - expect me.
xzzy, thank you for being the kind of person who posts helpful map commentary rather than defaulting to "I do not immediately recognize the layout, therefore it is confusing and I want to go back to maps whose layout I immediately recognize".
---
Dispatch from the Department of Bad Ideas:
Flame Tweak
When the game first came out, the whole point of the Pyro was his ability to set people on fire. Burning was a nasty little status effect because only two things could remove it: swimming and a health kit. The first was entirely dependent on the map, and the second only existed at specific points on the map, assuming that nobody else had taken it recently. That meant that getting lit on fire was a guaranteed 60 damage. Light three guys on fire? 180 damage, instantly. Five? 300 damage-- the same as killing a Heavy in one shot. Now, of course, that's 300 damage across five guys, so it doesn't usually add up to a kill, but most of them were going to take full damage. That meant a weaker enemy team overall, but more importantly it served as a counter to the game's most powerful class: the Medic. Setting a bunch of dudes on fire meant the Medic couldn't follow the main-liners in as confidently; he had to sit around and make sure that nobody was going to burn to death. Having a Pyro continually setting people on fire meant a bunch more pressure on the Medic.
Now that everyone as his girl-voiced little brother can escape flames in a single mouse click, that advantage is gone. The airblast makes the Pyro his own worst enemy and brings his role into question. He's changed from a DPS-based pressure class to a bizarre close-range spike damage specialist who has to juggle his weapons to be effective. Granted, I don't think we'll ever see the Pyro reprise the role he had before because SPUF would have a nuclear meltdown if you took away any of his abilities, but I think it'd be good for the game if he got back some of that Medic-countering role he used to have. Therefore, I propose the following modification:
Burning players suffer a penalty to healing from all sources.
If you pick up a medkit, the flames are cancelled but the healing is reduced according to the healing penalty. Medics heal burning players at a reduced rate proportionate to the healing penalty.
What do you think?
Kupi on
My favorite musical instrument is the air-raid siren.
The game's steadily increasing lethality has hurt pyros quite a bit. I still think some area denial + a stronger flame mechanic in general would help pyros a lot. Valve should experiment with damage based afterburn. (More damage = more intense and longer lasting flames)
BlindPsychic on
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Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
Yeah but anyone can hold down M1 and run around. Thats the only way I have fun playing pyro. I make it a challenge to get from ammo pack to ammo pack with out running out of flames.
Pyro has always felt like a class without a purpose to me. Especially in TFC.
They need some kind of napalm grenade launchey thing, low damage but large splash. But I guess you're stepping on the demo's toes a bit there, though saying that they're all running around with fucking swords anyway.
Pyro has been the weakest class oveall for a long time. He's really just a harassment/support weapon. I accepted this a long time ago and I still enjoy playing him because I enjoy the playstyle of being an annoying hit-and-run/kamikaze asshole.
I firmly believe that since SirToons did well as a badburner pyro before the introduction of airblast on the weapon the problem was/is with the PAers on the other team.
If a pyro without airblast isn't getting neutralized by friendly pyros, denied by sentries, being juggled by soldiers, and getting reamed by heavies I think some people are doing it wrong. I mean, it's not like he has Enders' level of pocket medics affixed to his cock, right?
Barrakketh on
Rollers are red, chargers are blue....omae wa mou shindeiru
xzzy, thank you for being the kind of person who posts helpful map commentary rather than defaulting to "I do not immediately recognize the layout, therefore it is confusing and I want to go back to maps whose layout I immediately recognize".
---
Dispatch from the Department of Bad Ideas:
Flame Tweak
When the game first came out, the whole point of the Pyro was his ability to set people on fire. Burning was a nasty little status effect because only two things could remove it: swimming and a health kit. The first was entirely dependent on the map, and the second only existed at specific points on the map, assuming that nobody else had taken it recently. That meant that getting lit on fire was a guaranteed 60 damage. Light three guys on fire? 180 damage, instantly. Five? 300 damage-- the same as killing a Heavy in one shot. Now, of course, that's 300 damage across five guys, so it doesn't usually add up to a kill, but most of them were going to take full damage. That meant a weaker enemy team overall, but more importantly it served as a counter to the game's most powerful class: the Medic. Setting a bunch of dudes on fire meant the Medic couldn't follow the main-liners in as confidently; he had to sit around and make sure that nobody was going to burn to death. Having a Pyro continually setting people on fire meant a bunch more pressure on the Medic.
Now that everyone as his girl-voiced little brother can escape flames in a single mouse click, that advantage is gone. The airblast makes the Pyro his own worst enemy and brings his role into question. He's changed from a DPS-based pressure class to a bizarre close-range spike damage specialist who has to juggle his weapons to be effective. Granted, I don't think we'll ever see the Pyro reprise the role he had before because SPUF would have a nuclear meltdown if you took away any of his abilities, but I think it'd be good for the game if he got back some of that Medic-countering role he used to have. Therefore, I propose the following modification:
Burning players suffer a penalty to healing from all sources.
If you pick up a medkit, the flames are cancelled but the healing is reduced according to the healing penalty. Medics heal burning players at a reduced rate proportionate to the healing penalty.
What do you think?
i think that, as a spy, this will make me die to pyros 100% of the time instead of the current 90.
I firmly believe that since SirToons did well as a badburner pyro before the introduction of airblast on the weapon the problem was/is with the PAers on the other team.
If a pyro without airblast isn't getting neutralized by friendly pyros, denied by sentries, being juggled by soldiers, and getting reamed by heavies I think some people are doing it wrong. I mean, it's not like he has Enders' level of pocket medics affixed to his cock, right?
Please oh god please, make HonC password protected again! Also, it seems that the general consensus is that Versus Saxton Hale has run its course and is no longer fun...
Posts
I want to log on and practice not sucking at life/death, but there are some games in my backlog, and I can't choose.
Also PA servers are always full, and it makes me sad.
Also, do people who snipe like the bow or the rifles better? I seem to be having more luck with the bow for some reason.
But I'm not good at anything, so whatever.
Also, arrows are projectiles so the hitbox for a headshot is larger than for the hitscan guns.
Sniper rifle is better for actually picking individuals off. It's also much more deadly in relation to aiming ability.
There are a select few people out there who are really good with the bow and therefore are exceptions to the above. I am not one of them.
Good to see that you are still alive, sir.
I look forward to seeing you on the field of battle one day.
And probably dying promptly.
Also repeatedly.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
---
Dispatch from the Department of Bad Ideas:
Flame Tweak
When the game first came out, the whole point of the Pyro was his ability to set people on fire. Burning was a nasty little status effect because only two things could remove it: swimming and a health kit. The first was entirely dependent on the map, and the second only existed at specific points on the map, assuming that nobody else had taken it recently. That meant that getting lit on fire was a guaranteed 60 damage. Light three guys on fire? 180 damage, instantly. Five? 300 damage-- the same as killing a Heavy in one shot. Now, of course, that's 300 damage across five guys, so it doesn't usually add up to a kill, but most of them were going to take full damage. That meant a weaker enemy team overall, but more importantly it served as a counter to the game's most powerful class: the Medic. Setting a bunch of dudes on fire meant the Medic couldn't follow the main-liners in as confidently; he had to sit around and make sure that nobody was going to burn to death. Having a Pyro continually setting people on fire meant a bunch more pressure on the Medic.
Now that everyone as his girl-voiced little brother can escape flames in a single mouse click, that advantage is gone. The airblast makes the Pyro his own worst enemy and brings his role into question. He's changed from a DPS-based pressure class to a bizarre close-range spike damage specialist who has to juggle his weapons to be effective. Granted, I don't think we'll ever see the Pyro reprise the role he had before because SPUF would have a nuclear meltdown if you took away any of his abilities, but I think it'd be good for the game if he got back some of that Medic-countering role he used to have. Therefore, I propose the following modification:
Burning players suffer a penalty to healing from all sources.
If you pick up a medkit, the flames are cancelled but the healing is reduced according to the healing penalty. Medics heal burning players at a reduced rate proportionate to the healing penalty.
What do you think?
BALANCE!
Maybe y'all need to get
on
his
level
Pyro has always felt like a class without a purpose to me. Especially in TFC.
i invite trades.
www.tf2items.com/id/orikae
i need the party phantom, detective noir, charmer's chapeau, cosa nostra cap, private eye and janissiary's ketche
page 5 + all spy items save dupes are off limits for trades. page 1 is entirely welcome. everything else i am willing to negotiate on
http://steamcommunity.com/id/Lokiamis
If a pyro without airblast isn't getting neutralized by friendly pyros, denied by sentries, being juggled by soldiers, and getting reamed by heavies I think some people are doing it wrong. I mean, it's not like he has Enders' level of pocket medics affixed to his cock, right?
http://www.tf2items.com/id/spazmuffin
I don't have a Liberty Launcher, but would you be willing to trade a crate or two for a Darwin's Danger Shield?
That's the only thing I have a duplicate of right now, and I see that you don't have one :P
...I have two Keys that I'm itchin' to use.
PST
"Go away toons!!"
*person he ubers fails miserably and we never move the cart to the second point and lose the match*
edit: Also the nope was to all his points, not just the last one!
@gamefacts - Totally and utterly true gaming facts on the regular!
You do this thing when ubered such as kill lots of people and sentry nests so as to make the process of moving the cart easier.
Strange Stickybomb Launcher
Prairie Heel Biters
Ali Babba's Wee Booties
but i am not a bad even though i am on your team sometimes
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12