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And please, if you're gonna call out a strawman in your next comment use meaningful differences, not vague technicalities.
You said it was "added on" as if it's an artificial improvement to fix a garbage weapon. It's a fundamental attribute of a flamethrower it was designed specifically around this mechanic. It's not added on, it's not a bandaid, it IS the flamethrower.
Sticky spam can be tactfully engaging an enemy to disperse crowds, because you have to position yourself and time your attack in such a way that the enemy is distracted, you have an escape route, you have optimal angles for sticky spam, etc.
I agree currently the flamethrower is stronger against groups than it should be, but not because of afterburn.
My only point is that stream damage is quite prevalent in TF2, and not everything needs to revolve around burst damage. Burst damage is fun to use mechanically but TF2 isn't just a game about mechanical skill, it's also about strategic, team-oriented skill.
What's your point? You want to nerf Medic or make his medigun deal burst healing?
Actually it is. The strategic depth of having a variety of damage types can occasionally outweigh the individual engagement of more binary, aim-driven combat.
Take for instance a sentry. There's nothing fun about fighting a sentry in and of itself, but there is fun to be had in coordinating with your team in a complex series of moves to destroy a sentry. Getting a spy to sap, protecting the medic to get an uber, isolating the engineer, etc.
A lot of shooters do not have a damage fall off system as pronounced as TF2, and the damage relative to health in TF2 is lower than most games. Many shooters allow you to score headshots from very far away with virtually any weapon.
Sure all games have stream damage of some kind, but many modern shooters rely heavier on burst damage.
Just because you are pressured to push forward doesn't mean you are compelled by some divine force to constantly hold w.
Naturally when trying to capture an objective you run a greater risk of running into a Pyro, but that's the whole point of time limits, you budget your time in such a way to provide you an opportunity to scout the area, make preparations (sentries, stickytraps, snipers, etc), and then push cautiously.
One of the great things about Pyro is that he incentivizes a more cautious and situationally aware playstyle among competent players.
You are acting as if they can't do anything to dislodge a Pyro from an objective without entering his range. When you have projectiles that travel 10x the length the flames, and hitscan weaponry with no range cap and can't be reflected, it's quite possible to force a Pyro off a point without going anywhere near him. (Charged stickies, Snipers, Heavies, Explosive spam on corners, etc.)
Spazzing out as Pyro won't even remotely beat a Soldier's close range rockets in a DPS race. More likely than not it will take only 2 shots with Soldier's rocket launcher to kill, or .8 seconds. Meanwhile to deal the same damage a spazzing Pyro will be flaming for 2+ seconds.
Pyro has a low skill floor but a high skill ceiling. There are plenty of new players who go Soldier and Scout as well.
There's not much reason to shoot 3-4 shots with a pistol when you can just use your scattergun for comparable damage.
The only time the pistol worth using in general is you expect to be flanked and want scattergun shots in reserve or if you've run out of scattergun shots and need to put out another 20-30dmg immediately. Other than that pistol is rarely worth using at most ranges.
Meanwhile with the cleaver, instead of wasting time trying to compete with Scattergun's damage, you let it fly and return to your scattergun, as it passively regens for you to make another attempt at a range scattergun would objectively do worse in.
1. Not easy to use.
2. Sometimes in order to make a team oriented game have strategic depth, you have to include mechanics that annoying on an individual level.
There's nothing fun on an individual level about dealing with:
-Buffed heavies
-Level 3 sentries
-Sniper in general
-Spies in general
-Explosive choke spam
-Sticky traps
-Ubers
-Banners
Most of the mechanics that add strategic depth to the game end up annoying someone on an individual level. Afterburn is no exception, but it's essential for balancing the strategic layout of the game. It puts Medics in their place, it encourages team members to spread out, it's a check on Sniper, and it's a check on Spy.
1. if a pyro left you on 30 hp a soldier or demo or scout wouldve killed you in that time. if anything pyro is weaker cause you have the chance to live.
2. medic heals at 24/hp a sec. that is basically extinguishing. and the f2p pyros only apply to f2p's. you cant blame them for not knowing how to play the game. one with actual experience will 9 times out of 10 extinguish you
3. just like a med a dispencer can out heal the afterburn. only if you are at like 5 hp or less can you die under the care of a dispencer.
4. if we're using 2fort as an example just jump in the water. and 2fort has scarce health packs because its a bad map. if that annoys you dont play it.
Heals 24 HP a sec while you’re on fire?
https://steamcommunity.com/id/moodypyro this guy doesn't play anymore but is one of the best DM pyros I've ever met and used the detonator religiously. You can not escape it. Retreating on high ground around cover? Yeah you'll get air-detted. Detonator is just as ♥♥♥♥♥♥ as any other flare gun. All three are stupid.
His stranges aren't very accurate. He used the flare gun to flex but when he wanted to win, he went detonator.
My discussions formatting is pretty poor and honestly I am way too lazy (tired actually) to even bother separating all the quote sections to address everything individually, so I'm just gonna give an extremely ugly, disorganized response to some of the things you said.
Pyro doesn't incentivize ♥♥♥♥ further than "stay out of his radius," which is a huge problem in an objective-based game. If you don't think pyro can defeat scout at the same ranges his scattergun gets its optimal TTK you're delusional. Pyro has a tendency to be pocketed in pyro-heavy strategies, you're not bullet-chipping that.
It doesn't matter that soldier can technically two-shot pyro because the liklihood that the pyro doesn't right click both before you fire your first rocket, after you fire your first rocket midflight, and during the second rocket's flight is nonexistent. There is a short delay before he can start firing again after an airblast but there is no delay between firing his primary fire and then airblast at all. Pyro also doesn't have to run the jetpack to be playing at his best where soldier usually has to run boats, so pyro usually actually gets a secondary weapon. Pyro inherently has an extremely unfair advantage against soldier that is not present in any other generalist vs generalist matchup.
So no, you really can not do anything to dislodge a pyro from a control point without going out of your way to allocate more resources than a generalist deserves to get rid of him. Saying just shoot at him with bullet classes from a distance means either snipe him or dedicate multiple classes to targeting him at once. Sniper is the be all end all of counters and there's clearly something wrong with a generalist that takes multiple others to kill.
Ever played 4v4? Usual team composition is pyro, medic, demoman, scout. Pyro is pocket. Powerjacks to control point. Sits his fat ass on it and is unchallengeable by anything other than sniper flex. Soldier is too weak to be played normally in this format. You don't see pyro as much in 6v6 because double scout exists. If scout was limited to one per team, pyro would be played every single game. You don't notice pyro's strength in highlander because only a class as strong as sniper really stands out in such a huge, chaotic mode. 7v7 and 4v4 are the only formats capable of demonstrating how strong pyro is.
Pyro only has a high skill ceiling if you're going out of your way to practice gimmicks that aren't actually required to optimize your pyro effectiveness. Soldier has a much higher skill ceiling AND all of soldier's skills to learn are necessary to compete. You don't have to know how to scorch sync off a player to do good with pyro. You don't need to even aim your primary to play pyro. Jungle Inferno contracts proved players with less than ten hours can reflect consistently. You need to know how to rocket jump at increasing levels of mastery the higher level you play in. You need to consistently hit accurate rockets to optimize your rockets that get destroyed by both range and splash falloff.
Pyro hard counters -you know what- not even a counter. Pyro hard WALLS another generalist and doing so takes extremely little mastery of the class. Pyro's DM in general is way too strong and 4v4 proves it. TF2 is not primarily strategy-based, TF2 in general has a healthy mix of strategy and raw Quakelike DM. Pyro takes the concept of being rewarded in DM for hundreds, thousands of hours of practice and snaps it over his knee. You don't even need to have good strategy to play pyro either. Pyro is just the lowest possible amount of effort to reward in the game. And that sucks because I want pyro to be a great class that is actually on soldier's level of skill development, but every single change that has ever been made to pyro has gone in the opposite direction.
7. Mad milk
8. Sandvich
9. Banana
10. Health pack
11. Resupply cabinet
12. soldier banner
13. water
14. manmelter
15. Steak
16. chocolate
17. Sydney Sleeper
18. Spy-Cicle (self)