View Full Version : Pairo update = epic fail
{CLR} Naillik
23rd Jun 2008, 12:15 AM
complaint of the day:
Pyro's have way too long range now... they can one shot anyone. they can become immune to rockets and grenades. they are the equivalent of a heavy when it comes to taking damage (almost). they can SNIPE..... Their flamethrower has a longer effective range than a shotty now...
:cry:
SUB_ZERO
23rd Jun 2008, 02:49 AM
i know, the backburner should rid it's extra health, flare guns fair game cuz if you meet a pyro you're screwed and you can still defend and i am pretty sure that the flamethrower has actually had that range for quite some time, you just weren't there. The pyro was extremely underpowered although the best of players (walkintarget) had mastered him before. I can see why they did this, but they went a bit over the top
Cain
23rd Jun 2008, 07:07 AM
I agree, I'm getting toasted constantly !
killa_zn
23rd Jun 2008, 07:29 AM
The second Pyro unlockable is The Backburner. This flamethrower is built for the Pyro who likes to ambush their opponents. It removes the compression blast capability, instead guaranteeing critical hits whenever it’s used on an opponent from behind. To aid in survivability, it grants the Pyro an extra fifty health.
I have a major problem with the text in bold.
If anyone has seen a decent pyro vs anything fight, they tend to
run around over the place when flaming you, and once they run around
to the point of them facing your behind, thats a definite minus for you.
Sure a simple solution to that is "Well, don't let them get around to your back, durr"
But which I think is impossible for this certain fast paced fps.
I cant think of an alternative for it other than reduce the critical chance attack.
To aid in survivability, it grants the Pyro an extra fifty health.
This I can live with, as a scout that just means an extra shot or two till dead.:twisted:
As for the flare gun, I have no problems with it other than I find it
very embarrassing to die from it.
SUB_ZERO
23rd Jun 2008, 08:03 AM
I love my flare gun, but my shotty is much,much better, it takes down pyros and and i was playing earlier and yes, the flamethrower has gained an extra mile or two for length, bloody hell that thing can shoot far....
WalkinTarget
23rd Jun 2008, 08:47 AM
Guys, keep in mind that these are added achievements for the class. When another achievement comes out, you complain that they are overpowered as well !!! When ALL of them are out, each will be balanced once again.
You're trying to nerf a class that is buffed due to no one playing it before. I just don't see the reason to change it when it is meant to add to the Pyro's skillset.
xGoblin013x
23rd Jun 2008, 09:51 AM
ok.... if they're overpowering the pyro,
then i want the heavy to get a weapon that kills invulnerables, a melee weapon that crits every time, and something else that is ridiculous.
Then, i want the engy to get a sentry that can upgrade to lvl 6 or a force shield. The demoman can have claymores and dynamite that blows everything a least 3 feet in the air. The scout can run faster, the soldier gets an always critting rocket launcher... etc.
maybe that'll even the field. :roll:
the pyro has been overpowered. simple. Theres a reason only a few people used him, just like only a few people use the medic, or the heavy, or the scout, or the heavy. People excell with some classes and hate others with a passion.
killa_zn
23rd Jun 2008, 09:57 AM
Your right wt, I guess I'll wait for my 0-100 mph under 1 second sprint ability for my scout.
So fast ya didn't even know what hit cha.:twisted:
Kenshin Himura
23rd Jun 2008, 11:05 AM
I've always enjoyed playing Pyro, he's definitely one of my favorite classes... But, I don't really feel that he needed the +50 HP with the Backburner.
The standard flamethrower gave the air compression ability, which allows him to deflect incoming rockets or push sticky bombs away from a choke point. I think this greatly helped the Pyro with the ability to push forward against soldiers/demoman, and it also gave him a more supportive role when it came to opening areas (from stickies) and keeping them off of friendly sentries.
The Backburner obviously caters to the Pyro that enjoys springing ambushes and gives him a large advantage to one of his main tactics: flanking. I really like the new weapons and abilities they added to the Pyro, but I didn't really think that the +50 HP was all that necessary, especially for a weapon that stresses ambushes. I'm not complaining about it, but I think the Pyro's high mobility kinda defeats the purpose for having higher HP, since he's pretty quick on the feet and has a weapon that has zero reload time. Personally, I was satisfied more than enough with just the 100% crits from behind to help with ambushing.
I guess we'll just see how it continues to play out. The Backburner still makes the Pyro extremely vulnerable to juggling from soldiers and ranged attacks from other classes, though. It's definitely much more painful to run into a Pyro at close range, but I think they just tried to make him more of the CQC specialist that he was supposed to be from the get-go.
Dead...Again
23rd Jun 2008, 11:16 AM
I know it is kinda off topic, but: How do you use the air compression ability?
Kenshin Himura
23rd Jun 2008, 11:22 AM
I know it is kinda off topic, but: How do you use the air compression ability?
Just have the standard flamethrower equipped and right click (by default).
It takes 25 ammo each time you use it, so don't get too trigger happy! :D It is a great tool for the Pyro, though.
Jeffro
23rd Jun 2008, 12:46 PM
what exactly does it do? i dont' get it
{CLR} Naillik
23rd Jun 2008, 12:54 PM
reverses the direction of rockets and nades...
also, im a bit annoyed at the fact that the backburner, which is supposed to be used for ambushes, has such a long range... they should halve the range of it
RuThLeSsKiLLa
23rd Jun 2008, 03:55 PM
i think the opposite, flare gun, u need skill to aim the gun and actually hit someone far away. if it hit you it only set u on fire and put you down half health i believe. the 2nd flamethrower i can live with. just when u running back just run backwards so it wont crit you from behind. :D its what i do:D
i got all my pyro unlocks but i dont find it to be very useful to me. as you can still get cream but other class head to head. i just use the flare gun to annoy sniper and other people.
paceman
23rd Jun 2008, 04:31 PM
I don't understand this "no one played pyro". I had more time as pyro than my next 2 classes combined. Pyro was/is great fun. I know a lot of people that were playing pyro before the update. Yo Sirex!
CarbonFire
23rd Jun 2008, 06:24 PM
Honestly, the only thing I think they overdid it with was the +50 health to the pyro with the backburner (I agree with Kenshin :)). Everything else fits well with their class and compliments the other classes well.
Of course we see more pyros than before the update, but that's par for the course. Since both teams are more laden with pyros, you're naturally going to see fewer of the pyro's main counters: Heavies and Soldiers. Once the novelty wears off, I think you'll see the balance slowly restored.
KillerRabbit
24th Jun 2008, 07:39 PM
If there is one thing unique about TF2, it is how dramatic the difference is between each class's strengths and weaknesses. Each class has situations where they will dominate and others where they will be dead in an instant. The pyro is the lead class for close combat. Obviously his primary weapon is going to be far superior at close range. Granted, the flare gun gives the pyro some added range, but if you really want to kill a pyro, it is not hard with the proper class.
I don't understand this "no one played pyro". I had more time as pyro than my next 2 classes combined. Pyro was/is great fun. I know a lot of people that were playing pyro before the update. Yo Sirex!
The pyro was the second least played class (medic being the at the bottom). Obviously there are going to be people who play these classes primarily, but the fact remains, most do not.
Daishi
26th Jun 2008, 04:27 PM
I love the new pyro, brought me back to the game.
About the range, though: from what I've read (and played personally), the range of the flame is still the same, they've just reduced the falloff damage. Previously, the farther out from the nozzle, the less damage it did, reaching a minimum of 50%, if I've read correctly. This means it's as effective at the max range as it is at the min, giving the pyro the actual ability to dominate in close range.
The pyro is still laughably ineffective at killing anything outside of his little cone of death, but once you're in range, prepare to be burnt.
{CLR} Naillik
26th Jun 2008, 09:07 PM
another complaint lol :D
Backburner is brutal on me as a medic. Pyro runs behind my heal target, clicks for about half a second, BAM I'm a charred corpse:(
CarbonFire
26th Jun 2008, 11:20 PM
another complaint lol :D
Backburner is brutal on me as a medic. Pyro runs behind my heal target, clicks for about half a second, BAM I'm a charred corpse:(
Better communication and a more aware heal target = problem solved :D
I actually like all these pyros running around....they're easier to mow down playing as a heavy than soldiers or other heavies :twisted:
......eeeexcept when they're ubered :pissed: :p
{CLR} Naillik
27th Jun 2008, 06:53 PM
Better communication and a more aware heal target = problem solved :D
I actually like all these pyros running around....they're easier to mow down playing as a heavy than soldiers or other heavies :twisted:
......eeeexcept when they're ubered :pissed: :p
heavies are slow. :D
xGoblin013x
28th Jun 2008, 12:43 PM
heavies are slow. :D
They're tanks... when they've got a good medic, they can pretty much bull through anything within medium-short range. Especially with uber.
however, effectiveness is based on communication... if you and the medic/heavy arent talking, they get taken down easily by spies and apparently by the newfangled pyro.
{CLR} Naillik
28th Jun 2008, 02:30 PM
They're tanks... when they've got a good medic, they can pretty much bull through anything within medium-short range. Especially with uber.
however, effectiveness is based on communication... if you and the medic/heavy arent talking, they get taken down easily by spies and apparently by the newfangled pyro.
I mean they can't turn and kill a pyro attacking the medic fast enough to save the medic unless the medic is ubered :)
+500 on the communication though. When I play spy (2nd most played for me) I will go back about mid way, elimenate snipers, disguise, and stab all medics/sap all sentries, then immediately go about stabbing people in order of importance, heavies are my #1 target.
Also as a medic, when you and your heavy both talk to each other, the results are unstopable :D
CSD
30th Jun 2008, 12:22 AM
the pyro is SOOO OP its unbelievable..they keep sniping me with their uber flare guns its simply too much they MUST BE NERFED!!!
KillerRabbit
30th Jun 2008, 08:40 PM
Move around a bit more. And even if they do hit you it'll take a couple full burns to kill you.
CarbonFire
1st Jul 2008, 03:18 PM
I mean they can't turn and kill a pyro attacking the medic fast enough to save the medic unless the medic is ubered :)
+500 on the communication though. When I play spy (2nd most played for me) I will go back about mid way, elimenate snipers, disguise, and stab all medics/sap all sentries, then immediately go about stabbing people in order of importance, heavies are my #1 target.
Also as a medic, when you and your heavy both talk to each other, the results are unstopable :D
Truth on both counts....Heavy/Medics who don't talk are easy prey, and those that do are momentum-swinging vortexes of never-ending pain for the other team. I like falling more into the second category :D
YATATATATATATA....KaaahBOOM....KaaahBOOM :mgr:
Also, the flare gun is little more than an annoyance tool in most situations. If you find yourself dying to it consistently, KR is right, time to move around a bit more :D
Daishi
1st Jul 2008, 07:11 PM
Well, they put some falloff damage back on the pyro. Proof that if enough people whine about it, they'll change it.
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