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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.
 
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.
 
Remove heavy. Take out the class with little involvement in aim, and is only put in the game to make it more approachable and the learning curve less steep. He's on the front cover for a reason: He's simple and generally unnecessary by design.
 
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.

I swear pub Pyros never use M2 UNLESS an Uber happens. Then you get pushed into the air for ten seconds and then die painfully.
 
1.ANY class can medic pick.
2.Buff banner>Jarate
3.Probably the only reason he is in the game
4.Spy
1. FROM A DISTANCE
2. Soldier sacrifices either gunboats or the valuable shotgun.
3. ADMITTED
4. Spies have to get up close and personal. Snipers can pick from afar
 
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.

It's quite ironic for you to say that Mr. Pyromain. But yeah, a pyro can just walk onto a point and hold mouse 2 and get two kills guaranteed
 
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.
 
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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.
That completely changes the game and makes it terribly unbalanced
 
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Sasnar, all of those changes are because you are a spy main.

Well that too, but fighting a pyro as any class after you run around a corner and you're up in its face is just being pushed around and insta critted by fares and axes.
I just don't like scouts.
The DR nerf is indeed because I main spy and I know the inability to use that watch anymore unless you are literally camping outside of the resupply or you are forced to either A run the spy icicle or B die very often
 
That completely changes the game and makes it terribly unbalanced

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
 
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.
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 anything he needs a total rework, but this isn't the thread for that.
 
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.
 
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Soldiers and demos also had 40 reserve ammo. Engineers couldn't pick up buildings.
And the pyro was fucking useless.

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)