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| Team Fortress 2 - Tactics & Map Discussion Discussion about Team Fortress 2 tactics and maps. |
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#34 (permalink) | |
![]() Join Date: Jan 2008
Location: Vancouver
Posts: 50
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Re: Tactics: The Pyro
Quote:
Boo Yeah!
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--=--=--=--=--=--=--=--=-- I can eat a rubix cube and poop it solved. |
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#35 (permalink) |
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Join Date: May 2008
Posts: 164
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Re: Tactics: The Pyro
New weapon thoughts:
The new pyro mechanic is interesting. I haven't seen much of it in use so I can't say much. It's good at pushing people away, thats for sure. The axignisher I think is fine. I die from flames anyway that close so it doesnt make much of a difference. The backburner is certainly a huge buff for spies. Dispite what magna says, I didn't see much of a problem with the critcal hit detection yet. The flare gun I feared would be a nerf against snipers, but its actually only a nerf against bad snipers, which I think actually works in my favour. Bad snipers will probably spend less time charging shots to get a body kill off me, and there will be less newbie sniper wars since Pyros can keep pressure on them. I have yet to be hit by a flare and I've logged a good hour and a half with many pyros. I now am forced to do two headshots instead of headshot+bodyshot on pyros since I'm not sure its sometimes hard to tell if they have the backburner with the health boost. If theres a medic healing a pyro I might of had a chance to kill the pyro while he was running up but that is no longer the case, and I am forced to retreat. Definately the pyros effectiveness have gone up. Many soliders and demomen have not yet adapted to the self damage nerf and they're killing themselves frequently. My role of sniper has changed slightly, at least for the time being while everyone is adapting to the changes. I found myself being a lot more important following my team around weakening/killing pyros and other enemies. The pyros prehaps have too much health in which I think they're going to become the new noobcannon class (formally the solider). Overall I'd say bad snipers have got somewhat of a nerf by this patch since pyros can now keep pressure on them and disarm them. Good snipers got a buff since the pyros are now a more combat oriented class and you can help them far out of harms way, not to mention the fact that the critical rates for demo/solider seem to have gone down and I've already survived many encounters with both classes with ease which normally I would barely survive. |
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#36 (permalink) |
![]() ![]() Join Date: May 2007
Posts: 1,891
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Re: Tactics: The Pyro
Poof is awesome. It gives pyro juggle power, a pyro-lead rush (since he's faster than Demo, Soldier, Heavy...) he can poof crit rockets and stickies. Anyone or anything anywhere, poof it, you poofing poofter.
Axting is useless right now since everyone is pyro, but the half-damage puts it into knife-slash class which is still useful when you are out of options, and the 195 damage on anyone warm is like a backstab on anyone who isn't buffed except it works. "The backburner is certainly a huge buff for spies." Yeah that. Using it in the field, it seems the +50 is the superstar. The crit power is a kill-more effect that prevents you from needing to dance around heavies. Flaregun is exactly the ABS-plastic toy it looks like. Demo's self-damage increased months ago; the Soldier adjustment has been a long time coming.
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#39 (permalink) |
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Join Date: Jan 2008
Posts: 488
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Re: Tactics: The Pyro
I found that the update is actually balanced (at least for now). Scary, I know. I never feel like pyros have a better chance to kill me as another class, nor do I feel like other classes out-power me pyro. I'm favoring the Poof/Flare/Tinguisher. I have a knack for hitting with the axe, so I light them on range with the flare (gotten really good at that), poof my way over and burn any stragglers, then axe them. It's like an insta-kill, plus I have explosive protection (to some extent). Otherwise, I use the BB/SG/FA. Play like a normal pyro.
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#40 (permalink) |
![]() ![]() ![]() Join Date: Sep 2006
Location: Orlando, FL
Age: 26
Posts: 4,826
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Re: Tactics: The Pyro
I think the only reason the pyro is "balanced" right now is because 99% of the other players are pyros using the same weapons with the same advantages, so you're not getting the full scope of playing really mixed teams. I think once the fervor around the update dies down we'll see how ridiculous the backburner upgrades makes it.
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#43 (permalink) |
![]() Join Date: Apr 2007
Location: NY
Posts: 2,974
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Re: Tactics: The Pyro
With each new update will spur new updates to fix any problems that they create...
As always...
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#44 (permalink) | |
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Join Date: Jan 2008
Posts: 488
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Re: Tactics: The Pyro
Quote:
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#45 (permalink) |
![]() Join Date: Jan 2008
Location: Vancouver
Posts: 50
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Re: Tactics: The Pyro
I haven't actually managed to aquire any of the new items yet since every server I've been on has just been achievement whoring. However my initial impression is a positive one, with just the basic tweaks alone. It seems as if valve has addressed all those little "weaknesses" that I mentioned previously.
I think that best part of this new update though is the achievements themselves. For the most part, 99% of the are accessible just by playing the game. There are no "heal a spy, while a pyro burns him, on a sunday, between the hours of 7-9 PST, while playing on the blue team with a soldier rocket jumping to his death behind you" achievements anymore. The majority of the achievements I would already have if the game managed to keep track of past data. So for now I think I'll take a break from playing for a few days or so till the Pyro rush dies down, then I'll give it a go in a game that doesn't have 7 pyro's per team.
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--=--=--=--=--=--=--=--=-- I can eat a rubix cube and poop it solved. |
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