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报告翻译问题
-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
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.
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
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.
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.