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Author Topic: Team Fortress 2 Pyro update discussion  (Read 11810 times)

Trollstormur

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Team Fortress 2 Pyro update discussion
« on: 18 Jun 2008, 10:14 »




there's the new weapons but I think the compression blast thing is the real story here. quoted from article:

"In addition to the three unlockable Pyro weapons, we've made a significant addition to the base Pyro flamethrower. By hitting the alt-fire key, the Pyro is able to produce a blast of compressed air that knocks enemies away, and redirects enemy projectiles. It’s a highly versatile tool, allowing Pyros to get away from nearby enemies after igniting them, to kill enemy soldiers with their own rockets, or to separate enemy Medics from their healing targets. In particular, it allows a skilled Pyro to contain an enemy invulnerability push, and even to separate the Medic completely if the surrounding terrain supports it."
« Last Edit: 18 Jun 2008, 10:15 by Trollstormur »
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Melodic

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Re: Team Fortress 2 Pyro update discussion
« Reply #1 on: 18 Jun 2008, 11:03 »

Dear Lord, it's going to be Achievement whoring all week. I could have sworn I heard a friend say they had fixed that.
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KvP

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Re: Team Fortress 2 Pyro update discussion
« Reply #2 on: 18 Jun 2008, 11:36 »

Yeah, but what are ya gonna do?

Looks great. Any word on the maps?
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Nodaisho

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Re: Team Fortress 2 Pyro update discussion
« Reply #3 on: 18 Jun 2008, 11:44 »

From what I've heard, the new axe does 50% less damage, does anyone know how much a crit adds?
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KvP

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Re: Team Fortress 2 Pyro update discussion
« Reply #4 on: 18 Jun 2008, 12:02 »

At least double damage.

Man, that compressed air is going to render demos completely useless.
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Nodaisho

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Re: Team Fortress 2 Pyro update discussion
« Reply #5 on: 18 Jun 2008, 12:16 »

Good point. Finally a way to clear minefields, shooting them always just seemed to send them bouncing in random directions, frequently towards me.
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Trollstormur

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Re: Team Fortress 2 Pyro update discussion
« Reply #6 on: 18 Jun 2008, 17:37 »

At least double damage.

Man, that compressed air is going to render demos completely useless.

from what I can tell, it's 4x, like the QUAD damage. basically, it's probably gonna kill anything short of a 450-life heavy in one shot, and probably will even take down a medic-laden heavy in a couple shots.


i'm gonna enjoy torching folks then blowing them into my axetinguisher wielding friend.
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Nodaisho

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Re: Team Fortress 2 Pyro update discussion
« Reply #7 on: 18 Jun 2008, 21:40 »

There is still the difficutly in getting the pyro's chubby ass close enough to axe someone.
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Ozymandias

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Re: Team Fortress 2 Pyro update discussion
« Reply #8 on: 18 Jun 2008, 22:15 »

Wow. At this rate Valve will have the game complete in...2010?

Blargh.

At least this was a lot faster than the Medic update and the implementation of this system.
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Nodaisho

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Re: Team Fortress 2 Pyro update discussion
« Reply #9 on: 18 Jun 2008, 22:26 »

If they hadn't released it in '07, though, they would probably have released it a lot later, I think of it like patches, adds more fun stuff to keep up the interest. I haven't played since the medic patch, though, just haven't felt like it.
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Surgoshan

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Re: Team Fortress 2 Pyro update discussion
« Reply #10 on: 18 Jun 2008, 22:58 »

If they hadn't released it in '07, though, they would probably have released it a lot later, I think of it like patches, adds more fun stuff to keep up the interest. I haven't played since the medic patch, though, just haven't felt like it.

I thought these were sort of patches.  Semi-regular content update on top of an already stellar game.  I never thought of TF2 as being incomplete.
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Scandanavian War Machine

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Re: Team Fortress 2 Pyro update discussion
« Reply #11 on: 18 Jun 2008, 23:22 »

any word yet on this stuff coming to 360? all the updates sound great but i'm not about to buy this for pc.
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Melodic

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Re: Team Fortress 2 Pyro update discussion
« Reply #12 on: 18 Jun 2008, 23:39 »

I'm under the impression from Valve staff that the updates are going to be coming faster and faster as they wrap up production on other products.
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C8LINC

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Re: Team Fortress 2 Pyro update discussion
« Reply #13 on: 19 Jun 2008, 03:58 »

I play medic...a lot.

So when that achievement came out, I hated the game for a few weeks. (bad medics running amok are really annoying, no?)

Wonder how having 8 pyros on each team will be? ;)
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Nodaisho

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Re: Team Fortress 2 Pyro update discussion
« Reply #14 on: 19 Jun 2008, 11:06 »

For the most part? Fun for people with long range weaponry, at least until most of them have the flare gun. Course, it will be funny watching pyros killing pyros, since they don't catch on fire. Otherwise, pyro ubercharges are pretty good, more effective at pushing people back than the heavy because it is faster, and people tend to freak out when on fire, since for a lot of them, it means that they need to get healing or they die.
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Ozymandias

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Re: Team Fortress 2 Pyro update discussion
« Reply #15 on: 19 Jun 2008, 13:19 »

I thought these were sort of patches.  Semi-regular content update on top of an already stellar game.  I never thought of TF2 as being incomplete.

It was complete until the medic patch came out. Now there's two classes that are complete and seven that aren't.
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Nodaisho

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Re: Team Fortress 2 Pyro update discussion
« Reply #16 on: 19 Jun 2008, 18:20 »

I would say it was missing a few maps.
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Stryc9Fuego

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Re: Team Fortress 2 Pyro update discussion
« Reply #17 on: 23 Jun 2008, 02:10 »

I regularly roll as an engineer. I've had spams of pyros trying to either rush my gun or destroy it with flare pops.
I've been able to camp and not get killed at all.
I haven't been sapped in a week.

This update turned TF2 into easy mode for me.
At least the medic update made syringe spam a regular event. I remember the night that came out. My work area looked like a heroin lab.

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Re: Team Fortress 2 Pyro update discussion
« Reply #18 on: 24 Jun 2008, 00:32 »

I always preferred Medic, but played Soldier most of the time just because so many situations required it... now a Combat Medic is viable to play, and I couldn't be happier... I also love how one-on-one the medic became the Pyro's nemesis due to the healing syringe gun...  I find myself wishing I had more people to kill after a pyro encounter so I can stop burning and get my health back... I have said for a long time medics needed a way to heal themselves other than sitting in a corner for 5 minutes while the life slowly ticks back up, or grabbing a med kit like every other class... this was the perfect way.

As for the pyro changes... meh.  I find myself switching between the standard and unlock versions of his weapons more often than not.  They didn't really get buffed much other than with the air blast, which isn't even an unlock.  I do have to say I am still mighty disappointed in their "you are behind your enemy" mechanics... now not only am I still getting back-stabbed in the face, but now I am getting back-burned in the face as well :(
« Last Edit: 24 Jun 2008, 10:48 by Trollstormur »
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Ozymandias

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Re: Team Fortress 2 Pyro update discussion
« Reply #19 on: 25 Jun 2008, 21:29 »

Having gotten all the new Pyro weapons I have to say:

Meh. They don't change the Pyro's mechanics at all. The flare gun is good for snipers, but the real beauty of the shotty was to deal with other Pyros, which the flare gun cannot do. The backburner is neat, but the new compression blast is neater. I'll probably switch between the two as the mood arises. And the axtinguisher is just...eh. If I'm burning a dude, I'm not going to switch mid-burn when more burning will do the trick. It's only feasible if you have a horde of angry burning pyros which....more fire is still scarier.
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Melodic

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Re: Team Fortress 2 Pyro update discussion
« Reply #20 on: 25 Jun 2008, 22:07 »

The Axetinguisher is a lot more brutal than you give it credit for, especially on targets that take a long time to burn like soldiers and heavies.
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JD

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Re: Team Fortress 2 Pyro update discussion
« Reply #21 on: 01 Jul 2008, 05:59 »

I hope they so demomen next though i can't see how it can improve the weapons.
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Stryc9Fuego

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Re: Team Fortress 2 Pyro update discussion
« Reply #22 on: 01 Jul 2008, 07:50 »

I can.

Invisible stickies, proximity mines, a sticky mine shotgun that fires all your loaded stickies at one time, and this is all just alternates of the one weapon!

Maybe grenades that explode on first impact instead of bounce, some form of smoke or gas grenade, a corrosive grenade that degenerates a sentry over time, something along the lines of an EMP grenade that would deactivate the sentry for a short amount of time.

For the bottle... I dunno, maybe a magnum-sized bottle (double damage, halved swing speed), maybe the first hit covers 'em in that toxic hellbrew he drinks, and the pyro's flame burns hotter.

Just off the top of my head.

Dimmukane

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Re: Team Fortress 2 Pyro update discussion
« Reply #23 on: 01 Jul 2008, 08:07 »

Magical Healing Whiskey.
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