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01-04-2017, 06:20 PM | #1 |
Beta Tester
Join Date: Nov 2011
Gametype: Capture the Flag Posts Rated Helpful 293 Times
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Few more thoughts:
IC jumps and pogos could help bring you up to speed, but lead to you getting mowed down faster. (IC's self damage is very weak, but it takes a few to get you going) The IC is a spam cannon, should probably reduce RoF. 90% of pyro deaths were caused by crater.
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01-04-2017, 08:17 PM | #2 |
Fortress Forever Staff
Join Date: Mar 2007
Posts Rated Helpful 45 Times
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Great feedback, thanks. I'd be interested to hear anyone elses opinion if you could encourage others to post that'd be great.
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01-05-2017, 03:18 AM | #3 |
Beta Tester
Join Date: Mar 2009
Location: Boston, Massachusetts
Gametype: Capture the Flag Posts Rated Helpful 20 Times
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pyro to me is a great fix and his speed adds to the game tremendously. I enjoyed playing it the ONE TIME that i got to play it on schtop and wouldn't mind playing against it in competitive pickups. Please do not reduce the speed of the pyro, it feels like it works with most maps.
On a huge side note about the graph you posted: scout use way up medic use way down spy use almost invisible There are at least 4-5 maps that used to be played often that are impossible to medic and/or spy on because of speed and the removal of the ability to use your conc with a jumppad. Jumppad needs to go back to old version or figure out a way to make it more useful. A ton of great maps were made with the old jumppad distance in consideration and in my eyes are now "broken". |
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01-12-2017, 03:00 AM | #4 |
Join Date: Sep 2007
Location: Cleveland
Class/Position: any class Gametype: mulch_dm Affiliations: ( GoodFellas ) Posts Rated Helpful 0 Times
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Pyro has never been allowed in pickups in qwtf, or tfc, and for years in ff. Just please remove the class instead of trying to make it work. #makefortressgreatagain #pyrosdontmatter
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01-12-2017, 01:28 PM | #5 |
Fortress Forever Staff
Join Date: Mar 2007
Location: europe
Class/Position: anything Gametype: everything Affiliations: #teamfail Posts Rated Helpful 27 Times
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Good point.
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01-13-2017, 03:14 PM | #6 | ||
Heartless Threadkiller
Beta Tester
Forum Moderator Join Date: Apr 2007
Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
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Quote:
If you're looking for the PC way to do it, how about we instead modify the Pyro, turn him into a rainbow coloured SJW who runs around firing peace signs at you. If he hits you with one, you can't fire any weapon for five minutes. Meanwhile, the theme song from 'Two Broke Girls" plays from the time you're hit until the time it wears off.
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01-13-2017, 07:24 PM | #7 |
Fortress Forever Staff
Join Date: Mar 2007
Posts Rated Helpful 45 Times
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FDA, is this about right as your thoughts?
1. The pyro gets away with the flag too easily, players feel helpless to stop him as he flies away whilst they shoot him in the back. This is particularly true once the flag is into an open space. 2. Specialising as a front line defender DMer is not fun for the front line defender 3. Specialising as a front line defender DMer is not useful, as the front line defense gets back to position too fast 4. He's too bad at killing SGs (on certain maps?), which means after he's killed a front line defender, his best tactic is to wait until that defender gets back, and kill him again, which is boring (for the pyro) and annoying as the defender 5. The jetpack is slow and people like shooting fast people (this could also be that it's hard to hit / too maneuverable in the air / unpredictable) 6. Feels a bit all-or-nothing with his damage, if he gets in, he can cause a lot of damage, but if you stop him then he doesnt do a lot If so I would be interested in which of those is the more important to deal with. I'd be interested to hear if people think he's "too different" to the medic and scout, and simply bringing him and his mechanics closer to how they play would be potentially simpler / better / less risky. Last edited by AfterShock; 01-13-2017 at 07:25 PM. |
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