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| Team Fortress 2 - General Discussion General discussion for Team Fortress 2 |
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#46 (permalink) |
![]() ![]() Join Date: May 2007
Posts: 1,891
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Re: Maybe we are a little mean...
I'm usually successful as solider, but I don't enjoy playing it. Also, I don't understand why it is that when I'm a pyro and I flame a Soldier, it takes a good four seconds of steady burnage to knock him over, while I can be torched from full health in 1.2 seconds.
...that was either a super-luckly Crit stream, or I demand requital upon my assailant.
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#47 (permalink) |
![]() Join Date: Jul 2006
Location: Orange County
Age: 19
Posts: 942
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Re: Maybe we are a little mean...
Well first of all Soldiers have a ton more hit points than pyro.
Pyros flame retardant suit means they take their damage from the flame directly and won't stay on fire. It might be true they take more initial damage since they aren't lit on fire for the extended period of time. Also the fact that a soldier can easily shoot you and throw you far away and that a pyro just runs after you has probably something to do with it ![]()
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#48 (permalink) | |
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Join Date: Nov 2007
Posts: 12
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Re: Maybe we are a little mean...
Quote:
I love circle strafing around a heavy half a step ahead of his slowly turning gun while I torch him. Unless he's got friends around, he's toast. |
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#49 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Maybe we are a little mean...
I chose the Demoman and pretty much play him exclusively during my limited play time. I think he can be a great support asset for the team on both offense and defense, but he's fairly useless as a lone wolf. In my mind, that makes him a great class to play on the TG servers. He's also a helluva fun class to play.
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#50 (permalink) | |
![]() Join Date: Jul 2006
Location: Orange County
Age: 19
Posts: 942
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Re: Maybe we are a little mean...
Quote:
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#51 (permalink) |
![]() ![]() Join Date: May 2007
Posts: 1,891
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Re: Maybe we are a little mean...
Re: Q
I understand that. But one of the wonderful things about source engine is if you're within a few feet of someone, they start teleporting around. I can't count the number of times someone popped out of a backstab. Twice. Or when I'm maneuvering behind someone and they keep popping a few inches each frame, so I can't quite get beind him enough to get registration. I don't understand why Valve thinks that it's 100% okay for you to jump on a barrel (e.g., in CSS), fall through it, and then magically slide out of it, but collisions with players, which are elastic due to the fact that people are made of meat with a high centre of gravity, must be completely inelastic to the point of shutting down the dead-reconing and motion interplation system.
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