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Name one thing this class is good for against a competent, well-balanced
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Name one thing this class is good for against a competent, well-balanced team.
>>
literary everything what demoman/demoknight does can be countered by airblasts
also ubers
>>
I just came here to call OP a faggot, ignore me.

> implying TF2 isn't and hasn't always been shit.
>>
airblasting Ubers
>>
>>344527338
defending turrets
>>
Create panic
>>
Make the spy seem OP
>>
>launched the game to vote in the heavy vs pyro event
>they want you to actually play the game
This is bullshit
>>
Keeping the engineer and his nest alive.

Stalling ubers.

Reflecting most incoming damage.

A good flank will send a full team back to their lockers/respawn.

Are you angry you got weenie roasted or something?
>>
Spies can't do jack against a good Pyro, leaving an Engie with more breathing room to work with
>>
>>344527338
In RIP pubs?
>Protects sentrys
>Fucking destroys soldiers if you are fecent enough.
>Spys
>Nullyfies ubers
>Supports the team airblasting the burns away

On comp?
>Maybe he can't do something against an uber. Pick him to retain it and then change again.
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>>344527710
You are a retard.
>>
>>344527338
>Name one thing this class is good for against a competent, well-balanced team.

Defending Gravelpit's C point.
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>>344527791
>protects sentries
Pyro is supposed to be an offensive class, not bad-engineer babysitter.
>fucking destroys soldiers
If you're either a godlike pyro or the soldier is garbage, maybe. Decent soldier can just w-w-w-whip out his shotgun and outtank Pyro easy.
>Spies
Are already awful classes.
>Nullifies uber
Uber shoots pyro first, not a challenge.
>Supports the team airblasting burns away
Pyro is an offense class and medic should already be doing this. Most of the classes now have something to be rid of afterburn, too.
>>
>>344527338
I voted Team pyro, but man, he has received a ton of updates compared to the Heavy.
>>
>>344527534

demo can outspam airblasts
>>
>>344528068

>all this talk about "class" like it means anything

Demoman is a defense class and that doesn't stop him from being the best front-line fucker uppers in the game.
>>
>>344528068
>Pyro is supposed to be an offensive class
HAHAHAHAHAHA
no.
>>
>>344527338
so how does that new "pyro fucks with medic's healing" work out anyway, haven't gotten around to try the new update yet
>>
>>344528068
>Godlike at pyro
Nigga pyro is like my 3rd or 4th most played class and i can easily dominate every fucking soldier on pubs.
Yes, even the "scawy unusual" ones.

You are just bad. The class is a direct counter. The pyro also has a shotgun, and it's faster to close the gap between them.
>>
>>344527534
>demo
spam stickies, their explosion range is greater than airblast range
>demoknight
he said competent and balanced team
>ubers
the only right thing you said and indeed the only thing he does better than anyone else
too bad he dies in the process most of the time and makes him useful for merely 8 seconds
>>
>>344528068
>Uber shoots pyro first, not a challenge. Uber shoots pyro first, not a challenge.
One pyro gets sacrificed so the rest of the team can survive. It's a simple concept.
>>
>>344527338
Nigga you are just bad as pyro/don't play it very often.
>>
>itt retards that can't fathom what pyro's strenghts are

Stay pleb. Go watch actual good pyros, prems/div1/plats actually post on youtube their matches. But hey, better show bad but personal opinions, right?
>>
>>344528376
>pyro
>direct counter to soldier
if you're fighting fucking terrible soldiers, maybe

his mobility, health, and un-airblast-able secondary means a competent soldier devastates pyro unless he's sitting by his team serving as a shield and doing nothing else

>>344528443
>uber mows down pyro and resumes advancing if he's a decent shot

The only thing a Pyro does against an uber is distract them for a few seconds and while this is useful, it doesn't make pyro worth a slot that could be taken up by an always useful soldier or other class.
>>
>>344528710
You talk about the shotgun as if it was some magical weapon that destroys pyros. In order to do decent damage, you have to use it at mid-short range. And keep in mind you are talking about using it against a class faster than you that destroys you at short range.
Yes, Pyro is a counter to soldier, no matter how you put it. Play more pyro and maybe you'll see by yourself.

>uber mows down pyro and resumes advancing if he's a decent shot
So, you expect the pyro to come just in front of the uber? Are you retarded?
Falnking an uber and slamming them into a corner wasting half of it it's very helpful for your team, even more a useless slot ocupied by a soldier at the time. What the fuck is a solly capable of doing against an uber?

Dude, you are just talking about a class that you really don't understand. Play it some more, see how it works.
>>
>>344529082
>soldier
>faster than pyro
??????????????????????


do you also happen to be fucking forgetting that the shotgun out-dpses the flamethrower in CQC if you're landing meatshots?
>>
>>344529306
I mean
>Soldier
>Not faster than pyro

Also a decent shot is going to fucking annihilate a pyro charging them for airblasts most of the time. You sound like you're talking "well this happened to me in a pub this one time...."
>>
>>344529306
>>344529414
>Soldier being faster than pyro
Yeah, because blasting away your health advantage will make you any good.
Although the gunboats are a thing. Oh, wait, you lose your shotgun with those :^)
Plus, you seem to forget that the pyro also has airblast. Pretty difficult to land a shot while you are being tossed around flicking every second because the fire damage.
>>
>>344529659
Decent soldier can just straight up leave an engagement with pyro that doesn't favor him whenever.
>>
>>344530256
>Decent soldiers avoid decent pyros.
So yeah, you pretty much admited the pyro counters soldier.
>>
>>344530465
>avoid
????

If pyro surprises soldier, soldier can just fuck off out of his range, that's all I said. Pyro isn't going to kill a top notch soldier.
>>
>>344530556
A top notch pyro WILL destroy a top notch soldier, but said soldier will probably avoid the fight because he is aware pyro is a drect counter to him.

You are just saying "Soldier wins everyone because he has best mobility lol! If he is doing bad he just leaves!". you know it isn't like that.
>>
Do you get your points taken away if you lose in competitive? Can't escape the 1 point spy shitters.
>>
>>344530835
The point system is currently fucked up. So...yeah.
>>
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>use direct hit rocket to airblast jump
>while in the air reflect fully charged huntsman arrow to headshot speedjumping soldier
>land behing heavy medic, puff n sting the medic, airblast heavy off cliff

>not the highest skill ceiling
>b-but muh w+m1 meme video from 2007
>le c-tap mastering so difficult, much skill XD

sorry homeboy, pyro has one of the highest skill ceilings. that's why comp players rarely play him, he's too risky because he's so difficult to play

any rocket/sticky jump or airshot demo and soldier can do, the pyro can do as well. with stricter timing and only when the enemy allows it, meaning you have to react faster than when you can jump at will.
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>>344531162
Holy shit. This is amazing. :^)
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>>344528376
against evenly skilled players soldier should win every time
>>
>>344531237
>he can do anything the soldier can do
>only if an enemy soldier is focusing him
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>>344527338
Stalls Ubers and that's literally it.

>Less Health than Heavy and Soldier
>less TTK damage than Heavy, Engie, Spy, Sniper and Demo
>less speed than Medic and Scout and Spy
>the worst effective range in the game

>Afterburn does shit damage- a 10 second wait to do 60 damage, less than a melee hit- and is easily countered https://wiki.teamfortress.com/wiki/Fire#Surviving_fire

>Airblasting projectiles is nice but only affects 2 classes, and Demo can airburst or outspam Pyro while Soldier can swap to Shotgun or switch up his timing

>Fire immunity is irrelevant unless the other team is running a Pyro too (which they won't be, because it's shit)

>Every class can spycheck, in fact Scout is arguably better in many situations since he's harder to backstab
>>
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>>344531237
DO NOT REPLY

This is BAIT COPYPASTA

and if it wasn't obvious, the file and the filename is a huge tip-off
>>
>>344530717
>braindead soldier
>pyro still unable to win

https://www.youtube.com/watch?v=3IcByNvnotg
>>
medic is the master race class, fuck off the other 7 plebs (excluding the patrician pocket soldier, love you)
>>
>>344530717
>A top notch pyro WILL destroy a top notch soldier
>top notch soldier uses his shotgun
>top notch soldier has 200HP
>top notch pyro has 175HP
yeah nah
>>
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>>344531801
gotcha
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>>344530717
Nope. A soldier can just swap to his shotgun at medium range, and then it's a 200hp vs 175hp shotgun battle.
Unless the pyro uses the flare gun, in which case the soldier dodges the slow ass projectiles and wins even more easily.
>>
>>344528376
>on pubs

found your problem
>>
>>344532070
>Shotgun
Soldier is a slow faggot, he'd burn to death in no time because he can't rocket jump away and running backwards won't give him enough time to not be W+M1'd
>>
>>344531832

>pyro standing completely skills only pressing 3 buttons
>soldier giving the pyro free predictable long range rocket spam

i can't tell who's more brain dead honestly
>>
>>344527791
Demo with loose cannon can stall Medic better than Pyro does with airblast
>>
>Team Heavy will win
>Team Pyro will lose
Heavy just needs minor tweaks at best. He can wait on an update easily. Only retards, try hard pubkiddies, and lazy fucks play Heavy. Pyro actually needs changes far more in comparison, and it's not likely for Pyro to win this considering Valve had to rig the numbers to even it out between them.
>>
>>344527338
stuff bombing soldiers
stuff ubers
clear sticks
spycheck
harass snipers with flares
clear points

pyro makes a great counter-uber if the demo is dead
>>
>>344532363
Pyro is at 52% right now
>>
>>344527338
Ambush, spycheck, engie-buddy, putting people out
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>>344532442
where can I check this?
>>
>>344532230
What map are you playing on, fucking cp_junction?

There's plenty of time to shoot down a Pyro with your Shotgun in the majority of 1-on-1 fights before he even gets in Flamethrower range, and even when you're in a tight space, Shotgun will take him out before the Flamethrower can kill you, plus your 25 additional HP.

Sources:

https://www.quora.com/What-weapons-do-the-most-damage-in-TF2

https://youtu.be/0cSgtzlhw7M?t=177
>>
>>344527338
Destroy defensive positions.
>>
>>344532594
Vote for any of them, it shows the stats
>>
>>344528084
you are a faggot then
>>
>>344532363
Heavy's biggest problem is that he slows the game down and promotes stalemates. Heavy actually has a lot of potential to be really strong in comp, but nobody wants to allow this to happen because it makes the game boring as shit. All of his counters are cancer and he himself is a no-fun-allowed class when played to his highest potential
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>>344531725
So which of these factors would you address first?

>give Pyro more health?
>increase Flamethrower damage?
>increase Pyro movement speed?
>increase range/spread of particles? more particles to compensate?

>afterburn does more damage, or does damage quicker?

>immunity to other status effects?

>fire fucks up cloaking more?

Or something outside the box?
>>
>>344532495
>Ambush
pyro isn't good for ambushing, it's just forced to because it's a shitty class
>spycheck
every class can do that
>engie-buddy
another engineer who can upgrade their ally's sentry and have another level 3 sentry covering the other chokepoint is superior to pyro
>putting people out
irrelevant unless the other team is running a pyro, which they won't be in a competent, well-balanced team
>>
>>344532838
Don't people say this about Engie as well?
>>
>>344532987
yes, because it's true for both of them.

Heavy is essentially a walking sentry gun that dispenses medium health kits every 30 seconds, and doesn't have quite the long-range damage potential that a Sentry has.

Most of the "anti fun/slow down the game" complaints that you can make about sentries also apply to the Heavy -- you just don't see this in pubs because pub heavies aren't good enough at aiming to become TRUE walking sentry guns like comp heavies do
>>
>>344532609
How do you get fully hit by every shotgun blast? I think my games glitched. My character keeps moving out of the way of the shot and then strafing circles around the other player till he's dead. Any fix for this?
>>
airblasting ubers off the point

thats literally it
>>
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>>344533226

>I can dodge hitscan
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>>344528376
>The pyro also has a shotgun
why would you ever not use the detonator
>>
>>344532925
the one thing that Pyro OVERWHELMINGLY needs is advanced movement tech like scout/solly/demo.

For fuck's sake, he's meant to be an ambush class. That's his deal: get into cqc, apply fire, and get out again. How the fuck is he supposed to do this if he has no way of consistently and safely getting in and out of cqc without suiciding? This is the reason why he's relegated to a combo babysitter at high levels of play, because his lack of movement options makes his offensive potential exactly 0. While being a combo babysitter is an important job, it's a serious hindrance on his credit to team as a whole.

The next most important thing is damage. Currently the Flamethrower, and Afterburn, are hilariously impotent weapons. They do fuck all damage, and to add insult to injury, over half of the classes in the game have some means of instantly negating afterburn damage. This is somewhat trickier to balance -- considering how easy it is to apply afterburn to someone, if you make afterburn too strong it becomes outrageously OP very, very quickly. IMO the best way to handle it is to disable the anti-aferburn measures already in place. The only things that should be able to put out a fire are another pyro and a healthpack. Second, afterburn should do more damage. People should really feel the heat when it's applied. To compensate, I propose introducing a small delay in applying the afterburn -- the Pyro will need to keep the Flamethrower held over an opponent for a small period of time before the Afterburn starts applying, it shouldn't apply instantly.

The Flamethrower's direct damage needs to be increased as well. The fact that the Medic's Needle Gun out-dps's it is embarrassing.
>>
He needs ti have more airblast range desu, it's ridiculous that the stickies he's supposed to counter have more explosion range than the airblast.
>>
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>>344532925
I would:

>unfuck the way Flamethrower particles work
replace them with some kind of hitscan, or a jiggleboned cone emanating from the Flamethrower or something
>fix the bugs listed here: http://frompyrowithlove.com/
These bugs punish Pyro players with good reaction times and good pings. Fixing them would be a buff to good players.
>Narrow and lengthen the Flamethrower's cone somewhat
Make it a bit more like Quake's lightning gun, taking more aim to keep the flames trained on enemies, so that players with good tracking will deal more direct damage, and be able to attack from further away.
>buff afterburn from 3 damage/tick to 4 damage/tick (from 60 total damage to 80)
Despite Pyro being the only dedicated DoT class in the game, its actual DoT does poor damage and rarely poses a threat to good players, and Medic can actually out-regenerate afterburn since he was last buffed.
>Backburner now reduces self-damage taken by 60%
This would make Detonator jumping and reflect jumping more viable, giving Pyro a more skillful way to get around the battlefield than just a straight movement speed buff, while also helping out a weaker primary.
>Sharpened Volcano Fragment now heals wearer for 100% of afterburn damage dealt by it (can overheal), damage penalty increased to 33%
SVF doesn't do anything Flamethrower can't already, this would fix that problem.
>Revert Axtinguisher to its pre-Tough Break form
It used to reward skilled Pyros for playing like Spies, now it's a pile of shit.

Finally, if all these buffs worked out okay, I'd nerf the Powerjack, so that more Pyro melee weapons would be viable. Pyro's strength should be concentrated in its primary weapons, not its secondaries and melees.
>>
>>344533530
it does shit damage and valve made its HP costs too high

unless you've got a dedicated QF med riding your ass, it's a terrible idea
>>
>>344533483
>implying you can't dodge most of the shotgun's damage spread with ease
>implying he isn't already dead if you lessened the damage of just one of the shots
I don't know why people have trouble with this
>>
>>344532925
Put people on fire charge a bar that give you a speed boost and bullet resistant, while the effect takes place you can't use airblast.
This would encourage hit-and-run tactic to fill the bar and then switch to ambush tactic, and give more use to flare guns
>>
>>344532925
If you aren't going to give him more maneuverability, give him way more DPS. Against a competent class, he needs to do WORK to get in close. His secondary does more damage than his primary with horrible ammo consumption, let's give that a fucking think.

His flamethrower is also incredibly awkward to use in close quarters. Even if the enemy is in your face and you're spraying at him, there's times where it just won't hit because the the particles that actually count aren't touching him.
>>
>>344533943
desu none of those buffs will make much of a difference if you don't give him more positioning options. He'd still be relegated to his current role because doing anything else would be considered a one-way trip
>>
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>>344527338
Annoying people

I don't know why other people try to play Pyro seriously. Find someone like a Medic or a Sniper who isn't moving around as much as they could and then ping their asses off/into things. Set people on fire and then run away. Just run around the map being a dick
>>
>>344534007
wait i havent played in a while does the detonator damage you when fired now
>>
>>344533530
because the Flare Gun does everything it does better
>b-but muh airburst
learn2aim, I'll take my 90 damage full crit over a 45 damage mini crit or afterburn damage (lmao)
>>
Easiest to Spycheck
Pybro for Engineer nests
Airblast is useful if you're decent
Any area of a map with a small space and corners
>>
>>344532925
more mobility is the way to go for pyro, both in speed and in advanced movement (flare jumps)
why would the demo (a defense class) be a better offensive class both for damage and speed (sticky jumps) than pyro?

if pyro had a reliable way to get close to his enemies it'd have some chances at being actually useful
>>
I don't think there is a single matchup a Pyro can win against a legitimate class. Against Scout, Pyro gets outranged and out DPSed. Against Soldier, Pyro gets outranged, has less health, and soldier can just splash damage all day. Against Demo, exact same thing. Seriously, Pyro needs a rework in to not be so useless.
>>
>>344534625
He's pretty good against lone Medics and Engineers away from their buildings
>>
>>344532925
Give pyro the ability to b hop
>>
>>344534238
>more positioning options
That's why I put that Gunboats-esque stat on the Backburner.

What makes Detonator jumping unviable currently is the Health cost- it deals 44 self-damage for every jump, which is nearly the same cost as a rocket jump even though Pyro has less HP than Soldier and the Detonator jump doesn't go as high.

That's why I buffed Backburner that way. It will give him the positioning options he needs to get into high places, or into range to set enemies on fire, or with enough mobility to detonator jump to midfights, without sacrificing 1/4 of his whole HP bar in the process.
>>344534334
If you want to detonator jump, basically the only reason many people use it, you have to pay a high HP cost. https://wiki.teamfortress.com/wiki/Detonator
>>
>pyro health increased to 200
>pyro speed is now the same as the spy
>afterburn removes healing from medpacks (afterburn is removed though)
>Afterburn cuts other healing soirces by half (medigun,sandvich,concheror)
>Soldier HP decreased to 175
>>
>>344534625

He's decent enough to stop 4 soldier stacks in games if the 2 pyros are any good.

I wonder why people are fixated on 6s though instead of 7s.
>>
>>344534625
pyro v soldier matchups are extremely complex. If the pyro is rocking a shotgun and can aim, it's oftentimes not advantageous for the solly to trade shotgun shots for splash damage, depending on the ranges in question.

In cqc, there's always the risk of the pyro flarepunching the solly with the airblasts.

Scout v pyro is 100% about range. If the Pyro surprises the scout in his airblast range, he wins unless the Scout is a god at twitch reflex aiming. Anything else and the Scout wins.

If demo wins against a Pyro the pyro is bad, he either is trying to close from too far of a range or is letting the demo bully him with the nerfed state of sticky airbursts
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>>344534894
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>>344534861
This, would make the game fun as fuck. Now I don't want to see a single Pyro whining thread that doesn't have this as the first suggestion. Find me one wrong thing with this.
>>
>>344527784
>Spies can't do jack against a good Pyro
Maybe because pyro has a much much lower skill ceiling than spy ?

Maybe some shit like airblast jumping and such require more skill, but being simply useful is much much easier as a pyro
>>
Let's consider just a few matchups right now.
>V. Scout
Scout should win every time. Granted scout's purpose is to pick lone classes, but scout can keep out of pyro's range so effortlessly that he doesn't even have a chance.

>V. Heavy
Pyro's only chance to kill heavy is to either use the backburner and successfully surprise him or whittle him down with crit flaregun shots. Even if you have a second of surprise, without the crit benefit Heavy has plenty of time to gib Pyro and chug some kind of healing from a medic or his own sandvich.

>V. Engineer
Not only does Engineer have a pistol that can lay on the damage before he gets in range AND out-DPS the flamethrower with full meatshots, but his sentry completely shuts him down in every way. The Scout has Bonk! to get past sentry guns and a pistol to harass them from a distance with. Spy has all his tools for dealing with sentry guns. Pyro has jack. If a sentry turns up, he's out of luck.

>V. Demoman
Stickies can shut down a pyro attacking a decent demoman because explosion range is larger than airblast range. Demoman is going to have some problems if you get in close, but that's if you get in close.

>V. Spy
While Spy is going to dread his life if there's a Pyro around while he's trying to sneak, in a flat 1v1, he should be able to gun him down with his revolver before he closes the distance.
>>
>>344534880
detonator jumping isn't bad just because of HP cost, it's about how little bang for your buck you get out of it. It just doesn't carry you far enough to ever be worth it. It's not like a rocket or sticky jump, where you can skillfully apply them to traverse the whole map in seconds. Detonator jumps kind of blow cock even when you remove the HP cost to do them.

Furthermore, I don't agree with chaining basic movement tech to specific unlocks. Doing this would just make the Backburner replace the Degreaser as the new Required flamethrower that all pyros must use. Tech like that should be an inherent feature of the class.

IMO a better solution would be making the Pyro able to airblast himself. Point the flamethower at the ground and the airblast pushes him away like a rocket jump.
>>
>>344533545
Not even water?
>>
>>344535192
Water too, yes
>>
>>344534842
>he's good with alone non-combat classes
that means nothing and scout can do that better anyway
>>
>>344527338
Pyro is an ambush class that excels at killing inexperienced players, the motherfucker is worthless when both players are both equally high skill. A high skilled pyro will merc a lower skilled soldier, but a soldier with perfect accuracy will put shots right outside of airblast range that still splash onto the pyro forcing him to make bad body movements which pyro cannot afford to make because he needs to close the gap to get the soldier kill without dropping his gaurd.
>source
1k pyro hours, I used to have perfect flare accuracy when I still played and had perfected the ~550 burst damage technique pyro had before the axtinguisher nerf
>>
>>344534107
Make it so the bar halves its current charge whenever the pyro airblasts. Call the bar "Pressure" and make a bunch of jokes about pressure/temperature equations.
>>
>>344535103
>V. Sniper
Sniper not only has a secondary that can put out flames, but he's also the designated ultra long range class when Pyro's the close range class. Do the math. Unless Pyro has completely surprised the sniper, he's screwed.

>V. Medic
Pyro should win- but medic isn't supposed to win. If caught alone with a combat class, medic should die every time.

>V. Soldier
With how wonky airblast can be, this is complicated. Soldier can easily out-DPS pyro with his shotgun in close range, but Pyro also has one of the only tools to deal with rocket spam. It really depends on the circumstances of the engagement, moreso than others.

>Pyro
Whoever thought to bring the shotgun wins.
>>
>>344535586

>V. Medic
With the chages Pyro has, he should obviously be an Allahu Ackbar for medics even if a heavy is body blocking. This would require after burn actually being worth shit, negating passive regeneration (Medic's passive) and flamethrowers have much greater range to make up for their otherwise non-lethal attack power.
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Let him fly
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>>344535184
Reading all the replies to my post made this immediately come to mind. If Soldier and Demo can literally blow themselves up to move farther, I see no reason why the Pyro can't gush himself around.

I'm starting to wonder about the option of sustaining airblast, like you just hold down M2 and constantly expel wind. It'd have to be very costly but it could let the Pyro hover.
>>
>>344533594
Airblast is the very last thing that needs to be buffed about Pyro, anon.

Airblast is an amazing defensive tool on an otherwise shitty class, I'm sure you can agree.

The more defensive tools there are in the game, the easier it is to defend an objective than to mount an attack on one.

And that messes up all the symmetrical modes- Control Points, Capture the Flag, Robot Destruction, Territorial Control, Special Delivery and even King of the Hill (though it suffers the least, because it rewards attackers the most)-

- because when it's harder to attack than to defend, teams are more likely to defend rather than put themselves in a risky position where they're likely to lose.

And this leads to both teams standing around waiting for something to happen, being a bunch of big old pussies. It's not fun to play or to watch.

This is why attacking needs to be easier in TF2 than defending, to prevent the above situations from happening.

Pyro needs buffs to its mobility options and damage options/ways of delivering damage, because they're offensive things, but airblast is fine.
>>344534861
That sounds cool

all classes can already kinda bhop you know (but it only gives you like 7% speed boost at most and requires frame-perfect execution, so most players don't bother learning even in high level competitive)
>>
>>344535103
>but his sentry completely shuts him down in every way
I'd just like to point out that Pyro can airblast level 3 sentry rockets back at the sentry, which will do 150 damage to the Engineer that fired them. And Pyros don't have too much trouble with level 1 Sentries either. It's just level 2s that Pyros have to watch out for, and if you're forcing the enemy Engie to run level 2 just to counter you, at least you're accomplishing a little for your team.

But I do agree that on the whole, Engineer does kind of fuck over Pyro.
>>
>>344532925
remove the class itself!
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>>344535998

Without class limits people go all offensive and at the moment defensive classes can't do shit to stop that from happening. Outside of "last point" there is no value in defensive means in 6s because of how few players there are.

Real defensive mechanics should be able to take a foothold and keep it to buy time, not outright shut people out or only sit in a corner and wait for guaranteed damage against people walking by - especially in a game with invulnerability and splash damage on tap.

Engineer could probably get more use with slow sentry/mine fields in an offensive-defensive role, and Heavy needs Natascha unfucked. In addition Medics are a bit too strong for general use by having other classes like the heavy be a bit too dependant on them. Not being able to pick up your own sandvich for healing as opposed to sitting and eating comes to mind.
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>>344535698
>that plugin that allowed pyro to fly by airblasting
Fun times
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>>344536396

Also forgot to mention, wouldn't be unapposed to Heavy being more traditional LMG style with minigun getting a BIG range boost, likely be eliminating damage drop off to a certain degree, so he can pepper doors and windows to suppress players from range while keeping his ability to kill down. That just leaves actually killing the heavy left to fix as even without that he's extremely tough with just one medic, something that could be seen to.
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give all pyros their own bot pocket medic
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>>344528392
Wouldn't the detonator actually be a better counter for stickies? Bust them then det jump to close the distance on the demo, because isn't close range what gives the scout the advantage due too his lack of hit scan?
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>>344527710
>/v/ in a nutshell
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>>344527338
protecting your engies against spies
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>>344536661
the explosion range from the det rarely destroys all the stickies unless they're really close to each other, destroying all stickies on the point usually requires multiple shots.
det jumping to close the distance on enemies is ineffective due to the self damage and it doesn't help very much because it's really weak.
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>>344535835
Fortress Forever, the fan-made sequel to TF Classic, actually made their version of the Flamethrower propel you upwards just by firing it

https://youtu.be/-0-6wdDyGLI?t=238
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The one thing I think the Pyro needs more than anything else is CQC DPS with the flamethrower, the exact thing pub idiots got taken away from him.

He was like bastion in Overwatch, a pubstomping machine that isn't anywhere near unstoppable when matched against pros. Only unlike VALVe, Blizzard was like "how about you get good and stop blaming everything on game balance" instead

At this point even if you gave him movement buffs, he still gets shat on in close range in a pure 1v1 fight and that's not anywhere near okay when he can't do ANY damage with his weapon outside of close range.
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>>344536396
>>344536554
this only works because the players in Valve's 6s matches are bad.

Heavies who can aim the minigun completely shut down jumping soldiers and demos, which immediately squashes 90% of all 6s plays, and good snipers make the game a living hell to play. This goes double when unlocks are allowed.

The only really underpowered defensive classes in 6s are engi (unless you're using the pomson to troll medics) and pyro, the others are a matter of getting gud enough to make your presence known.

Spy is worthless and not included in this discussion
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I'm actually having a surprisingly amount of fun with comp tf2 mode. Games are short, which means I'm not stuck with retards for long, people are usually chill so far, I'm doing well.

What are /v/'s thoughts on it?
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>>344535835
>I'm starting to wonder about the option of sustaining airblast, like you just hold down M2 and constantly expel wind.
that would make it outrageously OP when dealing with sollys and demos, Valve would have to be insane to implement that. Which means they probably will, good job on being ahead of the curve, anon
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>>344527338
>right click

PHOOOSSSHHH
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>>344537207
>implying Ambassador DR Spy is underpowered in 6s

He is a trashstomper, anon. The epitome of "your team is fucking shit if you get owned by him".
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Did they really remove normal servers and forcing matchmaking even if I don't play ranked?

I was considering reinstalling it now that overwatch turned out to be complete garbage.
>>
>>344537613
Community servers are still there.
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>>344533545
>the one thing that Pyro OVERWHELMINGLY needs is advanced movement tech like scout/solly/demo.
This, he is a close combat class with average speed (now slower than Spies, nerfing him in one of his few utilities), no mobility and a main weapon that does shit damage even at melee range.
It's a completely flawed class at its very core, Valve should just completely reboot him to make him viable at anything that isn't exploiting the enemy stupidity (which any other class does way better)
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>>344537821
the idea that's been kicking around these threads is letting pyro airblast himself
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>>344537975
That would be kind of OP unless it behaves more like a double jump rather than a rocket jump, since there is no HP cost
>>344537613
Yep, enjoying being forced to play on Process and Thunder Mountain
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>>344537613
>and forcing matchmaking even if I don't play ranked?
unlike ranked, casual mode is not skill-based matchmaking, it's just location-based, but yes it is forced matchmaking
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>>344538090
there's no HP cost but there's severe ammo cost, pyro only gets 10 airblasts and he has to balance them between moving and reflecting, not to mention fall damage on a squishy character. It also doesn't go nearly as far as a rocket jump does, so you'd have to use more of them at a time.
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Why pick Heavy, when you could pick soldier and cash in on more kills?
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