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I would say his flamethrowers are weak. Each of his flamethrowers promote creativity for a primary, from using no airblast for invulnerability and crits, to tactical crits, to reliable (stock), to overrated and hailed like a f**king god equally reliable to stock (Degreaser).
One problem with Pyro is afterburn. At first it was a pain when introduced but as we got items that help extinguish other than the Medic, Dispenser, and health kits, or add fire resistance onto the user, as well as the fact that weapons with the bleeding effect are MUCH better than afterburn (you can't extinguish afterburn and depending on the weapon, it deals a lot of damage after base damage), afterburn is a joke.
Afterburn does at least 6 damage per second over 10 seconds, which is 60. I would increase it to 8 damage over 8 seconds, which is 64. To make it at least have some strength, small health kits cannot extinguish it, while other sources of healing/extinguishing can work. Yes, I still want friendly Pyros to extinguish it, but small health packs can be a good sacrifice, as your Medic is up front and your Engineer is protecting, most likely.
W+M1 is prominent in all classes but for Pyro, it's a risky move. Yes, it can prove effective if you time in some reflects and able to dodge, but like using Degreaser+any secondary, it's only effective for a situational amount of time. The hitboxes emitting from the flamethrower are unreliable as your ping rises, making your flamethrower "realistic" and going distances where it shouldn't reach. How to fix the hitboxes, I cannot explain it. Proposing ideas to change hitboxes is a difficult task, but I would suggest a cylinder-cone shaped hitbox emitting from the flamethrower.
The Reserve Shooter can be removed from Pyro as honestly, you will deal a consistent amount of damage with Stock anyway, and the mini-crits is unnecessary. Effective, but it's better to use Stock or the flare if you wanna focus on cornering an enemy and ending their life quick. Maybe they'll add a shotgun for Pyro that does the same as Reserve Shooter, but a bit more "balanced" and not as unnecessary as the Reserve.
The Pyro's biggest weakness is always going to be hitscan. It encourages classes like Scout, Sniper, Heavy, and Soldier to think carefully if the Pyro is in close range, especially Soldier. You could either take gunboats to help rocket jumping or you can take a shotgun in the chance the Pyro goes after you and can reflect. Then it's a 1v1 Shotgun duel.
Also, the Pyro originally had 200 HP, but it's reduced now. Okay, I am pretty much finished with giving my insight about Pyro, his flamethrower, his health, and now I am off and I expect a bunch of angry people from Pyro mains to the non-Pyro mains to give me a negative response.
Problem is, a damage buff won't do anything to make his playstyle any less brainless, and that is a problem that can only be solved by addressing the actual problems with his mechanics, not by hamfisted bandaid buffs.
RS is gay on both pyro and soldier.
Removing the ability to extinguish for pyro would be pointless without doing the same for all the anti-afterburn unlocks in the game. And yet again, afterburn is only this weak because it's so easy to apply.
Compare that to the Scattergun, which takes 1.25s, or the Grenade Launcher which takes 1.2s or the Rocket Launcher which takes 1.6s, or the Minigun which takes 0.5s.
Being able to delete an unbuffed heavy in less than 2 seconds isn't anything special and ignores the big advantages that other classes have, like burst damage and range.
Fine with me, I just want better methods of getting in flamethrower range in the first place.
The only exception is that he's using items that give him a damage vulnerability.
I feel like most people forget that Pyro is a fire based class. And what can fire do? Burn multiple people at once. So you can potentially have double the damage output if you're hitting two people at a time plus afterburn damage.
for now lets just hope you can even hit particles