Thread: Pyro Thread
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Old 07-05-2012, 01:30 PM   #16
Agent Buckshot Moose
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Join Date: Mar 2007
Location: Geokill's closet
Class/Position: Sniper/Demoman
Gametype: CTF
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Reduce burn damage, increase stopping power and/or maneuverability. Returning the Pyro to TFC state would make him useless. The pyro in TFC did no real damage, had no maneuverability, and was just worse than any other class he tried to replace (even as a "disruptor" or "chaos-causer"). Turning the class into a medic with fire is just uncreative.

Perhaps remove multi-level burn, increase the stopping power and damage of the incendiary cannon, increase the sustained damage of the flamethrower. Leave napalm as it is but perhaps increase the duration, make the pyro completely immune to it (except the initial explosion), make it more effective against sentry guns? All sorts of random ideas.

The ability to do high damage is fine. The ability to drop someone from 100 to 0 in under a second if you time it right can be a bit annoying though. I think is as long as the pyro is continually attack his enemy, high damage is fine. The issue is when high damage continues after the pyro is dead or has moved on (e.g. killing a scout with only level 2 burn).
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