Team Fortress 2

Team Fortress 2

BrotherChef2355 2020 年 12 月 4 日 上午 9:38
Why is pyro so unfun to fight against?
Pyro is unfun to fight against because he is based around denying other classes abilities, thoughts?
引用自 Tacticowl:
I main both pyro and medic and I wholeheartedly agree, he needs some changes. Not be made weaker, but be more fun to play against. CC characters are NEVER fun to play against in ANY game EVER, and his flame particles are extremely blinding and a big, unintentional advantage of pyro: your enemy cant outgun you if they cant see wtf they're firing at.

And no one likes a pyro with "1 frame point black projectile airblast may-or-may-not-be-legit consistent response times" Airblast spammers are infuriating to fight, even with a shotgun, and even as another pyro.

Plus, a single pyro can shut down an entire teams uber push single-handedly. He usually dies in the process, yes, but thats more than a worthy trade.

If you ask me, the key change should be to make it so either A: Airblast has a longer delay afterwards to encourage skillshots and discourage "lucky guesses" and also discourage spamming airblast at ubers, or B make it so airblasted projectiles deal FULL DAMAGE but DON'T mini crit. I get WHY it has to deal full damage, considering how the falloff is caluclated, but the mini-crit damage seems a bit much, considering the airblast already completely denied damage AND did a ton of damage to the enemy. Imagine if every huntsman player that blindly spams arrows at a corner would have his arrows mini crit and explode on contact: thats airblasts for ya and it's a tad much...

And I used to be one of those annoying degreaser m2 spamming pyros, but I've stopped thankfully after realizing how unfun it is for other players to play with and/or against such pyros.

Make pyro's ambushing game stronger (his original intention) and weaken his CC game. IDK how but thats something i'd like to see. At the moment pyro's kit feels very overtuned and out of place compared to the rest of TF2.


Oh yeah, and the scorch shot exists. 'nuff said.

Sure, we could go on and on about how pyro "sucks in competitive" but the main focus of TF2 ISN'T competitive play, and never has been, unlike for CS:GO. And in casual, regular 12v12 play, the way the game is DESIGNED to be played, pyro is extremely, EXTREMELY unfun to fight. In an uncoordinated team, which are about 90% of all TF2 matches in the world, he shuts down almost everything if the enemy team doesn't have a coordinated clan or a very skilled group of friends or something that queued together. Pyro has an inherent advanatage against most classes in a 1v1, if said class isn't played by an extremely good player. And pro play is not the core, nor the focus of TF2, and as such the game shouldn't be balanced towards pro play. It's not an e-sport, and never will be, despite what many people like to think. There's a reason why community competitive had VERY VERY VERY restrictive rules: because TF2 in its vanilla form simply does not work well in a competitive environment.
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正在显示第 76 - 90 条,共 127 条留言
GladiatorDragon 2020 年 12 月 4 日 上午 11:41 
引用自 StaticSpark
Splash damage, while powerful, is avoidable. The reason I would stay at range is to see and predict where the rockets come from. The soldier or demo can't jump over without risking being turned into ashes.
Do you even play the same game or are you using crit hacks to power up your secondary gun?
If he's using the Manmelter, technically yes.
the jews took my PFP 2020 年 12 月 4 日 上午 11:44 
Probably because you run straight at the Pyro shooting rockets in a predictable pattern.
Hook Master 2020 年 12 月 4 日 上午 11:44 
引用自 StaticSpark
? Flares can put out plentiful long range damage with good aim, and shotguns can chip enough to make them retreat.
If I know the pyro is running a phlog, my only fear is that he has a pocket stock medic OR the luckycrit gets me before I get to rocket jump onto him. Then again I can use battalions backup to decrease the phlog crit dmg and still beat him in said close combat as a solly.
You're relying on a few key variables
-Actually competent pub soldier (rare)
-Full backup charge
-wearing the backup
-Know I'm using phlog
Besides, even if he does approach, I'm the one with the constant damage flamethrower
It all really depends tbh
kapuchiboom 2020 年 12 月 4 日 上午 11:45 
Answering the main question of this thread:
Pyro is unfun to play against for most people because:
1: average pyro main destroyes average skill demos, soldiers, huntsmen.
2: Has a variety of deadly combos which makes him effective outside of his flamethrower's range
3: Way too effective at the close range (1.5 seconds to burn most of the classes to death)
4: Has one of the most unbalanced combo in the game (Phlog + scorch shot)

I think pyro's debuff is inevitable and will be done when quarantine and the whole situation with COVID ends. I do believe that damage from flamethrower will be reduced/will have less ammo,
and that phlog gets more balanced.
We have no reason to think that Valve is lazy af, since they were bringing their reputation of a great game developer by creating Half-Life Alyx ( they had to move almost all TF2 devs to work on HL:A) and fixing it to the state that it will be the legend, and then after that they will either start working on another game (i don't think it will be dota or cs:go, maybe Half-Life 3) or they will drop a heavy update on us.

I think this thread should be closed, because it's already no point in arguing with each other.
Hook Master 2020 年 12 月 4 日 上午 11:47 
引用自 kapuchiboom
and that phlog gets more balanced.
The phlog is literally pyro's most balanced flamethrower
kapuchiboom 2020 年 12 月 4 日 上午 11:50 
引用自 StaticSpark
引用自 kapuchiboom
and that phlog gets more balanced.
The phlog is literally pyro's most balanced flamethrower
Community thinks opposite. Especially when pyro got a pocket medic with uber. After that, medic activates the uber charge, pyro starts burning everyone, gets mphhhhh and start spawncamping
最后由 kapuchiboom 编辑于; 2020 年 12 月 4 日 上午 11:50
the jews took my PFP 2020 年 12 月 4 日 上午 11:51 
引用自 kapuchiboom
引用自 StaticSpark
The phlog is literally pyro's most balanced flamethrower
Community thinks opposite. Especially when pyro got a pocket medic with uber. After that, medic activates the uber charge, pyro starts burning everyone, gets mphhhhh and start spawncamping

When has the community ever been right about things?
kapuchiboom 2020 年 12 月 4 日 上午 11:52 
引用自 redacted
引用自 kapuchiboom
Community thinks opposite. Especially when pyro got a pocket medic with uber. After that, medic activates the uber charge, pyro starts burning everyone, gets mphhhhh and start spawncamping

When has the community ever been right about things?

Hmm. That's a good point. Especially when they're getting super happy about a small localization files update
fire man bad
Hydrasent 2020 年 12 月 4 日 下午 1:39 
引用自 scally
Bait thread, or OP is noob/salty demo/soldier/spy. Nothing new here move along
^^^
trash 2020 年 12 月 4 日 下午 1:42 
引用自 Hydrasent1050
引用自 scally
Bait thread, or OP is noob/salty demo/soldier/spy. Nothing new here move along
^^^
no.
Uscari 2020 年 12 月 4 日 下午 1:42 
引用自 Sham!
sniper also doesnt belong to this game, and i am clearly talking about the target movement and sniper has obvious aiming requirements anyway
spy is an awareness check and movement does actually come into play when you meet one since you can deny his stabs literally by turning around, meaning his dmg is actually mitigated by movement

sentries arent even a class, and anyway you strafe around them avoiding their dmg entirely

only the pyro class has zero aiming requirements while also making the opponent movement pretty much moot

Spy involves movement but backstabs don't require anymore aim than flames do. Also the movement on the enemy's part is irrelevant because they don't know the spy is there, they aren't trying to dodge anything.

You don't think movement has anything to do with fighting flames? It takes movement to get in range in the first place, and with ramp-up mechanics it's not hard to mess up a Pyro's tracking and reset his damage down to 50% by strafing.

I don't even agree with the ramp-up mechanics, I think the nature of getting in range and optimizing flame tracking involves movement on both sides. Maybe not as much as burst fire weapons but still.

Also yeah sentry isn't a class but it is engineer's main killing tool, just like Spy's knife or Pyro's flamethrower.
Vror 2020 年 12 月 4 日 下午 1:54 
引用自 Lazy Dog
引用自 Vror
Instead of relying on being better than the enemy, pyro relies on making the enemy worse to match his level

so basically pyro is not about winning, it's about making others lose.
Kinda correct
Emurinus 2020 年 12 月 4 日 下午 2:05 
  • Suffers multiple bugs that noticeably hinder class performance.
  • Very reliant on unlocks to play optimally.
  • Primary weapon requires very little skill to use effectively; even aim is entirely optional.
  • Airblast is far too rewarding for the (general lack of) effort it requires.
  • Afterburn is too strong and way too easy to apply for easy DoT/posthumous kills (the former isn't a Pyro specific issue but he benefits the most out of it).
该讨论串的作者已表示此帖子解答了原先的主题。
Tacticowl 2020 年 12 月 4 日 下午 2:29 
I main both pyro and medic and I wholeheartedly agree, he needs some changes. Not be made weaker, but be more fun to play against. CC characters are NEVER fun to play against in ANY game EVER, and his flame particles are extremely blinding and a big, unintentional advantage of pyro: your enemy cant outgun you if they cant see wtf they're firing at.

And no one likes a pyro with "1 frame point black projectile airblast may-or-may-not-be-legit consistent response times" Airblast spammers are infuriating to fight, even with a shotgun, and even as another pyro.

Plus, a single pyro can shut down an entire teams uber push single-handedly. He usually dies in the process, yes, but thats more than a worthy trade.

If you ask me, the key change should be to make it so either A: Airblast has a longer delay afterwards to encourage skillshots and discourage "lucky guesses" and also discourage spamming airblast at ubers, or B make it so airblasted projectiles deal FULL DAMAGE but DON'T mini crit. I get WHY it has to deal full damage, considering how the falloff is caluclated, but the mini-crit damage seems a bit much, considering the airblast already completely denied damage AND did a ton of damage to the enemy. Imagine if every huntsman player that blindly spams arrows at a corner would have his arrows mini crit and explode on contact: thats airblasts for ya and it's a tad much...

And I used to be one of those annoying degreaser m2 spamming pyros, but I've stopped thankfully after realizing how unfun it is for other players to play with and/or against such pyros.

Make pyro's ambushing game stronger (his original intention) and weaken his CC game. IDK how but thats something i'd like to see. At the moment pyro's kit feels very overtuned and out of place compared to the rest of TF2.


Oh yeah, and the scorch shot exists. 'nuff said.

Sure, we could go on and on about how pyro "sucks in competitive" but the main focus of TF2 ISN'T competitive play, and never has been, unlike for CS:GO. And in casual, regular 12v12 play, the way the game is DESIGNED to be played, pyro is extremely, EXTREMELY unfun to fight. In an uncoordinated team, which are about 90% of all TF2 matches in the world, he shuts down almost everything if the enemy team doesn't have a coordinated clan or a very skilled group of friends or something that queued together. Pyro has an inherent advanatage against most classes in a 1v1, if said class isn't played by an extremely good player. And pro play is not the core, nor the focus of TF2, and as such the game shouldn't be balanced towards pro play. It's not an e-sport, and never will be, despite what many people like to think. There's a reason why community competitive had VERY VERY VERY restrictive rules: because TF2 in its vanilla form simply does not work well in a competitive environment.
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发帖日期: 2020 年 12 月 4 日 上午 9:38
回复数: 127