• Please go to our Discord or SteamRep for trading. Bans and appeals go HERE
While that extra amount of ammo wasn't all that balanced the engie thing actually made building placement right the first time more of a skill/game sense thing, where as now they even get a shotgun to heal their building from far away and to pick them up from the same distance :c
And pyro wasn't usless because it's job is to help defend the engies nest from spies. The way pyro stands right now there is 8 different ways I can name right now for the pyro to force itself crits.
1.fare
2.detonator
3.phlogistinator
4.backburner
5. Reserve Shooter
6. Manmelter
7. axestringusher/postal pummeler
8.Neon Annihilator(under water/standing in water)
Oh, I'm not saying that all the crits the pyro gets for no reason ISN'T complete bullshit, but that comparison you made before was just bad
 
Oh, I'm not saying that all the crits the pyro gets for no reason ISN'T complete bullshit, but that comparison you made before was just bad

That's completely arbitrary to say that. The way pyro is now is 100% broken and it needs a complete rework with buffs in some areas and nerfs in others. Pyro's ability to hold M1 and get kills, if not by direct contact with the fire, but after burn damage, and that's without all the ways I listed for the more skilled pyro to kill you in 3 shots or less. His ability to catch you on fire once and spam m2 to push you into a corner and insta axe you or off a cliff (and then taunt) Like I said I think reflecting projectiles is great cause it helps him do what part of the class was designed for, protecting engies nests, but air blasting people that aren't ubered is too much in my book, but then again it's up for personal points of view.
 
If R/P/S is the basis for balance, then why are we playing a team based game? Its about awareness and reaction to counter a semi-decent pyro, whether it be via wm1 or puff and sting. Pubwise, doesn't mean much other than oversaturation leads to annoying moments, but if you chose to accept comp meta, it becomes throttled by its utility.

Not to put to fine an after point on this, but isn't this very conversation part of the reason why we are seeing more shitty hats and less weapon design tweaks? The devs are probably sitting back, thinking 'fuck, we made a selfsustatining micro economy that we can manipulate via a method of item creation=reward, while making 10x the money the supposed winner ever gained. Who needs balance, we've got buds!'
 
  • Like
Reactions: Defibyoulater
Sniper main's stereotypical choice: Scout
Scouts are almost impossible for me to kill, especially if they're a jumpy fucker
 
So, the pyro that I'm advocating for, Soopergurl, is what most of you would call an annoying backburner pyro. But, she has noticed how her motions and tactics make a difference, even beyond just getting stray kills or full on flamey goodness. She asks in reference to airblasts, does it hurt the team to have her use the airblast to counter team movement. The example was, a 4man push clumping in a choke. Pyro goes in and flames on the whole team, then airblasts them back to make an escape and delay the push. She asks, while it stops that push, does it spill over too much in effecting her own team. Such as reengaging as a scout, headshots missed, misplaced sticky traps or spais out of position now that the airblast might have juggled the backstab. Does that make airblast ineffective, or just selectively inefficient?
 
Scout because every time I've played comp or unofficial comp, it's always been a badass scout that kicks my ass.
 
Scout because every time I've played comp or unofficial comp, it's always been a badass scout that kicks my ass.

Don't you main demoman though? Scouts are like the biggest counter to any demo, which might have caused your problem.

That's completely arbitrary to say that. The way pyro is now is 100% broken and it needs a complete rework with buffs in some areas and nerfs in others.

Please e-mail that sentence to Valve.
 
Medic (and dispensers).

Solely so players are forced to learn where the healing packs are located.
Seriously, if the entire team knew that, there are plenty of situations when that can turn the tide of the battle.
 
I believe TF2 as a whole is meant to be new player as well as veteran player friendly. It is literally possible to play every class as a noob, or more likely, in a 'noob type of play style'. Pyro is the best example of that because they have so many different possible loadouts which give them insane advantages if you know how to use it. What can a soldier do aside from shoot rockets? Fall from the sky with a shovel. What else can a heavy do? Nothing.
 
pyro, heavy, and engie. Basically, the classes that require the least input to play.
 
I believe TF2 as a whole is meant to be new player as well as veteran player friendly. It is literally possible to play every class as a noob, or more likely, in a 'noob type of play style'. Pyro is the best example of that because they have so many different possible loadouts which give them insane advantages if you know how to use it. What can a soldier do aside from shoot rockets? Fall from the sky with a shovel. What else can a heavy do? Nothing.
Heavies can go tons of health scout, speedy gontrollaz with the steak and mittens, solo with abushing around corners(which is what original offensive pyro did) or even medic heavy with the sandwich(although most people just call them friendlies). Heavy is made to be a wall with a gun that cuts people to ribbons up close. But you have to improvise to make the class more than that. Sure, you could just walk slowly at people with a mini gun, but maybe if people used their brains(which is foreign to some) then there would be more love for heavy