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12-15-2010 03:50 AM | |||
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I don't know, I don't often lay into people with the flame thrower. It's usually enough to light them up and run away for a few seconds, and repeat if necessary. With scouts it's stupidly easy. Pop an IC rocket near them and squirt them once with flames as they go by and they're as good as dead. Maybe you saw me doing this on o-t the other night.
I'd say if anything, burn duration should be decreased. |
12-15-2010 03:59 AM | ||
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12-15-2010 12:16 PM | |||
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I have a tendency to circle my victims and spam the flames when I kill an enemy, Xiax and a few others that play on O-T can attest to that. Different burn levels and durations couldn't be half bad. But that still doesn't come back to my original suggestion, it's 1 part of the problem. The FT has a 0.2 second delay between firing a new missile. (5/second) Most players, especially myself use it to keep on the hurt at close range. Everyone has a different play-style, it depends on the individual. Just testing it in the beta may not be all to bad, just tweek the values and see what spits out. The difference is a few seconds of survival time. At least with the tweek, the pyro has a guaranteed chance of dying if he/she gets up in the face of a heavy, I promise you that... a good heavy tends to severely weaken me the way it is now. Usually it's all about teamwork, but also about speed. If players would work together I.E. a medic heals their companions out in the field, an engineer builds a dispenser at the front of the enemy base to provide armor and ammo, etc. Defense and Offense could be offset a little bit more. Usually it's the more organized team that wins the round with or with out the grenade spam. It's a proven fact. A couple of days ago on Openfire and hell even on rock2 the defense was well organized, but so was the enemy offense. Player A was the sacrificial lamb and Player B would grab it after Player A died and then he would slip out of the base. While the defense I was on had a heavy, engineer (myself, blew up player A & B several times with my dispenser), and a few other classes while the rest of my team went on offense. Only 2-4 players working in sync is enough for offense. Changing the game the way it is now, removing grenades, simplifying values, reducing values. It doesn't sit well with me because then it will throw off that intricate balance. Why do you think the original games had Team Fortress in them? |
12-15-2010 05:05 PM | ||
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The pyro is not anywhere near OP in my opinion. While special guys like ChickenP and Gwar can be effective with it in unsuspecting pub play (on certain maps,) as a defender I find a good scout/medic/soldier/demo more intimidating. Effectiveness against concing classes on offense is nearly nil.
Without stopping power (rockets, pipes, and somewhat more anemically: hw and sentry) or speed (concs,) he is not a prime contributor on defense or offense. Some random change suggestions to forestall boredom: - Remove or greatly curtail flame 'blindness', so you can tell you're on fire, but your FOV is not obscured (a UI issue). See TF2 - Significantly increase napalm grenade explosion damage, limit to 1 on spawn, 2 max. These should work identically to mirvs, with the difference being incendiery bomblets, instead of explosive bomblets. Napalm bomblets seem to have no effect if you jump over them or even get near them - they should provide better area denial. - Significantly extend the range of the flamethrower flames, but slow them down. Not sure how this would play, but I think it would be a fun mechanic and could add some mini-tactical play to the FT. |
12-23-2010 06:40 AM | |||
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i mulched a decent pyro the other day and really have only one complaint with it, which i think may be a bug.
yeah it sucks getting raped by a pyro because we all have this shit in the back of our heads saying "NEWB" when yeah it requires different skills than a scout/medic/soldier but tbh a good pyro can do some serious fuckin justice for their team.(again depending on how many players there are in the mix) my qualm with the pyro is that if you get on fire with a lvl 3, it's death unless you're able to immediately find a couple resupply bags or happen to have a medic around(never). id be happy to test this with somebody in a mulch situation. the ticks that deal damage when on fire are way too harsh and not frequent enough. contradiction? maybe. solution: reduce the damage & increase the frequency of ticks and i think we have a winner.(at least on level 3 damage. i go from 80 health to 0 health in a single tick... that's too much when i only have 100 max. you figure the burn from the flamethrower + the grenade + the napalm puts me AT THE VERY MAXIMUM like 80 health and some armor. but more typically around 40-60 health and some armor. i really think its bugged. please look into this. also get rid of the bouncing screen affect which fucks up aim. as if having a burning fire on your screen and a DoT on you + a pyro shooting flames at you isnt enough, you're screen has to bounce.... no thanks. |
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