Guys, I think we're missing the elephant in the room here.
It's a pyro. It shoots frickin' FIRE. Why should a class that is solely based upon roasting the flesh of other classes into burning charcoal that vaguely resembles something that USED to be human be restricted to being the engineer's SECOND TURRET?
The pyro can kill a scout, sniper, spy or engie in 1.2 seconds. With it's WEAK gun. It also has an ax that can kill everything but a heavy in ONE SHOT. And, if you trade in the ability to reflect other people's rockets, you can do not double damage, but 300% damage, 100% of the time.
How is it possible that we can call this class only fit to sit with an engineer in the back, helping him fix his gun? Regardless of whether the homewrecker is useless or not, you can't possibly look me in the eye and call the pyro a support class.
Also, incidentally:
This is now in my sig.
The Pyro is, by far, the worst of the "assault" classes. That 1.2 seconds you cited, assuming that the game is not hitscan glitching again and not having all of the flame projectiles hit, is only if they are either caught completely unaware, in which case any class would've done the job, or if they are standing completely still and not fighting back. A Scout can run backwards faster than a Pyro can run forwards. The Spy is the Pyro's natural prey. An Engy without his Sentry is asking to get killed, by any other class. A Sniper is supposed to be terrible up close.
In the same range of a Pyro's flame, a Heavy can kill a 125 class in a split second. So can a Soldier. So can a Demoman. In TF2, like in most FPSes, a second is an eternity.
Really, they should've buffed the Pyro's afterburn instead of shorten it, and then they should've also made both flamethrowers slightly stronger. As it currently stand, the Pyro works most efficiently when against predictable projectile users or in an ambush, both of which are really situational.









I'm still bitter that they made sappers on teleporters appear at both ends. I loved playing stages that were very long (stage 3 goldrush, for example, or badwater basin) and creeping behind enemy lines to sabotage their teleporters. It was a greatly underestimated tactic, and when defense was feeling pressured it would buy some much needed rebuilding time. Now, obviously, that's much harder. Now it kinda seems like the sapper is highly situational. Don't bother a stab and sap unless there are no other engis around, and no pyros using homewrecker. :\






