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not once was i ever able to out damage a heavy, unless he flat out never turned to look at me.
after finally getting the hang of the weapon enough to get my 5 kills 1 life contract done, i can safely say i did not find a single situation where i found the dragon's fury better than another potential option.
the horribly nerfed airblast makes it quite atrocious to deal with soldiers comparatively, and its a worse team weapon since i cant reliably airblast teammates mid fight without giving up my primary weapon for 5 seconds. in fact i had a medic get pissed at me entirely because i didnt extinguish him mid fight, until i literally went up to him and showed him just how long the delay between airblast and primary fire is. he then apologized for the existence of the weapon and contract itself.
with perfect aim, you can out damage most classes, but with tf2's famously awful hitreg (facestab is a thing for a reason), and the fact enemies can...you know...dodge around, perfect aim is quite difficult to achieve, i think my best combo was 3 hits without missing. without that boost, you don't outdamage any class except spy and medic in my experience. many times i would 1v1 engis, heavies, other pyros, scouts, etc and i would always be dead after 1 to 3 shots due to the cooldown. granted, many of these resulted in afterburn kills because it was quite a close dps race. but afterburn kills did not help with the contract.
now for the 2 ways i got most of my kills for the contract:
sneaking. far FAR more effective to use the backburner. the crits would melt almost any class before they can react, it has a working airblast granted with bad ammo economy. and it has the aoe of a normal flamethrower, making surprise assaults on a spread out team far more effective, netting 3-4 kills in a successful ambush to dragon's 1-2.
and spy checking. hands down goes to any other flamethrower. you need wide aoe to effectively check areas, and if you do manage to hit a spy, you need to keep up the damage which the spy's small hitbox does not help with precise aiming. i lost many revolver duels just because i missed half my shots.
overall. its a sniper, with 10 foot range, and a projectile that moves/fires like a rocket.
the upside? it does more damage to flaming enemies, and with perfect accuracy fires faster.
if i wanted to snipe id use a rifle, which is hitscan and if i have perfect accuracy its basically instant kills.
if i wanted to fire rockets, id use rockets, bigger aoe, bigger damage. and much better range. plus the added bulk of the soldier and his potential secondary items that are made for rocket focused gameplay.
and if i want to kill things with fire, id just use a flamethrower, back burner is far more dps in ambushes, degreaser with its airblasting is far more effective for juggling and reflecting. and if i want to deal bonus damage to burning players, theres fast moving, long range flares. or a 100% crit melee to use. plus one of pyro's main jobs, beign anti spy, is also far easier with any other primary.
the most charitable i can be is say its a beefier flaregun with horrible range. and igniting people/finishing off AT RANGE is the entire point of a flaregun, so it even fails as that.
all in all, every place this weapon fares ok, another one fares much better. but its just weak enough that it doesnt even function solidly as a jack of all trades type weapon.
scouts highest around 320, snipers lowest just shy of 200. pyros mid level around 230.
total in game hours approaching 6,000. which obviously includes like menus, idling back when that was a thing, and stuff, probably plenty of times ive left the game open overnight tbh.
took quite a long break, id wager a little after MvM came out, like a couple months after that. though for a while before that i played more modded servers than basic tf2.
just came back about 2-3 weeks ago or so. thats why i was banging out the contracts in the first place, theyre still a generally new thing to me.
probably started in 2008/2009 ish.
youre telling me the weapon that deals like 75-80 damage with its boost (meaning the first shot deals less than that) can do 450 damage with a 75% damage reduction in 4 hits?
dont know what kinda math youre doing. best ive managed on any heavy who was paying attention was barely getting an afterburn kill. and that was only if he didnt have a medic on him.
yeah, literally my only REAL complaint is because youre forced to do the the contract in order to complete the pyroland track. cause you need 100% completion in every contract to unlock the last one.
i wouldnt complain, if i wasnt forced to use the weapon to get 5 kills in one life WITH THE WEAPON which means not using my melee or secondary to secure kills WITHOUT DYING which means no afterburn kills, three times.
in fact i may actually have enjoyed its playstyle if i didnt have the contract looming over me the entire time i was using it.
heck, if they just made the contract easier, id probably occasionally use the weapon just to break up pyro gameplay. but because i had to slog through that contract, i never want to touch it again. and im being hyper critical of it because it had an annoying af contract associated with it.
I didn't bother to try out the DF until it dropped for me, naturally just using it when I wanted to see how it would work in a specific situation. And it's kinda fun! I've seen good Pyro's wreck with it. But if I was stuck using it, I'd resent it pretty quick.
I've been trying to learn Dragon's Fury for the last month or so, being sold on it by various TF2 youtubers (whole 2 of them) and nothing they said turned out to be true.
In many ways its basically Pyro's sniper rifle: if you're a robot of a man who never misses a single shot - its amazing. But if you miss a third of your shots (or god forbid more) - its f*cking useless.
"It counters pyros!"
NO. It does not. I reliably get WM1'd by every other pyro out there. Shotgun (a.k.a. pyro's real primary) stays winning.
"It destroys scouts!"
It also does not. It takes 3 consecutive hits to knock one out. Good luck landing them.
Landing 2 and then shooting him with a shotgun also works, but... Urgh.
Meanwhile demomen deal 100 damage a pipe from any of their grenade launchers. Balance? Never heard of 'er.
The airblast cooldown is attrocious. The fact that it blocks your primary fire as well will get you killed often.
The whole "you gotta land consecutive hits to keep the fire rate bonus and damage bonus" mechanic is frustrating. Again - good thing for robot-people, not so much for normal people.
The projectile often doesn't even do the bonus damage because they nerfed that to require a perfect, flawless, direct hit for it to work otherwise you just hit them with the normal 30 dmg. Wow, thanks.
The "extra range" was also greatly oversold. It doesn't matter as much as one would hope for it to be.
The only 2 things Dragon's Fury more or less reliably proves to be better against are Heavies and Buildings. For obvious f*cking reasons.
And even then i sometimes just wish to have a Backburner on me instead. Same effect and not as frustrating.
IMHO:
- Either cut the airblast completely or make it normal, make up your mind;
- Remove the bonus fire rate feature for consecutive shots;
- Buff the one-two punch combo from 30+70 to 40+80.
OR
- Make the bonus fire rate from consecutive shots last a second or two longer SO THAT I COULD USE IT AND AFFORD MISSING A TIME OR TWO.
30+70... My god... Literally putting the same amount of effort into it that Demomen put into landing 2 pipes for 100+100. Why even bother.
DF has its' moments but not nearly enough. I still play it, but more so out of sheer spite. Oh also: it makes you f*cking useless for spy-checking. No area denial and i can't even land the initial hit on obvious spies, wasting everyone's time and spines.
When you hit someone with a flare gun at all they will take full afterburn unless it's a pyro, and a pyro can still be comboed with a flare gun and dragons fury interchangeably.
The panic attack can finish off enemies when it would usually take another dragons fury shot (2 DF shots plus 1 PA shot for light classes). It also covers airblasting since you can immediately swap to it, fire two shots, then switch back to dragons fury.
I would recommend you try using the detonator for mobility and a nigh undodgeable full afterburn, the flaregun to start/end a fight when an enemies out of range or to essentially get another dragons fury shot after you airblast, and the panic attack to finish off enemies and cover your airblast weakness.
-tf2 player who can't aim prob.