uppe-r

Rage-Inducing Forum Troll
Contributor
I really think pyro's airblast cooldown should be reduced, 2.2s is a long time. Sometimes you need to protect an engi or something, and you can only airblast hale once (which does shit nothing really). Or removed, removed is nice too!!

Apart from this, bosses like trolldier are ridiculous for pyroes. You can't airblast that guy unless he's flyin (which is WAY harder to hit) and even like so you pretty much just push him a tiny bit

As someone who plays pyro pretty much every time on vsh, these 2 bother me a LOT when playing.
 

True Darkian

Wicked Nasty Engineer
Contributor
-1

Pyro mains would like this, but think about the hale side, You never play hale Upper so you don't know our pains.
A camping Pyro at a sentry nest was SUPER hard to take down in VSH1 because of constant airblast spam, You couldn't get close at all.

Pyro already has a specific loadout agains't Trolldiers aswell (Phlog + Gas Passer) that works really well, Can deal huge damage.

A skilled Pyro can airblast the hale get enough time to recover that cooldown to airblast again, more than enough time.

Even now in VSH2 with the airblast cooldown, Pyro's are hard to deal with defending their teammates and camping in spots, removing the cooldown is not needed and was a welcome nerf!
 

Pig

Somewhat Threatening Sniper
+1
I am twixed in between here, although more so favouring the for argument.
Although the air-blast cooldown was unquestionably needed, I do believe that 2.2 seconds is very much unjust. If you airblast hale, he will recover and still be capable of killing you before your airblast is ready again. Having one singular airblast in that situation is as worthless as your appendix; and for the hales who complain that you arent able to reach the pyro due to the frequency of the airblasting, there is something called super-jumping, timing, and ammo usage. However, it is indeed partisan towards the pyro if they are camping in a spot with a source of ammo. However, that is the magical time to use some thing called rage! Press the E-Button and the airblasting pyro has been incinerated to the ground.
A camping Pyro at a sentry nest was SUPER hard to take down in VSH1 because of constant airblast spam, You couldn't get close at all.
Same goes with this, smack that magical e-button and problema resuelto! Yes, if the pyro is last one alive and you are on critically low health, well tango cierra, you should've killed/targeted them first.
You never play hale Upper so you don't know our pains.
And as a person who DOES play Hale (SAXTON HALE EU) , the frequency of pyros on RED has certainly declined due to this cooldown.
Also, if you notice that there is an abundance of pyros on RED, just go Trolldier, the knock back resistance is so OTT, that pyro just becomes futile.
In my opinion, reduce the cooldown from 2.2 to somewhere in between 1.5-2.0.
Thanks for reading this.
Pig.


 

True Darkian

Wicked Nasty Engineer
Contributor
+1
I am twixed in between here, although more so favouring the for argument.
Although the air-blast cooldown was unquestionably needed, I do believe that 2.2 seconds is very much unjust. If you airblast hale, he will recover and still be capable of killing you before your airblast is ready again. Having one singular airblast in that situation is as worthless as your appendix; and for the hales who complain that you arent able to reach the pyro due to the frequency of the airblasting, there is something called super-jumping, timing, and ammo usage. However, it is indeed partisan towards the pyro if they are camping in a spot with a source of ammo. However, that is the magical time to use some thing called rage! Press the E-Button and the airblasting pyro has been incinerated to the ground.

Same goes with this, smack that magical e-button and problema resuelto! Yes, if the pyro is last one alive and you are on critically low health, well tango cierra, you should've killed/targeted them first.

And as a person who DOES play Hale (SAXTON HALE EU) , the frequency of pyros on RED has certainly declined due to this cooldown.
Also, if you notice that there is an abundance of pyros on RED, just go Trolldier, the knock back resistance is so OTT, that pyro just becomes futile.
In my opinion, reduce the cooldown from 2.2 to somewhere in between 1.5-2.0.
Thanks for reading this.
Pig.


Turned your text into white, I'm using dark background, was hard to read.

As long as Pyro's still have a cooldown, it's fine to me.
I don't want airblast spam to ever return.
 

Old Chuck E. Cheese Token

Somewhat Threatening Sniper
Contributor
+1

As a pyro player, 2.2 is a long time, but no cooldown is way too broken. 1 second would probably be more than balanced.

But I also don't currently play Hale so I don't know that perspective of airblasting.
 

Bottiger

Administrator
I don't get how 2.2 seconds is a long time when 2 pyros could just alternate and keep a hale away indefinately until he decides to rage.
 

Feral Angel

Moderator
Contributor
-1
Been playing a lot of Pyro recently and I have no problem with the 2.2 wait. I say it’s perfectly fine and doesn’t need a change.
 

Pig

Somewhat Threatening Sniper
Mmmmmm, sorry. How on earth has this been marked as improved.
"Air blast cooldown from pyros removed. Airblast will only push bosses away every 2 seconds"
Air blast cooldown has been removed from pyro, but not when you are actually air blasting Hale, pretty much the only thing you can actually airblast in VSH.
Also, buffing the air blast cool-down by 1/10th does almost nothing, and from what i can see, the airblast cooldown message has completely disappeared, making it hard for Pyro's to know if they've made a hit, or when they can airblast again.
Sorry, but some of these decisions are futile. Which is why you see so many players move to other VSH servers like Panda Community or Blackwonder etc.
Pig.
 

uppe-r

Rage-Inducing Forum Troll
Contributor
Mmmmmm, sorry. How on earth has this been marked as improved.
"Air blast cooldown from pyros removed. Airblast will only push bosses away every 2 seconds"
Air blast cooldown has been removed from pyro, but not when you are actually air blasting Hale, pretty much the only thing you can actually airblast in VSH.
Also, buffing the air blast cool-down by 1/10th does almost nothing, and from what i can see, the airblast cooldown message has completely disappeared, making it hard for Pyro's to know if they've made a hit, or when they can airblast again.
Sorry, but some of these decisions are futile. Which is why you see so many players move to other VSH servers like Panda Community etc.
Pig.
totally this.
you just worded differently what happens now, removed the airblast cooldown message and reduced it by .2s
 

NOPEはプロです

Somewhat Threatening Sniper
Mmmmmm, sorry. How on earth has this been marked as improved.
"Air blast cooldown from pyros removed. Airblast will only push bosses away every 2 seconds"
Air blast cooldown has been removed from pyro, but not when you are actually air blasting Hale, pretty much the only thing you can actually airblast in VSH.
Also, buffing the air blast cool-down by 1/10th does almost nothing, and from what i can see, the airblast cooldown message has completely disappeared, making it hard for Pyro's to know if they've made a hit, or when they can airblast again.
Sorry, but some of these decisions are futile. Which is why you see so many players move to other VSH servers like Panda Community or Blackwonder etc.
Pig.
+1 I don't see how airblasting air is important in vsh.
 

Maddo

Gaben's Own Aimbot
Contributor
I really think pyro's airblast cooldown should be reduced, 2.2s is a long time. Sometimes you need to protect an engi or something, and you can only airblast hale once (which does shit nothing really). Or removed, removed is nice too!!

Apart from this, bosses like trolldier are ridiculous for pyroes. You can't airblast that guy unless he's flyin (which is WAY harder to hit) and even like so you pretty much just push him a tiny bit

As someone who plays pyro pretty much every time on vsh, these 2 bother me a LOT when playing.
As someone who never plays VSH I can't grasp every nuance of the game, but surely if pyro can't deal with a boss like trolldier, you play a class on that round that's better equipped to deal with that boss?
 

True Darkian

Wicked Nasty Engineer
Contributor
As someone who never plays VSH I can't grasp every nuance of the game, but surely if pyro can't deal with a boss like trolldier, you play a class on that round that's better equipped to deal with that boss?
Trolldier got removed.
 

Brimp

Somewhat Threatening Sniper
-1 Pyros just feed hale rage half the time by extending out farther then they need to save someone like a medic that has uber. I've seen pyros give hale at least 25%+ of hales rage with only 200-400 damage until the 2.2 second delay was added. They're just a benefit for hale to get his rage faster then when he does, no more air blast and he just has to leave him alone and focus the more important targets because it's guaranteed he's gonna air blast him again then rage and kill him when he isn't useful to him anymore.
 
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