10-14-2008, 05:46 PM | #101 | |||
Join Date: Sep 2007
Posts Rated Helpful 0 Times
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10-14-2008, 09:36 PM | #102 | |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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10-15-2008, 04:02 AM | #103 |
D&A Member
Fortress Forever Staff Join Date: Mar 2007
Class/Position: Sabotaging your shit. Affiliations: :}|, mimic, /KBN/ Posts Rated Helpful 0 Times
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i think deathstriker is the only one in this thread saying anything useful. i look forward to more.
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10-15-2008, 06:38 AM | #104 | |
FF Loremaster
Beta Tester
Join Date: Sep 2007
Posts Rated Helpful 4 Times
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More pyro suggestions:
Reduce burn time by a good amount. Leave the damage each burn does at the various levels the same so the overall damage is less. Keeps the focus on killing enemies. Alternatively, keep burn damage a constant rate and have each burn level make the burn last longer. Something in between level 1 and 2 burn damage. Have level 1 burn last, say, 5 seconds. Level 2 last 10. Level 3 last 15. This keeps the focus on killing enemies. Remove horizontal flame push. It currently does 0 for the pyro. The pyro was only speedy when skimming momentum was retained. Since this is no longer the case, backwards flame-bhopping keeps you around BHop speeds anyway (just a tad faster, not worth the effort) and the only reason you'd use your flamethrower is for the vertical push. This works against the pyro as BHopping while you're shooting your flamethrower slows you down. I.E. Chasing enemies who are BHopping (scouts, medics) is counter-productive and goes against the flow and general nature of the game. Remove bomblet spread. Keep bomblet pattern a circle with one bomblet in the middle. Currently the inconsistencies of the bomblet spread means that a napalm in a tight hall (2fort ramps as an example for size) has a very low chance of actually covering the hall. Currently, there are higher chances of the napalms just exploding in an arc or line, resulting in the ability to jump over the napalms. Again, reduce IC damage back to 2.0 status. Increase explosion radius. Retain same ignition radius. Quote:
Why would you use the pyro in any of these situations? The only time a pyro is ever useful is if the base is absolutely huge and the enemy simply burns to death before they reach the flag. That's a combination of lack of a useful role, lack of an actual role, and mechanics that don't fit into CTF. He's not even very useful in AVD as his secondary grenade, the thing that ties the class together, is rarely given out in this play style and grenade bags are better given to demomen and medics/scouts. All around, the pyro is a subpar class that doesn't actually fit into any sort of role. He's a jack of all trades that attempts to cover more ground than he should but just doesn't cut it in any one of them. This is why he is never used in pickup or league play. Euros use him. But they're backwards.
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"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'" Ronald Reagan |
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10-15-2008, 06:56 AM | #105 |
no war but class war
Fortress Forever Staff
Join Date: Oct 2007
Location: big bad berlin
Class/Position: Soldier / Scout Gametype: ctf Affiliations: [w~k!] Posts Rated Helpful 3 Times
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I do agree that giving the pyro an area denial ability through higher IC push/explioson radius would go a long way to making him viable in choke points. And yes, reduce the IC while we're at it.
I haven't checked speeds for the pyro reverse bunnyhopping vs. reverse flame hopping.. if they're really much the same, that's a shame. I had bold plans for a pyro rear-view-mirror (attached to the FT or whatever) in my undersized head |
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10-15-2008, 09:07 AM | #106 |
FF Loremaster
Beta Tester
Join Date: Sep 2007
Posts Rated Helpful 4 Times
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Well, the pyro does go faster, it's just that every time he lands he hits his BHop speed. As a result, all the extra effort is kind of a waste. It's only really useful on flat straight aways sadly.
So while he does go faster, it's not that much different than normal BHop speeds.
__________________
"The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.'" Ronald Reagan |
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10-15-2008, 11:30 AM | #107 |
Join Date: Dec 2007
Class/Position: O&D: Pyro, Sniper Gametype: AvD Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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You know where Pyro is useful as Defense on CTF? In the main entry of the base, assuming it has a door a la Well or Shutdown2. It's not useful to put a Soldier or a Demoman here because of the reload times, but since the Pyro doesn't have to reload, you can pretty much burn and kill everyone who enters the door.
However, this means you've got one less "powerful" player in the inner base, and it suffers the Sniper syndrome: killing the people earlier makes them get back faster. |
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10-15-2008, 06:55 PM | #108 |
D&A Member
Fortress Forever Staff Join Date: Mar 2007
Class/Position: Sabotaging your shit. Affiliations: :}|, mimic, /KBN/ Posts Rated Helpful 0 Times
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really helps the ramp solly on sd2 mop up O if theyve already been torched pretty good though. only problem is that once they realize they will have trouble getting by you at fd, theyll just start concing straight to batts. (i did this during a clanstyle beta test a long long time ago)
i used to play pyro on plasma ramp in 4v4s, and it wasnt too bad. a good solly would have been better in that position, but i did a lot better as a pyro than id do as solly (im probably the worst soldier in FF), so it worked out pretty well. |
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10-15-2008, 07:57 PM | #109 | |
Join Date: Dec 2007
Class/Position: O&D: Pyro, Sniper Gametype: AvD Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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I AM the worst Soldier ever, in TFC, FF and TF2. That's why I play Pyro and make other classes about the DoT of the burn ;D It seems that the small speed advantage of the Pyro to the Soldier makes it a lot better to me =D |
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