Pyro tweak imminent

Good news! The pyro was the class that I fist had my eye on, but when I played him was dissapointed. Tweaking (for the better hopefully) is good. Let the scout get nerfed next!

Cheers
 
Good news... lol at the comments, people getting angry over stats not working etc.

Who gives a?
 
Despite the fact that the pyro holds my third highest kill streak (and considering the engineer is in the lead - by one kill, that's saying something), I suppose I do think he needs a little something. Whatever they do, however, I don't think the buff should be very big.
 
A little bit of a plus to the pyro is needed, but not much.

And lol at the comments. "OMFG STATS DUN WORK VALVE SUK FIX! I HAD 10 KILLS I WANT MY STATS TO SAY I AM 1337 H4X0R!"

I hate people. Valve has this AWESOME game, and all they can do is bitch about something as silly as stats. GTFO.
 
Awesome ! my favorite class gets tweaked, hope not too much though.

No class should be overpowered..
 
My 2nd favorite class.
It doesn't really need much tweaking tbh.
Good to hear though.The class is more of a defensive then offensive class.
It's a sitting duck in open areas.
Hopefully they will increase the flamethrower's range with this tweak.
 
I can see the tweak now....
"We changed the class selection screen. The Pyro and Demoman have now switched spots, so the Pyro is Defense, and the Demoman is offense!"
 
they just need to add the movement vector of the player to the flame, so that if you are running and flaming, you can't compress the fire
 
They need to make demoman grenades stop one-hit killing 200 hp soldiers on direct hits.
 
i like the pyro :) but he either needs some moar range or dmg.. or both imo :P
 
i like the pyro :) but he either needs some moar range or dmg.. or both imo :P

He has more of both now... I liked him before but he definitely seems more in line with other classes now. The extra range is mainly just in moving forward, though, but it's really noticable. I consider the demoman grenades not detonating on impact after the first bounce as a pyro-improvement too. :P

Dying in one hit from demomen and soldiers still sucks, but at least the pyro has a better shot of killing them now when he gets the drop.
 
I'm seeing the pyro clear CPs out more and more. It's great to see them do good finally. Just some more things showing how great Valve is *hugs*
 
Dying in one hit from demomen and soldiers still sucks, but at least the pyro has a better shot of killing them now when he gets the drop.

A direct rocket cant kill any class.

A demo nade kills anyone except heavies with a direct hit.
 
This latest patch has helped quite a bit, I think :). Pyro is viable on direct offense, demoman is slightly less dominant.

My only complaint is sentry guns...
Lately I've run into a string of matches where most of the defense just goes Engi and spam. Would be nice if there was just a little more time before sentries instagib you...
 
Crit rockets are a different story.

The lowest health ammount for a class is 125 health points.

A direct normal rocket does around 100 damage.
 
This latest patch has helped quite a bit, I think :). Pyro is viable on direct offense, demoman is slightly less dominant.

My only complaint is sentry guns...
Lately I've run into a string of matches where most of the defense just goes Engi and spam. Would be nice if there was just a little more time before sentries instagib you...

Problem with that: if the sentry takes for example 0.5 - 1 second to home in on you, any class can easily destroy it by peaking around a corner and shooting and going behind the corner again. Currently only a Scout can do that properly.

Perhaps give them that longer time to aim AND some more health to work with so that demomen and soldiers are the only ones that can easily destroy one from range, as it should be.

On the subject of tweaks, I feel there should be some kind of counter-spying in the game. In a lot of battles, you have engineers just running around constantly smacking sappers off their buildings, like some stupid cat and mouse game. But you can't nerf the sapper because that would hurt spies too much and hurt their viability in the game, nor can you give engineers a spy detection method because that would make sentries overpowered. But I feel that spies should be able to detect other spies more easily and perhaps "tag" them as dangerous or something when disguised as another class from your own team (that would give that a purpose too, no one ever uses it). It would make spies more useful without overpowering either spies or engineers. It would also create another powerful duo, like the medic and heavy: the spy and engineer. The engineer builds sentries while the spy (disguised as a friendly engineer or something) watches out for other spies (because he is somehow capable of seeing through their disguise, although I don't know how this should be implemented) and "tags" them as spies which makes everyone able to see through their disguise for 10 seconds or so.

There is really no interaction between spies right now, while there is plenty of possibilities for it which also gets rid of the tedious sapper game when a team is willing to sacrifice a teammember that helps protect buildings.

Thoughts on that? Sorry for the messy write up, kinda wrote it down as I thought it up.
 
On the subject of tweaks, I feel there should be some kind of counter-spying in the game. In a lot of battles, you have engineers just running around constantly smacking sappers off their buildings, like some stupid cat and mouse game. But you can't nerf the sapper because that would hurt spies too much and hurt their viability in the game, nor can you give engineers a spy detection method because that would make sentries overpowered. But I feel that spies should be able to detect other spies more easily and perhaps "tag" them as dangerous or something when disguised as another class from your own team (that would give that a purpose too, no one ever uses it). It would make spies more useful without overpowering either spies or engineers. It would also create another powerful duo, like the medic and heavy: the spy and engineer. The engineer builds sentries while the spy (disguised as a friendly engineer or something) watches out for other spies (because he is somehow capable of seeing through their disguise, although I don't know how this should be implemented) and "tags" them as spies which makes everyone able to see through their disguise for 10 seconds or so.

There is really no interaction between spies right now, while there is plenty of possibilities for it which also gets rid of the tedious sapper game when a team is willing to sacrifice a teammember that helps protect buildings.

Thoughts on that? Sorry for the messy write up, kinda wrote it down as I thought it up.

Actually I've been having the opposite experience with this, as a spy.

Since the pryo's flame-hitbox improvement, and the damage increase, there have been a lot more people choosing to be pyros.

Pyros I can tell you, on an rival team are a detriment to any spy, their sprays catch whole groups of people, and instantly mark you as a spy since you're the only one that burns. Cloaking doesn't help because the flames are still seen on you, so you usually die when that happens.

I was okay with the pyro deaths I had before the change when there usually was one or none. And being a spy sometimes involved an instance of luck when enemy teammates would shoot you and forget you if you pretended not to get hit. But now the chance of dying as a spy is huge when there are now sometimes three pyros on a team. And they run Fast too.

I believe Pyros are at their peak at the moment and Spies do not need any kind of nerfing as they are a particular class in gaming that makes Team Fortress games unique as they are. Love spies, even when I'm on the receiving end of a butterfly knife it just shows me the skill of the player to get by unnoticed.
 
Well, I'm not saying spies are overpowered, they're fine. I'm just tired of the engineer/spy cat and mouse game. It really isn't much fun when there's a lot of spies for an engineer and there is no way to catch that spy if he plays properly. The engineer will just have to hit the sappers off over and over. Tedious. And my proposition would give spies another role in the game, not nerf them. It would create a new possible powerful duo: spies and engineers. It would also make the disguising as another class of your own team useful, because have you ever used it? I haven't.

But yeah, I guess you're right and you could team a pyro with an engineer to catch spies.
 
I've been playing Pyro almost exclusively starting three days ago. Before, he was a little underpowered, but still a top contender. Now he's a wrecking machine. The extra is very welcomed.

Nothing beats burning down five people capping a point in two seconds with a critical flamethrower.
 
I haven't had a chance to play today yet, so I don't know the new pyro. But wrecking machine as in: overpowered. Or wrecking machine like how the heavy and the soldier are wrecking machines?
 
I wouldn't say overpowered, but I can see how someone might call it that. They wholly excel in close range. I can burn down a Heavy in three seconds point blank. But, see, it's point blank. If a Pyro is that close for that amount of time, you need to work on your techniques. Long range still sucks, medium range is okay with the shotgun. Pyros have always done massive damage up close; now it's just a little more.
 
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