- Joined
- Sep 8, 2008
- Messages
- 817
This update looks damn good on paper but I have yet to see how it performs in game.
waking up to a pyro nerf (I airblast a lot & it's still a nerf)![]()
Crit-a-cola is going to be annoying as hell and banned from competitive play.
Seriously. Think about a critted scout with the FaN. God help us all.
I don't understand. If you airblast a lot then this is a obvious BUFF. If your a w +m1 pyro noobity nooby noob.... then yes its a nerf... Pyros can VERY easily counter both uber and kritzkreig under a skilled user. So don't say they killed him/her because they infact made the class stronger.
But seriously this pyro update pushed the skill ceiling for pyros just a little bit more.
Sigh..a few things that less flamethrower damage does:
Circle-strafing/edging sentries harder
Scouts with FaNs don't burn to death
Heavys that spin up faster are harder to catch napping
Soldiers will simply shotgun you to death
Flaming big groups of enemies to force them to retreat and get health -> not anymore
Airblast Buff does:
People with low health will be even more dead after being mini-critted
1 in 100 people hit with reflected projectile will die because of the extra mini-crit damage
Soldiers, demos, and huntsman snipers are really not that dangerous to a pyro, the hitscan weapons are.
?My 2 cents:
Last night I played both pyro and heavy to see what was up with the changes.
As a heavy: Holy crap he's fast. Realistically, he's still slow, but compared to before, he's noticeably faster, and that will most certainly be huge in blackmesa, but that's already been established.
As for the pyro: it seems it's still up for debate whether this should be called a nerf or a buff. My thought is that it is a nerf, certainly, but one that the game needed, and is far from being game breaking. I typically don't play pyro; I have about 20 hours of playtime with him (my least played class). However, yesterday, I wasn't noticing a whole ton of difference. Flames still do a lot of damage.
By my math, instead of doing 153 damage per second at point blank range, it now does 122. That means that it will take 1.025 seconds to kill a light class as opposed to the previous 0.817 seconds. Functionally, do you think you would notice a difference of 1/5 of a second?
Also, the mini-crit buff on the airblast: Rockets baseline at 90 damage; multiplied by 1.35, which I believe is the standard mini-crit bonus, it goes up to 122. That means, once again, that any of the light classes is easily finishable by anything, including a light breeze. The direct hit rockets do 151 for a mini-crit; that means the light classes ARE dead, and most other things are a shotgun shell away from being dead. A huntsman arrow that hits the body caps out at about 137 damage, meaning 185 damage on mini-crit. I'm not going to calculate grenades because of all the different potential cases (bounces, direct hits, splash), but for reference, their base is 120.
So, what does all of this mean? Yes, it's a quantifiable nerf to the flamethrower of about 30 dps. However, For the purposes of ambushing people, the effect changes the death time by literally fractions of a second. Not a big deal. Plus, the mini-crits on airblast are now enough to do a lot more damage, to the tune of one shotting a number of light classes, depending on the circumstances. Additionally, I think that this only effects the flamethrower; According to TF2wiki, the backburner's values are unchanged. If this is the case, that's a buff for the backburner, which was needed to make it more attractive, but in reality, the same math that proves the nerf isn't that big, proves the potential backburner buff isn't so hot either.
/2 cents.
I humbly nominate the Flare Gun for that honor.Backburner was nerfed too.
Backburner is now officially the worst unlock ever.
While I'm happy with the heavy buff (much needed), it pretty much cements my decision to never again play in blackmesa. It was fun, but I do not want to deal with heavies that are being significantly buffed on a map that already strongly favors them.
EDIT: And I don't know what wedge is talking about unless he's only playing on 2fort. Flare gun is by far one of the best unlocks I've got.
I humbly nominate the Flare Gun for that honor.
At least the Flare Gun's more fun. The Backburner is just the most boring unlock ever.
I disagree.
I think the backburner gets a lot of hate because people don't use it properly. Now, I'm not a typical pyro player, sure, but I've played with the backburner before and gotten great results. As Carmine said earlier in this thread, pyros were originally intended to be an ambush class. 100% crit is a powerful, powerful tool when it does 353 dps. It can kill anything in less than a second. That's huge.
So, how do you make it not suck? Ambushing! Do you play battle spy, running around uncloaked shooting with your revolver? Probably not. So why would you play pyro that way if it's primary source of damage comes from being behind? Play like a spy, and the backburner becomes awesome.
Also, It's not losing anything to the flamethrower from its front-end power, either, aside from the compression. Compression is a big deal, but when your primary goal is to get behind people and only fight in front for emergencies, well, I'd say the backburner is viable.
Fun fact: There isn't a single weapon in the game that can do as much unaided damage as the backburner. Sure, critical hits on other weapons can do as much or more damage, but nothing can CONSISTENTLY get that much damage out.
The flare gun got hit by the flame nerf too.
If you were counting on using the flare gun for damage you're doing it wrong. The point is to set him on fire and axtinguish his face off. Besides that, it pisses off snipers easily and puts a beacon on enemy medics. It's a damn fine weapon so long as you're not anywhere near a source of water or health. Just keep in mind, it is a secondary weapon that's not meant to pump out damage. Does the razorback suck because you can't hit an enemy with it? No. It does it's job just fine.