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Old 03-15-2008, 10:32 PM   #1
battery
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Please restrict the number of Pyros

There is only one way of playing the Pyro on a public server:

1)Move into enemy base, using Flamethrower to push yourself if necessary.

2)Move near enemy spawn room.

3)At the first sight of see a group of bandits, fire your IC.
Release ALL four of your napalm. Concentrate on the space between your enemy and their respawn. There is no need to actually spam their spawn room (lest you be banned from server). Just make sure they have to step on your napalm on their way back to re-supply. In other words, put one or two napalms nearly in front of their spawn.

4)Charge into enemies with flamethrower. No need to actually kill them. Focus on giving 2nd level burn to everyone. Spam frag grenades meanwhile.

5)Die.

6)Enjoy a watching a bunch of people dying from 3rd level burn, 2nd level burn, or frag grenade.


Seriously! This is pretty much what EVERY Pyro does in a public server. I am sorry to say Pyro are designed to spam, and just spam. They don't get any kill UNLESS they spam. Facing one Pyro is annoying, but tolerable. But 2-3 Pyros working together??? Come on! They pretty much camp outside of our spawn for the entire duration of the map. When they are not spamming and camping outside of our spawn, they just camp outside of our base's exits.

Please limit the amount of spamming by limiting the number of Pyros on a team. Thank you for listening to my rant.
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Last edited by battery; 03-31-2011 at 12:36 PM.
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Old 03-15-2008, 10:46 PM   #2
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That's a server/map decision, not a developer decision. cr_pyro #

Also... you pretty much posted exactly what the Pyro was designed for, yeah.
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Old 03-15-2008, 11:45 PM   #3
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The FF development team made the maps and control map settings. So they should be able to limit Pyro.
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Last edited by battery; 03-31-2011 at 12:36 PM.
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Old 03-15-2008, 11:46 PM   #4
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that happens on ff_congetues (however you spell it) more than often than not
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Old 03-15-2008, 11:46 PM   #5
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We need to limit the number of napalms they spawn with, more like
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Old 03-16-2008, 12:00 AM   #6
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Quote:
Originally Posted by AfterShock
We need to limit the number of napalms they spawn with, more like
To 8?
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Old 03-16-2008, 12:12 AM   #7
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To 8?
+1!!!

Griefers are always going to find a way to grief. It's what they do. Have you tried playing Engie and spamming EMPs at them? Pyro + Emp = BOOM!
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Old 03-16-2008, 12:17 AM   #8
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HUGE BOOM
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Old 03-16-2008, 01:08 AM   #9
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It's really hard to toss your EMP far when you are on level 2 burn the instance you walk out of spawn...

Those Pyro are not stupid you know. They avoid engineers like a plague.
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Old 03-16-2008, 01:10 AM   #10
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It's really hard to toss your EMP far when you are on level 2 burn the instance you walk out of spawn...

Those Pyro are not stupid you know. They avoid engineers like a plague.
? You shouldn't need to toss it very far =\.
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Old 03-16-2008, 02:03 AM   #11
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i think the pyrown needs a scope for his flamethrower.
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Old 03-16-2008, 07:26 AM   #12
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i think the pyrown needs a scope for his flamethrower.
+1!!!
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Old 03-16-2008, 07:38 AM   #13
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Just get a couple NGs to set up guns by the flag, maybe put a demo on it too, solj and/or HW play up at forward choke points to make pyros use some nades to try and get by them. One NG can push torwards the front choke points and use his grenades including emps. Then get some good scouts and medics on O to bring back flags. Watch the pryos needless DM solj/HW/NG, get killed by SGs, and the rest of their O struggle to kill the demo and move the flag. Then your team wins by 20 caps and you are happy and the pyros are sad.
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Old 03-16-2008, 07:47 AM   #14
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Quote:
Originally Posted by battery
The FF development team made the maps and control map settings. So they should be able to limit Pyro.
They most certainly can... and they never will.
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Old 03-16-2008, 04:11 PM   #15
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Quote:
Originally Posted by battery
It's really hard to toss your EMP far when you are on level 2 burn the instance you walk out of spawn...

Those Pyro are not stupid you know. They avoid engineers like a plague.
Assuming how big the EMP radius is, it shouldn't be very hard to hit a Pyro (and I'm talking as a Pyro myself!). Plus, when flameing, the Pyro won' t be able to Bhop since that would slow him further if shoting forward, so you have a movement advantage there. And if you get Lv2 burn just leaving spawn, it means that the Pyro isn't very far away either way...

Another thing is if you have to DM him one to one, since he could Lv2 burn you to death before you have the chance to throw the EMP... But he may die because of an after-death EMP anyways.
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Old 03-16-2008, 07:22 PM   #16
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Another thing is if you have to DM him one to one, since he could Lv2 burn you to death before you have the chance to throw the EMP...
Chances are slim for level two burn to kill someone before they can toss a grenade, especially an engineer. Many factors play into this.
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Old 03-16-2008, 09:32 PM   #17
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Yeah level 2 burn generally takes a while to take anybody down unless the Pyro is still right on them, and even then they at least drop a nade.
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Old 03-17-2008, 07:42 PM   #18
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I do this exact thing as pyro but only after I've been overly-annoyed by the demomen doing it to me.
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