Pyro, mostly because of airblast.
Airblast is like taking a kid's ball. You can hear him cry, but it is just too fun to stop.
Airblast is like taking a kid's ball. You can hear him cry, but it is just too fun to stop.
Pyro, mostly because of airblast.
Airblast is like taking a kid's ball. You can hear him cry, but it is just to fun to stop.
A competent med+soldier/demo team would wreck worlds if there weren't any pyros. And the only thing to stop ubers would be sentrys.
1. FROM A DISTANCE1.ANY class can medic pick.
2.Buff banner>Jarate
3.Probably the only reason he is in the game
4.Spy
Pyro, mostly because of airblast.
Airblast is like taking a kid's ball. You can hear him cry, but it is just too fun to stop.
That completely changes the game and makes it terribly unbalancedIf the pyro gets a super nerf then he can stay. This being, airblast can no longer push people(unless under the effects of an Uber) but keep it's ability reflect projectiles. Pushing players with the airblast isn't fair on any level.
And if the degreaser could only use up 50 ammo(subject to change, just wanted the idea of some number out there) before it had a "cool down" effect(does not effect it's ability to airblast just use M1)
annnnnnd the fire+fare doesn't need to be a crit, but instead a mini crit(if that)....
In my opinion scouts should get the boot, they are intensely annoying with the ability to double jump and have a shotgun so it's really hard to miss(the whole point for the shotgun with buckshot even to exist is because it's hard to miss with it...) and mad milk is crazy over powered against spies.
With the current nerf on the dead ringer I think it should get a buff in the effect of the spy being completely feined, what I mean is if a pyro catches you on fire and you fein with it and they immediately relight you on fire (like what always happens) you will still be on fire, just they cannot see your body on fire or hear the sound of you burning(even though you still are) if a sniper covers you in jarate before or after you fien it won't stay/show up even though the jarate is still on you, and same applies to mad milk. It would allow you to actually be able to survive and sneak away somewhere safe without it being completely useless if you encounter 4 of the 9 classes (hue long heavy fire counts too) and it would still require skill cause if they know where you're going to go they can still "follow" you there (health packs/ammo packs and stuff) Same would apply if you are in/go into water(would have the water dropplets following you or show bubbles underwater)
TL;DR:
Pyro needs nerf(badly)
Scout gets the boot
Dead ringer needs the 100% undetectable while feined side buff.
I lol'dSasnar, all of those changes are because you are a spy main.
Sasnar, all of those changes are because you are a spy main.
That completely changes the game and makes it terribly unbalanced
Pyro doesn't need a "nerf" imo, take away the gimmicky crit jockey stuff he has to rely on to stay relevant and he's outperformed by pretty much everyone at every task besides guarding engie buildings and holding down M2 to waste an uber.If the pyro gets a super nerf then he can stay. This being, airblast can no longer push people(unless under the effects of an Uber) but keep it's ability reflect projectiles. Pushing players with the airblast isn't fair on any level.
And if the degreaser could only use up 50 ammo(subject to change, just wanted the idea of some number out there) before it had a "cool down" effect(does not effect it's ability to airblast just use M1)
annnnnnd the fire+fare doesn't need to be a crit, but instead a mini crit(if that)....
In my opinion scouts should get the boot, they are intensely annoying with the ability to double jump and have a shotgun so it's really hard to miss(the whole point for the shotgun with buckshot even to exist is because it's hard to miss with it...) and mad milk is crazy over powered against spies.
With the current nerf on the dead ringer I think it should get a buff in the effect of the spy being completely feined, what I mean is if a pyro catches you on fire and you fein with it and they immediately relight you on fire (like what always happens) you will still be on fire, just they cannot see your body on fire or hear the sound of you burning(even though you still are) if a sniper covers you in jarate before or after you fien it won't stay/show up even though the jarate is still on you, and same applies to mad milk. It would allow you to actually be able to survive and sneak away somewhere safe without it being completely useless if you encounter 4 of the 9 classes (hue long heavy fire counts too) and it would still require skill cause if they know where you're going to go they can still "follow" you there (health packs/ammo packs and stuff) Same would apply if you are in/go into water(would have the water dropplets following you or show bubbles underwater)
TL;DR:
Pyro needs nerf(badly)
Scout gets the boot
Dead ringer needs the 100% undetectable while feined side buff.
Soldiers and demos also had 40 reserve ammo. Engineers couldn't pick up buildings.you do know pyros didn't even have airblast when the game first came out right? it was more balanced back then.
The DR buff is to make it actually usable again unless you wanna hide behind your team mates instead of hiding behind the enemys
Soldiers and demos also had 40 reserve ammo. Engineers couldn't pick up buildings.
And the pyro was fucking useless.
Soldiers and demos also had 40 reserve ammo. Engineers couldn't pick up buildings.
And the pyro was fucking useless.