It has been confirmed (Pyro achievements)

Joined
Feb 7, 2008
Messages
40
This confirms pyro as next update and a new thing called steam cloud so players can upload their saves, configs and skins


[link=http://www.computerandvideogames.com/article.php?id=189941&site=pcg&skip=yes] Check it out[/link]
 
I really hope for some good unlocks that will actually make this worthless class a real close range killer, before he was nerfed in beta.
 
Worthless? nah... you've just got to play them like an ambush class, because that's what they are. any pyro charging straight into the fray will surely die before he reaches the battle.

That's why you get in behind them and flame them as you're running back toward your teammates :-)
 
[quote1212157332=NinjaFluff]
Worthless? nah... you've just got to play them like an ambush class, because that's what they are. any pyro charging straight into the fray will surely die before he reaches the battle.

That's why you get in behind them and flame them as you're running back toward your teammates :-)
[/quote1212157332]

I know that he is supposed to be an ambush class, but this doesn't say much if you play against a good team.

http://forums.steampowered.com/forums/showthread.php?t=686735 check the very first post in this topic, as well as some later, this describes my feelings about the Pyro after the mega nerf in beta :(
 
Well, Robotnik, as far as you're concerned... when I see you coming, I just turn around and go the other way, regardless of what class I am :-)

And yeah, I've read that one before... still like my Pyro, though! My best tactic is to wait for the enemy to be damaged first, then pick him off when he doesn't have enough health to do anything about it.

My only regret is, once this update goes out, I won't be able to play Pyro for some time, a lot like the Medic. Oh well... time to sharpen my Soldier skills some more :D
 
I like your tactic, it works great, I just wish Pyro could kill the frontline combat classes with full health easier :/ In the beta times he had a smaller cone for the flamethrower, but insane damage output after it connected for a while and IIRC afterburn did 75+ dmg in a faster amount of time. As you can see now...the Pyro has a further cone, but his damage is not that great, afterburn deals 60 dmg and it burns slowly.

I think that the the beta flamethrower needs to be an unlockable. Small cone, but powerful. You would need to actually get closer then normally, but enemy would drop in seconds.
 
Saying that Pyros are worthless in TF2 is like saying that Knights are worthless in chess. It's just a matter of understanding how to use your gamepiece.
 
Right now Pyro's are a situational class delegated to spy checking and being uber charged to clear out a push. The whole bit about being an ambush class is garbage in my opinion because they don't have the ability to get to areas that soldiers and demo's can. I stopped playing Pyro because I got tired of waiting and waiting and waiting for the right opportunity to get kills. The only time I play Pyro is when I have a Medic that is going to follow me wherever I go (and a GOOD Medic at that).
 
[quote1212159057=Flippy Squirrel]
Saying that Pyros are worthless in TF2 is like saying that Knights are worthless in chess. It's just a matter of understanding how to use your gamepiece.
[/quote1212159057]

The whole point is that Pyro is described as the king of CQC, yet Heavy, Soldier, Demoman, even Scout deal more damage in close range faster then he does. Those classes are also more deadly in ambush. He also cannot beat any of those classes in close range in 1v1 situation, yet he SHOULD. Before he can deal 175, 200 or 300 dmg...those guys will just kill him faster. Even if we are talking about ambush, nowadays even average players are prepared for a Pyro behind a corner. Let's see the other classes now. Scouts usually hang out in the open, where Pyro is not good, Engineers somewhere close to their sentry, Snipers in distant spots, Medic with their patient, which are usually Heavies, Soldiers, Demomen...I don't like the idea of a class that is good for Spy checking and occasionally killing a support class who got too brave.

This game is about ranged damage 90% of the time. Pyro's domain is point balnk to close range so he needs to ambush. Yet his weapon and health do not give him the chance to do that effectively.

Not matter how one thinks he's a good Pyro, he can switch to Heavy/Soldier/Demoman and be twice as deadly to the enemy team. And that's why Pyro is broken.

This is how I see it.

Edit: BR47 I just saw your post, I agree with that.
 
one of the worst things now is that a pyro has a difficult time even killing medics. They just whip out the blutsauger and backpedal until you die....even if you are shooting them with your shotty, a medic will out dps you. It's pathetic!

A good medic can make you a deadly force to your enemies but mostly when you are ubered. Pyro's dps is horrid even up close and personal. I get nuked on a regular basis by soldiers and demo's where I get 1 shotted. Even crit flames will not 1 shot either of those 2 classes...and roasting a heavy takes so long I am sure that the person playing the heavy leaves their keyboard, has a snack, goes to the restroom, and then comes back and kills me before they even die. I have been playing pyro less and less because it is sad to play at such a disadvantage.
 
I hate having medics on me as a pyro. It's very inhibiting and draws enemy attention. A circular map like Gravelpit is fantastically amazing for pyros because you can easily slip in behind a pack of enemies, torch them, and flee.

Also, something that most people forget about the pyro. Running away from a flaming enemy doesn't mean he beat you. I spend much of my time as a pyro setting people on fire just to get on their nerves and make them retreat. Also, the shotgun is one of the game's most useful weapons, and the pyro gets a lot more use out of it than any other class except possibly the engineer. The flamethrower is significantly stronger than the shotgun only in the closer half of the flame cone. Outside that, the shotgun is a stronger weapon. So this leads to a simple answer for anyone you don't think you'd like to take on: light them up and run away stinging them with shotgun bullets.

Now, regarding your claims that every class except spies can beat a pyro one on one.
Heavies: most people don't have their mouse sensitivity turned up high enough to match a circlestrafing pyro's speed.
Demomen: have pathetically long reload times and those grenades aint easy to aim.
Soldiers: okay I'll admit it these guys beat a pyro 90% of the time.
Scout: who says fight em? set em on fire and they'll retreat every time.
Engineer/Sentry gun: circlestrafe the sentry (this only works if it's around a corner from you really)
Pyro: just go crazy.

Sniper/medic/spy drop dead in front of you. Sure, a sniper may pick you off if you run directly toward him, but why do that when you can...well...not? Whenever I see snipers I get behind em for an axe kill.

The whole point of the pyro is not to ambush by waiting around corners, etc. Wrong kind of ambush. Ambush by sneaking up behind people, just like you would with a scout.

Also, the flamer does so much damage when enemies are just in front of the nozzle (which isn't that hard to do if you sneak up on someone) that it can kill most classes in about one second.
 
*Shrug*

I still like the pyro. I'm very much looking forward to the achievements, but dreading having to face a whole team of pyros. If you are ubered, taking time to kill an enemy pyro sucks.
 
After logging 80+ hours with pyro, I will say that he is very effective if used wisely. He has his strengths and weaknesses like any other class, but if you play on those strenghts you can routinely take down multiple enemies without dying.

It should be interesting to see what new weapons the pryo will get.


TORCH 'EM ALL!
 
Instead of revamping the flame, which is super deadly in close combat, why not look at re-doing the ranged gun on a pyro to make it more accurate and deal more damage. Close up the spray pattern on the pyro shotgun, and increase the ranged damage and all of a sudden you have the ability to kill people just out of the range of your flame, but still switch back and forth. Seems like most of the complaints of pyros are that they can't survive long range situations to get in close to flame. Just an idea. I think the flame is already deadly enough, IMHO (since I'm a medic). :)
 
I agree with Rufus. I don't have 80 hours on Pyro, but I can routinely get a + kill ratio with Pyro and tons of assists. This is especially effective as defense at the open of CP maps (uber helps).
One note, sometimes it is hard to turn off the flame and let them just burn. Gotta work on that.
I too will miss pyro for a few days when it gets flooded with achievement seekers.
 
Sometimes 200 ammo (I guess you could call it that) doesn't seem like enough. Yeah, you could go on a killing spree and take the dead guy's ammo, or die often (me) to respawn with full ammo. As I write this, it is seeming like a more and more terrible idea, but, it could still work. Maybe an extra 100 ammo would work? Also, a StimPack (StarCraft ftw?) would be awesome, where you take a percentage of your health down to increase speed. I'm thinking it would be a one time use every time your alive, it would be your 4th weapon, and it would kind of reassemble the Engineer's click pad to create a building. Maybe while you are under the StimPack, you could not be healed by a medic, but u can pick up med packs
 

Latest posts

Back
Top