Update ftw.

CyberPitz

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And the Pyro might not suck!

September 28, 2007 - Current Release

Changes/Additions
Added option to change Field-of-view, between 75 & 90, from the Options->Multiplayer tab
Added option to disable Player sprays
Increased flamethrower damage at point black range
Demoman grenades (not stickybombs) no longer explode on contact after the first bounce
Bug fixes
Fixed flamethrower hit detection
Fixed a startup crash
Fixed a case where players could get stuck in tc_hydro
Fixed player movement prediction errors
Fixed third-person sniper aim animation not matching player's view exactly
Fixed achievements and stats being awarded when watching other player's demos
Fixed rare server crash due to data corruption in networking
Fixed a case where some sounds had incorrect volumes

http://www.steampowered.com/platform/update_history/index.php?skin=0&id=440
 
Yeah make the pyro even more deadly! Now they just gotta increase his hp, nerf turrets, majorly nerf nades, and decrease the spys knife hitbox.
 
YAY @ 90 fov!

I couldn't really play for long amounts of time with the 75 D:
 
YAY @ 90 fov!

I couldn't really play for long amounts of time with the 75 D:

I've never noticed a problem, I'll try 90 and see what it looks like..maybe take some before/after pictures.
 
I like 90 a lot better. Pyro owns now, although I have been playing Pyro almost exclusively lately.
 
Pyro indeed no longer sucks; it's a lot of fun to play now, and actually has merit as an offensive class rather than a "hide around corners and ambush people" class. You're still gonna die if you run at a Heavy from a distance, but if you get the jump on him then you really have a chance. :D
 
Yeah screw the soldier, pyro lives again!

Critical hit flaming at point blank range = WINNER
 
love the pyro changes he has now become a viable class to be and i can now safely run into a cp point that is being captured from the side and come out on top against 4-5 opponents

however the demo man now sucks

i can see why they have stopped the grenades from exploding after it bounces as it stops alot of spam, however the demo man:-

1. is useless long and short range, a pyro, soldier, scout even a medic totally pwns a demo close range and obviously long range sniper and soldier also do the same. Therefore the demo is only good at medium range like the pyro is only good short range.

2. I was amazing with the demo because my lead was very good getting direct hits (which contrary to be belief doesnt always get an instakill unlike the rocket) and then when i hit them they run away and then i shoot a couple of grenades where they are going so they run into them on their escape.
Now i cant do this because as soon as the grenades hit the floor there useless so now i cant kill scouts that are escaping or shoot round corners.

3. The whole point of the demo is some spam, not total spam but some after all they are a defensive class, the whole point of them is to make the enemy scared to come through the choke points because they know when they do there going to have a tough time in taking the demo on 1v1, it takes team work to kill a demo guarding a choke point, and yes its hard. Just like its hard and it takes teamwork to destroy a level 3 sentry.

4. The demo has no straight firing gun, this means that if you have a scout dodging and jumping all over the place the demo has to be stupidily precise with the grenades because he has to hit the scout dead on to kill him. Before i would not try and aim for the scout because its futile i would aim for roughly where hes going then hope he makes contact with one of the grenades....yes this is mainly pure luck but a demo has no defence against a scout apart from small rooms and corridors. So with no straight firing gun and a GL (grenade launcher) that you have to directly hit the opponent the GL has become like a nerfed rocket for medium range.

5. By making the demo have to directly hit the target the demo has to take more risks by going into the LOS of opponents and as discussed previously nearly every class will beat you 1v1 up close. the point of the demoman is he stays out of LOS as much as poss and supports the offensive or is the defensive. But now he cant support the offensive very well but the defensive is still pretty good although not as good as before.

6. Every class when faced in the right situation you need to think "oh sh!t" im dead. eg
pyro...close quarters, enclosed spaces
heavy...in the open or closed quarters
scout...up close in open to
sniper ....in the open with him hiding in corner or shadows
engineer....when you see a turret
spy....when your an engi, medic, sniper, heavy you fear a good spy
soldier...up close and medium range
medic...obviously uber and also keeping the team healed...maybe not fearful of medic but more wary of a good one

and finally the demo....the occasional good placement of stickys.....erm thats about it

before the patch is was fearful of the GL now its just the good placement of the stickys because if i come up against a demo man now im gonna be thinking hes the new pyro and that 8/10 no matter what class i am im gonna get a free kill
 
The Demoman has always been weak, imo, and this nerf isn't too good. Yes, it was lame being hit once and blown to shreds, but the Demoman needs something. Maybe it's just my skill playing the class; I just can't seem to correctly guess and aim to where people are going to be. It's too much of a luck class. The "saturate the area with pipe bombs and hope it hits someone" tactic kinda fails.
 
demoman is the only class (bar sniper for obvious reasons) that you now have to be 100% accurate with your shots and if you arent you die simple as.

Thats just too big of a weakness imo
 
I don't care if they reverse the 1 bounce thing.

But if I do hit a scout with a grenade I want him to die. Too many times I FINALLY manage to lead the scout or by some divine intervention I hit him... and he's not dead.

125 dmg plz.
 
EXACTLY if i have to go through all the trouble of leading right (and its diff against each class so not as easy as leading with a shotgun)i want a bloody one hit kill especially against the pesky scout if not most of the others too
 
I'm kinda curious to try this new update out. the pyro definitely sounds like they went in the right direction, but the demo has to suck now. really, what good is his nade now? it's not offensive anymore, that's for sure.
 
I'm kinda curious to try this new update out. the pyro definitely sounds like they went in the right direction, but the demo has to suck now. really, what good is his nade now? it's not offensive anymore, that's for sure.

I think people who are complaining about the demo are just complaining to complain. I have NO issues with the demo. I'm not any worse, that's for sure. How many times has somebody RAN into your nade while it was rolling down the hallway? Honestly, if you miss them on the first shot, they aren't going to chase it down screaming, "OH OH CANDY!"
 
Scout should die by nade. And it does take more than one hit to kill the other classes with exception to maybe spy...but...yeah...he can die too.

I feel like with the nerf they should just give the demo a pillow gun. It will be just as effective. I don't mind the pyro increase although I think they should have just given him some more speed as apposed to what they did.

Demo is absolute shit now.
 
People who know how to use demo are still as effective as the first day tf2 was unlocked.
 
I thought the demo was way too easy before. I mean I had the most points and damage with him and yet I wasn't as familiar with the class compared to the Soldier, Sniper or Spy etc (3rd least class I played). Rushed and had hardly any trouble staying alive. Take out medic and then heavy from the side as I go into their base. Take out turrets...get flag etc. Was a breeze compared to other classes and this is supposed to be a defensive class?

Although at the same time I have not had issues with demo guys dominating me unless they are playing D.
 
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