STEAM-GRUPP
Team Fortress 2 Competitive Beta TFCompBeta
STEAM-GRUPP
Team Fortress 2 Competitive Beta TFCompBeta
5,253
SPELAR
27,033
ONLINE
Grundades
26 januari 2016
Pyro bug that should probably be fixed for comp.
https://www.youtube.com/watch?v=7BFm82SFsYs
Ping fluctuation (not value) affecting the flamethrower range significantly.
< >
Visar 16-30 av 55 kommentarer
Ursprungligen skrivet av Sangburd:
Don't trust Jedi as he is a shitty pyro main. jk love ya bae
Get out of here, Songbird, I'm doing a thing.
Cantata74 8 mar, 2016 @ 17:52 
This video actually depicts the real issue with the pyro with broken mechanics. I understand valve's priority is to fix matchmaking and get matchmaking delivered but they could atleast put some decent work to improve the source engine.

Mojo, as the video explains, is a just a fluctuation of ping but with random moments that players can actually achieve greater ranges than others. Some players have been complaining getting hit by flame particles on the other side of the map by no reason, and players, clueless about the situation, blame the pyro of no skill. The same thing still applies to the airblast. I'm not sure if airblast is actually represented as a giant box and players reacting "It's massive", because it isn't. Pyro has massive glitches and bugs that need to be addressed as fast as possible, besides valve unnecessarily nerfing and buffing weapons doesn't fully reproduce on how to fix the class but displays valve doesn't actually listen to the community, since pyro mains are no less than a minority.
Senast ändrad av Cantata74; 8 mar, 2016 @ 17:53
Antios 8 mar, 2016 @ 18:33 
fix the pyro
HungryBanker 9 mar, 2016 @ 21:54 
I agree, the flame visuals need to be representative of the hitboxes.
Ursprungligen skrivet av HungryBanker #TFComp:
I agree, the flame visuals need to be representative of the hitboxes.
IMO the range extension itself is the worst part, but that too. The current particle effect is absolutely useless, to the point where most pyro mains switch it off via viewmodel_fov 0.
Funnilly enough, in the matchmaking beta games I've played, viewmodel_fov was locked at default, so all the pyros had the middle of their screen covered by a useless blob of visual noise.
Sage 10 mar, 2016 @ 12:48 
Has this always been an issue, or is it just a recent thing?

Also, I'd hate to imagine what Spy's hitbox looks like for the knife, it's probably worse.
Ursprungligen skrivet av Crooked:
Has this always been an issue, or is it just a recent thing?

Also, I'd hate to imagine what Spy's hitbox looks like for the knife, it's probably worse.
It's most likely always been an issue. I've found out about it roughly 1 year ago, though, so I can't really tell you.
Ursprungligen skrivet av Crooked:

Also, I'd hate to imagine what Spy's hitbox looks like for the knife, it's probably worse.
I did some digging and it looks like the spy uses the normal collision hull (projectile hitbox) for his melee attacks. Whether an attack is a backstab is determined by direction in which the victim is aiming relative to the spy player.

Source:
http://technofovea.com/blog/archives/278
Senast ändrad av -Xe- Jedi(fla)master; 11 mar, 2016 @ 6:03
HungryBanker 13 mar, 2016 @ 15:20 
Ursprungligen skrivet av Jedi(fla)master LFT:
Ursprungligen skrivet av HungryBanker #TFComp:
I agree, the flame visuals need to be representative of the hitboxes.
IMO the range extension itself is the worst part, but that too. The current particle effect is absolutely useless, to the point where most pyro mains switch it off via viewmodel_fov 0.
Funnilly enough, in the matchmaking beta games I've played, viewmodel_fov was locked at default, so all the pyros had the middle of their screen covered by a useless blob of visual noise.

Yah, all the flame is there is to show that your dispensing, and give a visual indication when your out of ammo.. rather useless, blocking the screen.
Ursprungligen skrivet av HungryBanker #TFComp:
Ursprungligen skrivet av Jedi(fla)master LFT:
IMO the range extension itself is the worst part, but that too. The current particle effect is absolutely useless, to the point where most pyro mains switch it off via viewmodel_fov 0.
Funnilly enough, in the matchmaking beta games I've played, viewmodel_fov was locked at default, so all the pyros had the middle of their screen covered by a useless blob of visual noise.

Yah, all the flame is there is to show that your dispensing, and give a visual indication when your out of ammo.. rather useless, blocking the screen.
You know when you're shooting because you are holding a button down, and the flamethrowers make distinct noises, and your ammo is dropping on the HUD. You'll know when you run out of ammo when you do anyway, because the game will force a switch to secondary. If you really need to have some indication that you're holding m1 down, whipping up a script that will make your crosshair flash red while you're firing is a matter of minutes.
alias +banana "+attack; cl_crosshair_red 255; cl_crosshair_blue 100; cl_crosshair_green 100";
alias -banana "-attack; cl_crosshair_red 222; cl_crosshair_blue 222; cl_crosshair_green 222";
bind mouse1 +banana;


Here you go.
miji 15 mar, 2016 @ 8:19 
I just had a revelation.
Phlog would not be complained about as much at all if this range bug wasn't a thing.
gun kazama 16 mar, 2016 @ 18:38 
Ursprungligen skrivet av Jedi(fla)master LFT:
That'd be cool.
You know what else would be cool?
https://www.youtube.com/watch?v=W1g2x4b_Byg
Making the airblast hitbox rotate with the player.
Making phlog a hitscan gun, like the quake LG but shorter and with a projectile-only airblast (magnetic pulse or smth, IDK) so that it can be used for something else than ruining pubs.
Porting TF2 to source2 alltogether.

Wishful thinking ='C

y'know waht would also be cool?


making the airblast hitbox smaller than a fucking 18 wheeler holy shit that's big
RaydonXD 16 mar, 2016 @ 19:50 
lol and pyro mains feeling so pro with this buggy classXDDD pathetic
< >
Visar 16-30 av 55 kommentarer
Per sida: 1530 50

Datum skrivet: 6 mar, 2016 @ 18:12
Inlägg: 55