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Heavy's hard because your speed really requires you to think about your moves. Pyro you aren't really that restricted, plus your flanking and all that is significantly easier.
 
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People still scrub their way with play-the-game-for-me scripts? How hard is it to fucking press 1 2 and 3?

Pretty hard for me, since I use the numpad for movement.

Though, to be fair, I use numpads 1, 5, and 7 for my weapons, so... I guess it's a non-issue.

Heavy's hard because your speed really requires you to think about your moves. Pyro you aren't really that restricted, plus your flanking and all that is significantly easier.

This, by the way, is why I say that Soldier is the most forgiving class: Your movement isn't as much of an obstacle as it is with Heavy.
 
From a pyro main perspective, the weapons and skills you learn are numerous but come easy with less practice then let's say rollout or air shots. I think the reason I believe pyro takes some skill is the numerous roles you have. Fuck one up and your med/sentry is gone which is a pivotal part of the game. Also, while the pyro's main weapon is the degreaser in comp, a lot of secondaries are viable. Flare, shotgun, reserve shooter, and even the detonator are useable and effect. Each serves a different purpose and can help with some of your roles but not all. I get pyro gets a lot of flak but I don't mind. I'll just add their skull to my mailbox's collection
 
By the way, since we're talking about general skill requirements, I'd like to say that pub Engineer is the hardest class to play.

Don't agree? Try building things with no metal.
 
By the way, since we're talking about general skill requirements, I'd like to say that pub Engineer is the hardest class to play.

Don't agree? Try building things with no metal.
Why build buildings when there's widowmaker, short circuit, and gunslinger
 
By the way, since we're talking about general skill requirements, I'd like to say that pub Engineer is the hardest class to play.

Don't agree? Try building things with no metal.

I've been know to apologize for stealing metal, and then hang around the engie for a bit to watch his back while he runs off for a more remote pack. Most people don't do that, it is what it is.

That's why the Rescue ranger is so good, you use that to repair the sentry so that you can use all the metal for upgrades.
 
I've been know to apologize for stealing metal, and then hang around the engie for a bit to watch his back while he runs off for a more remote pack. Most people don't do that, it is what it is.

That's why the Rescue ranger is so good, you use that to repair the sentry so that you can use all the metal for upgrades.
I like to use the rescue ranger when I sentry jump, it's easier than quick switching from the wrangler, and it's a whole lot safer.
 
In my experience it's always been Demo mains being the token bind-spamming gloryhogging egotists of a team.

Followed in close second by Soldiers and Pyros. Comp Spy mains are usually more pleasant than pubbing Spy mains for whatever reason.
 
In my experience it's always been Demo mains being the token bind-spamming gloryhogging egotists of a team.

Maybe I'm falling into the same trap as that guy, but I feel that Demoman is extremely difficult. In spite of my playtime with Demoman being about equivalent to my playtime as Pyro, I feel that I'm a much better Pyro than I am Demo. Honestly, I feel more confident in my Sniper gameplay than I do my Demo gameplay.

But then again, the same applies to Heavy.
 
Pyro does have a really high skill ceiling.
This sums it up pretty well.
http://i.imgur.com/hRmFIx9.png
Holy fuck, that Image... Someone has clearly been butt wrecked by too many pryos. MFW:
9bzuWQJ.jpg


Aside from that though...
Both the soldier's blue and red lines are a bit too long, they should be shortened to be at about the same level as the scout's lines.

Both of the pyro's lines are inaccurate, imo. Red line should be cut in half, while the blue line should be lengthened to the point that it's touching the bottom of the screen.

Demo seems okay.

Heavy is just... lol.

The engineer is a tricky one. It's tough to judge a class that is impossible to use effectively in a lot of situations, though I am biased towards the more fast paced "Fair-Game" type formats. With that said, the red line should be shortened to reflect usability.

The sniper should have his blue line heightened and his red line shortened. The class is reliant on being really good at one thing and the rating should reflect that.

The medic's rating is almost as bad as the heavy's. I love playing the class, but it would definitely be my pick for "easiest class." The blue line should be on the floor and the red line should be divided by three, at least.

The spy is another tricky one. The spy is almost always "usable," but there are definitely times where another class would be more valuable. But, this is a discussion on skill, so I'll focus on that. The blue line shouldn't be that short, the spy has become much easier to play when compared to the vanilla days. Most people can at least play the spy with some level of success. Red line should be shortened moderately.
 
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The medic's rating is almost as bad as the heavy's. I love playing the class, but it would definitely be my pick for "easiest class."

applause-o.gif


Of course, that makes it even worse that I'm terribad at it.

It should be noted, however, that there is a difference in popping proceedure between comp and pub. In comp, it's actually okay to drop it sometimes, even if you see it coming. A number of comp players will panic and pop when they should trust their team and risk dying in order to save the uber. So there is the whole "assessing risk" aspect to it when playing comp Medic, not to mention trusting your teammates to take care of danger because you can't.

spy has become much easier to play when compared to the vanilla days. Most people can at least play the spy with some level of success. Red line should be shortened moderately.

I would very much disagree here. Spy seems to me to be the highest level class, because the way you play it in comp is always in flux. In pubs, it can be even worse. One or two people that know what they're doing can ruin your day if you have trouble remembering names and loadouts. Is that that Soldier that's got his sound turned up to airport levels or the one behind whom I could uncloak from a DR and he wouldn't notice? Is that the same Pyro or did the Medic switch?

Then again, so much of how much skill is required to be effective depends on how skilled the other players are. I've met teams in pubs (no way I would ever even try to go Spy outside of pubs) that were pretty darn good at the DM aspect of the game, but when it came to dealing with spies, they were crap. In that situation, I was extremely effective. I got their Heavy, never had a problem taking down their sentry, etc. I literally chain sapped a sentry to death in front of two Pyros while dancing around the Engineer trying to melee me to death before they thought that I might be a Spy, and even then, I managed to evade them. And I'm bad at Spy, and was even worse when that happened. On the flip side, only a few matches later, the team was pretty bad at DM, but there was a single Pyro that would not let me get away with anything. Were I a better Spy, I might have stood a chance, but as it was, I could do absolutely nothing. If I were any other class, I would still have been able to do things. As a Spy, I was a waste of space. All because of a single Pyro.

So I guess the moral here is this: The level of skill required to play Spy is highly situational. Part of it is opposing player skill and part of it is just the circumstances. That one's a little harder to explain.

The point is that those blue and red lines should be constantly in flux.
 
Lord Scrambles knowledge comes from years of experience in pubs and 0 experience in competitive tf2.