Thread: Pyro Thread
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Old 07-05-2012, 03:00 PM   #17
Ricey
UI Designer
Front-End Developer
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Join Date: May 2008
Location: Winter Park, FL
Class/Position: D Eng
Gametype: CTF 9v9
Affiliations: .gr , smr
Posts Rated Helpful 46 Times
Quote:
Originally Posted by Agent Buckshot Moose View Post
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).


No, No, No, and NO.

Make the Napalm do more damage to the sg? Do you even play this game? It fucking wrecks it, while also wrecking the Engy.

Pyro is bad because of his high damage out put, which is why he's frown upon.

Add reload to IC, Flamethrower. Reduce Damage to Flamethower and burn levels. Reduce Napalm to 1, boost damage, less effective towards SGs(the sg is fucking metal bitches.)
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