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Team Fortress 2

Update on the website from yesterday says that they're gonna roll out some more small tweaks for the pyro...

I've got my fingers crossed that maybe Valve finally got their crap together and are gonna set things right for my favorite class.
 
I hope it's not damage. Good riddens to the day where a Pyro could do The Spy's job better than he could.
 
TF2 update notes said:
Fixed a case where the Spy could start taunting and cloak at the same time
Flamethrower changes
Increased base damage 10%
Afterburn duration increased (from 6 to 10)
Flares that hit a burning player at mid-to-long range will crit
Reduced Backburner damage bonus from 20% to 15%

Hmm, well seems pretty good to me, at least pyro got SOME of his firepower back. And I may start using the flare gun again. :p

PkMnTrainer Yellow said:
I hope it's not damage. Good riddens to the day where a Pyro could do The Spy's job better than he could.
What the hell are you talking about? This was NEVER the case... If a pyro can do a better job at sneaking around than a spy can, then it's not the case of the pyro being overpowered... you're just a freaking terrible spy.
 
Unless what she meant was that the pyro could come from behind and burn everybody to death without them being able to kill the pyro.
Don't be so sad. =(
Flare gun leaves pyros vulnerable in water, but I guess you can swap in certain stages. Good thing burn went back up.
 
Wait, what? Changing the skins or models of the weapons has been around for ages.
 
I know, but this time they are showing off ones that Professionals have been designing?
I'm not sure, but they're promoting them.
 
They are already out. Look on the website.
=P
They look okay, but I really cbf.
 
Downloaded some of them, but seeing as how I don't have many hats, I won't be able to see them until I get the hats in the game.

I'm glad pyro damage was increased.

Indeed. It's nice to actually be considered a threat at close range again. Also, backburner actually does MORE damage than it did before the initial flamethrower damage nerf now. It's only by about 3% or so but still.
 
I'm glad I rarely play pyro, they're screwing around with him/her/it so much lately it's insane.

I've not bothered skinning TF2, I had a few skins for CSS but nothing to special, can never be bothered to do it, all the weapons and hats look fine to me anyway, save for the ambassadors reload animation.
 
Indeed. It's nice to actually be considered a threat at close range again. Also, backburner actually does MORE damage than it did before the initial flamethrower damage nerf now. It's only by about 3% or so but still.

They could have found a better way to balance, imo. In my opinion since Pyro is so easy to play, it should in fact lose against any good heavy/soldier/demoman in a close range faceoff. I left out Engineer because he's meant to be underpowered alone and Scout because the scout has running speed and can easily keep range if he knows the pyro is there, therefore not needing to be able to be better at close range.

I would've much rather have seen an increased burn time or increased burn damage. but increased flame damage? Meh. Back to having to go heavy/soldier to stand a chance at surviving a corner camping pyro.
 
They could have found a better way to balance, imo. In my opinion since Pyro is so easy to play, it should in fact lose against any good heavy/soldier/demoman in a close range faceoff. I left out Engineer because he's meant to be underpowered alone and Scout because the scout has running speed and can easily keep range if he knows the pyro is there, therefore not needing to be able to be better at close range.

I would've much rather have seen an increased burn time or increased burn damage. but increased flame damage? Meh. Back to having to go heavy/soldier to stand a chance at surviving a corner camping pyro.
With the exception of heavy, your claim that a pyro should lose close range is well... completely absurd and wrong in every possible way to be wrong. The pyro is supposed to be the best class at close range which is why the pyro has nothing that's very effective over long range (the flaregun doesn't count because even though it's useful it's not powerful at all), and getting close enough to any enemy with a mid to long range weapon as a primary (essentially EVERY class except pyro) isn't as easy as you'd like to believe. If a pyro is able to get you in his range then you should die, and if you're getting killed by pyros that are charging headfirst into you in plain sight, you're just bad.
 
With the exception of heavy, your claim that a pyro should lose close range is well... completely absurd and wrong in every possible way to be wrong. The pyro is supposed to be the best class at close range which is why the pyro has nothing that's very effective over long range (the flaregun doesn't count because even though it's useful it's not powerful at all), and getting close enough to any enemy with a mid to long range weapon as a primary (essentially EVERY class except pyro) isn't as easy as you'd like to believe. If a pyro is able to get you in his range then you should die, and if you're getting killed by pyros that are charging headfirst into you in plain sight, you're just bad.

Flare guns are actually good for mid-long range attacks now since they do crit hits.
 
But that's only if they're already on fire.
 
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