Actual Pyro Update info

I've played Turbine on another clan's server, and it was really fun. I'm not sure if it was handling up to 32 people though. It may have been 24.

And these weapons look really awesome.
 
The flare Gun is an awesome idea, It's a proper choice between that and the shotgun!
What will you pick......?
 
Wow, if you look at the achievements, it's easy to notice one thing....almost all of them are achievable by two people working on a locked server.

Here's the list of the ones that aren't:

Firewall: Ignite 5 Spies who have a sapper on a friendly building. (Need Pyro/Spy/Engineer)
Next of Kindling: Ignite an enemy, and the Medic healing him. (Need Pyro/Medic/Other)
Weenie Roast: Have 2 enemy Scouts on fire at the same time. (Need Pyro/Scout/Scout)
Pyrotechnics: Kill 3 enemies in a single uber-charge. (Need Pyro/Medic/Others)


Four. Out of 35. And look at those 4. The first 3 can be done by 3 people, and the last one might take more, but is completely doable in a live server. Valve seems to have learned that the people that really want the guns will just farm them, so why give them hard achievements to piss them off. The people that aren't farming them don't really give a damn (for the most part) about the new content anyway.
 
I cant believe i have most of these i really believe, odds are im going to need the 1,000,000 damage, flare gun for obvious reasons, i dont play much on cp servers, so thats a definite for controlled burn. i'll know i need the taunt one too (I've only taunted for the medic achievement) Hot potato im going to be liking alot, especially against the soldier (reflection FTW! Demo too can be a source of fun now!) Clearcutter too, but odds are im going to have to be really lucky, or use the flare gun and convoy with a sniper heavy grouping. As much i thought valve would drop the ball, they actually made the flame gun great again, but kept the alternitive usefull too (surprise rear flame is lethal with autocrits, and with axe to finish them off. (with autocrit as they turn) I suppose this is a given, but thank you valve for giving the pyro new life.
 
Im hoping, that they let you jump with the compressed air like a soldier can with rocket (brings back the old ic/ig jumping days)
 
Flare?

The Flaregun seems kinda useless to me, I'd favour the shotty. The Flaregun can ignite enemies... Yeah, that's it. Unless it deals some damage but I bet it wouldn't be much. I'd rather get a scout running away with my shotty than harassing a sniper with the flare. The new axe also seems kinda bad. Why switch to the axe when you already are burning them? That's especially useless when you use the Backburner. Why get some axe crits when you could get flamer crits? Seems kinda pointless, don't you think? Now the Backburner AND the old flamer are awesome. I love the alt-fire of the old flamer and the extra health with the backburner. One for offense... the other one for defense. YAY! This update really let's the pyro shine again. Thank you VALVe.

-Calle
 
Im going to take pleasure in gunning and blowing up all the silly Pyros who think they can axe me in a rocket fight. :D

oh, i will axe you in a rocket fight

I've also got at least 16 of these achievements
 
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wait you dont have to unlock achievements the server already recognizes you have? I dont get what you two are saying about how you 'Already have X achievements'. I really hope it doesnt keep track of what you've done in the past as i really want to start the pyro stuff from ground zero (unlocking them is what makes it so much fun!)

And Calle, to answer your question about why they would put in the axetinguisher...because axing a guy is awesome! :D Id much rather get a point from whackin some dude with my axe than a flamethrower, not to mention the hilarity of chasing them down while swingin away!
 
Looks Great!

I just dont think that backburner pluses are worth giving up a chance to destroy a SG by reflecting its rockets

But I'll get all of unlockables anyway:D I just love achieving!
 
So the achievements are retroactive? Like if you happened to have completed them randomly in the past it counts for the future?
 
And what is the relationship between achievements and unlocks? I never did the medic stuff, so I really don't understand that.

Is it a certain number = unlock? or specific achievements = unlock?

?
 
Yay!

LINK
You only have to get 25 achievements to get every weapon so the casual players have a chance to get all the weapons. :)

-Calle
 
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wait you dont have to unlock achievements the server already recognizes you have? I dont get what you two are saying about how you 'Already have X achievements'. I really hope it doesnt keep track of what you've done in the past as i really want to start the pyro stuff from ground zero (unlocking them is what makes it so much fun!)

And Calle, to answer your question about why they would put in the axetinguisher...because axing a guy is awesome! :D Id much rather get a point from whackin some dude with my axe than a flamethrower, not to mention the hilarity of chasing them down while swingin away!

when we say we have X achievements it means that we will have that many the moment we download the update and go into a server
 
Got a Light? seems like it might be a bit difficult to get. I mean yeah, the idea is simple: Ignite a spy while he is flicking a cig, but think about it. When was the last time you saw a spy flicking his cig? I've never seen a spy taunt using the cigarette case outside of start-up.
 
way to go valve, you just unbalanced TF2.

A backburner? great. So you figured, hey, we already made the pyro all powerful against spies before the unlocks were released, let's help him imitate the heaps of spies he easily and noobishly kills by giving him a backstab capability. Great idea. Now as people run away from the flames which instantly catch them on fire, instead of just dying because they are mostly unable to outrun pyros, they get to certainly die due to crit flames. How inovative.

As for the flare gun, pick one. You want them to be an ambush class? Make their weapons short range. Currently the only way a class can beat a pyro beyond shear out-healthing them (in which they will probably die from the flames anyway) is keeping their distance. But now we've broken down that barrier of unreasonability. How dare any class ever get the chance to have a fair advantage over the pyro as the pyro so easily does over spies?

As for the airblast? A great tactical idea, but when you couple the power it adds to the pyro with the already massive amounts of unbalancing done, it is just another can of gasoline poured onto the flames of destruction in the balance of this once glorious game.
 
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way to go valve, you just unbalanced TF2.
A backburner? great. So you figured, hey, we already made the pyro all powerful against spies before the unlocks were released, let's help him imitate the heaps of spies he easily and noobishly kills by giving him a backstab capability. Great idea. Now as people run away from the flames which instantly catch them on fire, instead of just dying because they are mostly unable to outrun pyros, they get to certainly die due to crit flames. How inovative.

As for the flare gun, pick one. You want them to be an ambush class? Make their weapons short range. Currently the only way a class can beat a pyro beyond shear out-healthing them (in which they will probably die from the flames anyway) is keeping their distance. But now we've broken down that barrier of unreasonability. How dare any class ever get the chance to have a fair advantage over the pyro as the pyro so easily does over spies?

As for the airblast? A great tactical idea, but when you couple the power it adds to the pyro with the already massive amounts of unbalancing done, it is just another can of gasoline poured onto the flames of destruction in the balance of this once glorious game.

Valve almost did unbalance the game with the Medic, by giving only 1 strategic weapon and 2 no brainers. This time ALL Pyro weapons have their drawbacks and no is a clear upgrade over another. Thanks to this uptade the Pyro will no longer underpowered and he may have the chance to become even a regular used class in competitive games. The Pyro uptade breaks no balance, it adds it to the Pyro.

As for the weapons. Pyro was intended to kill from ambush, but how many times he met the situation where the target still turns around and crits him in the face? Now they will die. Simple. The drawback is that he can't use air blast which would give him protection from explosives.

Backburner is fine. Check your six and you're good. Tunnel players die.

Flare gun. Ignites the enemy at long range, needs to be aimed. Long range damage over time or shotgun for medium-close combat? Choices.
 
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The Pyro is a situational class, just like spy. People seem to think he is meant to be this charging maniac of destruction, but he isn't. He's meant to be used to in tactical situations to cause enemies to pull back, defeat relentless spies, and provide a room clearing uber. They just made the Pyro into another heavy...except more powerful.
 
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