Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
flares are already incredibly fast, there's no situation where the mm speed benefits the fury more than the more useful flares
between what was said here and the visuals of the flame projectile not being consistent with what is actually being fired
play it with the particle fix mod on servers that have sv_pure off and the DF becomes much much easier to use
I think it really depends on the terrain. I don't like running detonator with Dragon's fury because it's already such a cumbersome and clunky weapon, the detonator's requirement to keep it active to utilize the splash damage just makes you even more vulnerable to explosive classes.
Meanwhile although Scorch Shot is the king of lighting people on fire who are on equal ground or below you, it's splash is difficult to utilize when your enemies are on higher ground.
Moreover, all 3 of the pure combat classes have access to high ground due to their higher mobility.
Also, the damage bonus of hitting direct flares can reduce the amount of direct and indirect hits you need from the DF to kill them.
I think this would the most 1v1-centric loadout in Pyro's arsenal, for it's very precise, narrow damage potential. It would no doubt be a lot of fun for MGE.
I think DF is about equal to Stock, perhaps just slightly worse only because of the collision bugs. Even then it has a pretty substantial niche in making Pyro more competitive against Scouts, Engineers, and Heavies.
Yeah, unfortunately I've been denied many kills because a Soldier's rocket made contact with my fireball. It's very unfair and totally bizzare.
either way if you're using DF against any remotely serious opponent you're gonna need hitscan backup hard.
And don't get me wrong, but it seems that this loadout relies heavily on long afterburn time, right?
This ain't much efficient, unless there are no medkits around and enemy team doesn't have a medic (like mine 90% of the time). Sounds like a "gamble gun" a bit.
I agree fire splash is more reliable unless your enemy is on high ground, and while the detonator is more reliable on hitting enemies on high ground than the Manmelter, the increased uptime in having to manually detonate hurts a DF pyro's ability to deal with an aggressive opponent who wants to close the distance.
I personally don't see a lot of synergy between the DF and shotguns, because outside of the Dragon's Fury's max range of 500 HU, your shotgun isn't going to do much, and within that range, it doesn't even work as a supplement to your damage because the DF has a fast firing rate.
You could argue that shotguns are important for when you get off a reflect and can't use your weapon for another 1.6 seconds, but if you're up against a serious opponent, they aren't going to just feed you that reflect, especially since you can't airblast at any point during your primary fire, preventing you from pressuring them into firing predictably.
What they'll do is fire their projectiles at a range you couldn't possibly hope to hit them back with, and then you're in a situation where it's shotgun vs rocket launcher, or grenade launcher, or sticky launcher. That's just not favorable.
I prefer to approach Demos and Soldiers by really not doing a lot of reflecting at all. Just light them up with a flare and out damage them. The only problem is the bugs that allow projectiles to nullify fireballs when they make contact.
Degreaser is Pyro's #1 Primary, in fact I consider it overpowered.
I don't think the DF is completely broken at all. It needed a serious nerf because on release that thing was virtually impossible to miss with.
It doesn't really rely on afterburn at all. Afterburn can potentially make the difference in some deathmatching scenarios but by no means does this rely on it.
It relies on using your secondary to pre-emptively ignite your opponent before you get in range, setting them up to get 1-shot or 2-shot by your primary once you do get in range.
Scorch Shot and Detonator are great for this strategy but I think Manmelter is honestly a viable alternative due being effective against low and high ground opponents alike, higher damage, as well as being a strong counter against enemy pyros.
Stock can be a good choice, especially if you expect to run into crowds and light all of them up, the afterburn can and for me often does net kills I wouldn't have gotten with degreaser afterburn.
However, the real benefit of the Degreaser's swap speed isn't doing combos, it's having immediate access to your airblast.
When you're closing the distance against Soldiers and Demos, you want to be able to deal damage to them, but you also don't want to miss out on the ability to reflect their explosives on your way. Degreaser solves this problem by allowing you to deal damage with your secondary outside of flamethrower range while always being able to switch back for airblast just in time to land a reflect.
That's why many including myself consider the Degreaser to be the best Pyro primary. That 60% faster deploy stat is just so strong in Pyro's matchups against Soldier and Demo.