Malice_Lonewolf Jun 18 @ 12:07pm
why can't valve make pyros a solid competitive class?
They say pyro is the closerange high damage class, but every other class can point blank 1-2 shot me before I can burn them out. I don't think I should be always forced to combo with the degreaser since most classes can use one weapon in a pub and roll everyone. (heavy, demo, scout, soldier). Its about time they did something to make pyro the close range powerhouse it needs to be. More HP, much higher flame dmg, something. Youre killing me valve with how much you give to the other classes but you always give the pyro ideas you limped to the barn or that were very solid then you nerf into oblivion.
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Frozen Today Jun 18 @ 12:08pm 
Use
The
Degreaser
Littlefoot Jun 18 @ 12:09pm 
Well, the only thing i think they could buff Pyro for is damage for flamethrowers.

Of course i don't know if this would be possible without making him too strong.
Frozen Today Jun 18 @ 12:10pm 
Seriously, in competitive the axtinguisher is your best friend. Use it.
SnakeManvsArbok Jun 18 @ 12:15pm 
See, this is why I hate things like this.

The Pyro is very balanced, having OK speed, OK HP and great attacking options. If they're out of your range, use your secondary.

Plus, of the 4 classes you mentioned, only 1 can really counter Pyro. Heavy is slow enough that you can mow him, and Soldier and Demo's projectiles can be reflected back. The Scout, while faster, has low enough HP that you can kill them if given the chance.

The Pyro is supposed to have weaknesses, and he's just a standard class. By buffing him, theb other classes would become obsolete. If you don't like Pyro, switch to a different class. That simple. There are 8 other classes for a reason.

Now, here's the real kicker, besides Sniper and arguably Heavy, Pyro has possibly the strongest weapon in the game, able to kill other classes in seconds. Plus, you can use Degreaser, Flare Gun, and Axetinguisher to lay down massive damage at all ranges.
{Cookie} Cheddar Biscuits Jun 18 @ 12:15pm 
Wait wait wait... Did someone just say Pyro was UP?
Ace42 Jun 18 @ 12:16pm 
Ugh, this thread again... Cue Jarking coming in saying "hey, it's fine that Pyro's a ♥♥♥♥♥, because a lot of team comps need a ♥♥♥♥♥ to do the house chores while everyone else is having fun playing..."

Pyro needs an overhaul. My preference is "Medipacks no longer extinguish afterburn" - that forces players to either outplay the Pyro so they don't get lit; or use team load-outs that allow extinguishing and mitigation of fire damage.

Once that's in place pretty much all the other pyro gear will fall into place and can be rebalanced accordingly - including making new Pyro gear to raise his skill-ceiling without it rendering the low-skill-ceiling gear simply obsolete.
SnakeManvsArbok Jun 18 @ 12:16pm 
Yup. What a great fandom we have.
Frozen Today Jun 18 @ 12:18pm 
Originally posted by Ace42:
My preference is "Medipacks no longer extinguish afterburn" - that forces players to either outplay the Pyro so they don't get lit; or use team load-outs that allow extinguishing and mitigation of fire damage.
Buffing one class by weakening every other class is hardly an intelligent choice
slenderx222 Jun 18 @ 12:19pm 
use this class

the degreaser
any flare gun
and the mail box or axtinguisher

It will do you good
SnakeManvsArbok Jun 18 @ 12:20pm 
Originally posted by Frozen Today:
Originally posted by Ace42:
My preference is "Medipacks no longer extinguish afterburn" - that forces players to either outplay the Pyro so they don't get lit; or use team load-outs that allow extinguishing and mitigation of fire damage.
Buffing one class by weakening every other class is hardly an intelligent choice
I agree. I think the Pyro's fine where he is. You guys just aren't using him the way he should be used. Then again, neither do I, but that's why I play Engineer.
{Cookie} Cheddar Biscuits Jun 18 @ 12:20pm 
Originally posted by Frozen Today:
Originally posted by Ace42:
My preference is "Medipacks no longer extinguish afterburn" - that forces players to either outplay the Pyro so they don't get lit; or use team load-outs that allow extinguishing and mitigation of fire damage.
Buffing one class by weakening every other class is hardly an intelligent choice

Agreed.
Ace42 Jun 18 @ 12:25pm 
Originally posted by Frozen Today:
Buffing one class by weakening every other class is hardly an intelligent choice

The two things are identical. One class's gain is the other class's loss. There is no way to buff a class without making all the other classes correspondingly "weaker".

Pyro's afterburn is a joke, there's over two-dozen ways of mitigating it in game - and that makes any balancing of afterburn meaningless. No matter how much damage or penalty it provides, it's meaningless if it is trivial to extinguish it.

Until Pyro's afterburn requires actual counter-play rather than "just run to a Medipack", it's going to be a pointless and wasted mechanic.
SnakeManvsArbok Jun 18 @ 12:30pm 
Originally posted by Ace42:
Originally posted by Frozen Today:
Buffing one class by weakening every other class is hardly an intelligent choice

The two things are identical. One class's gain is the other class's loss. There is no way to buff a class without making all the other classes correspondingly "weaker".

Pyro's afterburn is a joke, there's over two-dozen ways of mitigating it in game - and that makes any balancing of afterburn meaningless. No matter how much damage or penalty it provides, it's meaningless if it is trivial to extinguish it.

Until Pyro's afterburn requires actual counter-play rather than "just run to a Medipack", it's going to be a pointless and wasted mechanic.

Now, that's just dumb.

By nerfing the other classes from this afterburn effect, you are also buffing the Cow Mangler and the Huo-Long Heater, meaning 2 other classes are getting a buff. This will also make the Demoknight more common, as the Chargin' Targe makes you immune to afterburn.

Plus, if the enemy heals with a healthpack after being hit by afterburn, that's on the Pyro for either not finishing them off, or igniting them near a health pack in the first place.
Frozen Today Jun 18 @ 12:30pm 
Actually, there is a difference. If one class becomes stronger via a new weapon or mechanic, it's easy to work out counters for said mechanic. As for reducing the capabilities of other classes, it opens up a whole different can of worms where you lose any counter you had to it. You might say "More reason to use jarate or milk, or have a friendly pyro extinguish you." Sure, but what happens when you don't have a sniper or scout, or the pyro you has is new and doesn't know how to airblast? Having medkits extinguish you means that if you die to afterburn, it's probably your own fault and you could have prevented it. Not having that makes it so that no matter what, you're going to take damage and there's nothing the player can do on their own to stop it, sans jumping in water.
Bleeding stops with a medkit as well, and that's not something anybody's really ever complained about, even though it's basically afterburn that doesn't go away with liquids
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Date Posted: Jun 18 @ 12:07pm
Posts: 264