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Old 07-04-2012, 03:24 AM   #1
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Pyro Thread

What can be done to fix the class?

Nerfing the afterburn damage?

Removing the stack?

Decreasing the length of afterburn?

Decreasing the blast radius of the incendiary cannon?

Removing level 3 burn damage?

Simply nerfing all damage done by the pyro drastically?

Discuss.
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Old 07-04-2012, 03:30 AM   #2
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just remove it
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Old 07-04-2012, 03:47 AM   #3
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Removing ANY class is a cop out. It's taking the EASY way out. Don't remove the class please.

My suggestions for the pyro's damage stacking are based on a percentage of burn.

Direct hit with flamethrower for 1 second would start at, say 10% burn.

Direct hit with IC rocket would do the same 10%.

Afterburn should only start at level 1 burn.

Level 1 burn would start at 25%, so that means when the pyro stops shooting you if you are below that 25% threshold, you would not have any afterburn.


3 seconds being actively hit with the flamethrower would bring it up to 30% burn, which still means hitting someone with an IC would only get you up to 40% burn.

Level 2 burn would start at 50-60% and would make the player scream. Level 3 burn would need to be removed. Once lvl 2 afterburn is activated, depending on how high a percentage above level 2 you are burned will depend on how long the afterburn lasts.
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Old 07-04-2012, 04:03 AM   #4
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I think that Kube has the right idea. We were discussing the class on his server and I brought up 3 things, 1. was that the flame thrower is to long, maybe nerfing its length would help 2. was making the damage a percentage based damage which, Moto did a great job explaining and 3. was maybe the stacking damage doesnt start with the first IC but, maybe the 2nd or 3rd. I dont know what needs to be done to the class but, something needs to be done. All I know is that getting hit by an IC and less than a second burst of flame brings a scout to 10% health, is not good and is OP.
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Old 07-04-2012, 05:10 AM   #5
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delete scouts from game, solved
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Old 07-04-2012, 05:13 AM   #6
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ok serious reply, these are good ideas
i would like to see some sort of 'ramping up' mechanic to the dmg that is less binary then the current system
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Old 08-12-2012, 06:32 AM   #7
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delete scouts from game, solved
lol'd
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Old 07-05-2012, 06:36 PM   #8
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Quote:
Originally Posted by EnDeR_ View Post
I think that Kube has the right idea [...] the flame thrower is to long, maybe nerfing its length would help.
I agree. Something that feels primarily like it was intended as a melee weapon shoots a bit too far.

Last edited by CaptainAhab; 07-05-2012 at 06:37 PM.
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Old 07-06-2012, 08:34 AM   #9
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RT just remove it.

yes i retweeted
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Old 07-06-2012, 06:41 PM   #10
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Quote:
Originally Posted by CaptainAhab View Post
I agree. Something that feels primarily like it was intended as a melee weapon shoots a bit too far.
From my experience with homemade flamethrowers (backpack, pump, gas, supersoaker, etc).. Flamethrowers ARE NOT MELEE WHATSOEVER
They set EVERYTHING on fire for a good 30-40 feet. Just a stream of pure mayhem with an orange hue. Its simply too much power for a single man
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Old 07-04-2012, 11:12 PM   #11
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just remove it
"just !remove it"

I corrected it for you.

Also, when I see the word "flamebate", WiFiDi, I think of disgusting, despicable acts using flames...

Last edited by oaties; 07-04-2012 at 11:15 PM.
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Old 07-05-2012, 01:30 PM   #12
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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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Old 07-05-2012, 03:00 PM   #13
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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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Old 07-05-2012, 04:18 PM   #14
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but if we nerf the pyro so much that it isn't absurdly easy to pwn ppl anymore, what will the newbies play???????????????????????????????
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Old 07-12-2012, 11:46 PM   #15
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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.)
The pyro isn't very effective against a well-placed SG. It's always been the main weakness besides EMPs. If you can get close and circle strafe it, the SG can be destroyed. But if you can't get near it, you won't be able to do anywhere near enough damage to destroy it.

No point in reducing napalm to 1. Leave it at 2. Increasing the damage of the napalm in conjunction with reducing or removing burn levels is fine. I would actually prefer if burn levels were removed. It's more consistent that way.
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Old 08-29-2012, 01:07 AM   #16
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Pyro is underpowered and scouts die in 1 second from any class not just pyro.
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Old 09-28-2012, 06:52 AM   #17
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Pyro is underpowered and scouts die in 1 second from any class not just pyro.
If it's underpowered, how would you balance it?
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