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Old 07-05-2008, 12:47 PM   #3601 (permalink)
Scientologist
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I seriously doubt the authenticity of this but I'll throw it up here anyways.
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Old 07-05-2008, 02:59 PM   #3602 (permalink)
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I seriously doubt the authenticity of this but I'll throw it up here anyways.

It's funny that you would post that because I was thinking about heavy unlocks, taking into account the parameters Valve set.

They basically want something that makes a Heavy viable when he isn't being followed by a medic, but also something that doesn't make the Heavy/Medic combination better. Close range the Gatling is great,tears shit apart, far away though it's spread makes it highly inaccurate and the damage fall off makes it such that unless it's critting it's not doing a whole hell of a lot mid to long range.

So I was thinking it would be nice to have a slow rate of fire cannon type weapon that is usable at mid to long range, so heavies can lay down cover fire from far. Close up the slow speed would not be helpful, and VS sentries or anything solo it wouldn't be any better than a soldier rocketing if an Engineer is protecting it. Not sure exactly what kind of damage said weapon should do but it would be nice to have some ability on maps that are longer range or don't have corridors where you can trap people in Gatling fire.

Thing is though, a pyro using the back burner is still effective at doing his main role, the medic gun replacement is extremely limited in it's use over an uber and I think it fails in that area,where the back burner shines . A slow rate of fire cannon seems more along the lines of the kritzrieg than a back burner in that it won't see a ton of use , which is maybe a good thing, I don't know.
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Old 07-05-2008, 09:43 PM   #3603 (permalink)
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My ideaz

Shotty replacement: Sawed off shotty. 45 degree of cone spread in front of heavy. 2x critical rate. Very short range...it will do virtually no dmg 10+ meters out

Bofors Cannon: Long range, high dmg cannon rounds. Same rate of fire as demo nades. Can only hold 30-40 rounds.

2x4 (maybe have a bent nail sticking out of it): 2x reach of fists, 2x slower swing time. Upon hit, will send a person flying backwards
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Old 07-06-2008, 07:27 AM   #3604 (permalink)
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I'm willing to bet his melee upgrade will be something like a cestus or spiked gauntlet.
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Old 07-07-2008, 09:37 AM   #3605 (permalink)
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Backburner has just been $ for me... open maps maybe not so much, but in confined linear areas such as Dustbowl, its plain rape when you sneak up from behind. I'm talking 6+ kills in a pass. The +50 hp also means that charging turrets isn't as suicidal.
I'm a bit late jumping in on the Pyro talk, but I was just able to unlock the backburner. The +50 hp seems to make the Pyro quite a bit tougher now. I don't know if it was the backburner, or the +50hp, but I probably had the best tf2 night last week when I went to 87 kills, 38 assists, 9 destructions with 26 deaths as a Pyro. It was on the last map of Dustbowl. Having played against the new and improved Pyro, I'd have to say either I underappreciated how dangerous they can be, or the subtle changes have made them slightly overpowered now. The compressed air is simply wicked. I had a Pyro lock me down during an uber by blowing me back into a building.
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Old 07-07-2008, 11:42 AM   #3606 (permalink)
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I'm a bit late jumping in on the Pyro talk, but I was just able to unlock the backburner. The +50 hp seems to make the Pyro quite a bit tougher now. I don't know if it was the backburner, or the +50hp, but I probably had the best tf2 night last week when I went to 87 kills, 38 assists, 9 destructions with 26 deaths as a Pyro. It was on the last map of Dustbowl. Having played against the new and improved Pyro, I'd have to say either I underappreciated how dangerous they can be, or the subtle changes have made them slightly overpowered now. The compressed air is simply wicked. I had a Pyro lock me down during an uber by blowing me back into a building.
I've been playing lately a bit, and it's so rare anyone ever actually USES the air blast, it seems like. At least on the servers I've been playing on.

I can't even remember the last time I was blown back from it since the night the changes were released.
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Old 07-07-2008, 11:51 AM   #3607 (permalink)
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Yea. Hopefully people will warm up to the air blast though. I've been using it to push medics away from their targets after they uber people. It's quite effective.
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Old 07-07-2008, 11:56 AM   #3608 (permalink)
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On maps like dustbowl #2 on defense I think the compression blast is the best defensive tool on any class. As long as your SG's stay alive you can usually hold the 4th cap. The SG's are only really vulnerable to demomen and uber'd pyros which the compression blast deals with quite nicely. The blast has a larger range than the incoming pyro's flamethrower so you can easily juggle him for 10+ seconds as he tries to get to the SG.

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Old 07-07-2008, 12:05 PM   #3609 (permalink)
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The heavy will most likely get spiked knuckles or just run around wearing gauntlets. It's minimal amounts of work for Valve, and new foreign voice clips support it with lines by the heavy like 'My hands are of STEEL'. I imagine it'll pack a bigger punch (lol), but no more criticals.

The shotgun will most likely be another flaregun style sidegrade, where the shotgun remains the superior choice for standard play but the unlockable providing some sort of previously unexplored utility. Maybe he can get a gun that fires a one shot punching glove with a knockback.

This would let them introduce a whole host of new baby themed heavy taunts. "Oh, did BABY get pushed down? POOR BABY!"

I really liked the ideas of alternative weapons when I first heard about it, but with the pyro set I'm just turned off to the whole idea. I love achievements, and they have them down to be a part of natural gameplay with the pyros, but I'm very unhappy with the poor balance of the alternative weapons. Blut/uber saw are complete upgrades, but only mildly and situationally. The medic doesnt' turn into an offensive powerhouse with the lifetap gun and uber charge, but they are much more versatile and well balanced with those weapons in their line up. The backburner though can go fuck itself. It turns the pyro into a skill-less tank of death. The 50 extra hp has to fucking go. Pyros getting back crits while skill walking towards me in a straight line and anyone I'm healing cannot take them down quickly because they have the 2nd most hp in the fucking game. Anymore I play a demoman just so I can lay sticky bombs for pyros. If I can't kill them I'll just explode myself and deny them any points. Fuck them.
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Old 07-07-2008, 12:20 PM   #3610 (permalink)
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Its a little harder to kill pyro's but soldiers still own them easy. Juggle them and move on. I also like one sticky to pop them in the air then nade them on the way down. Even better bottle to the face.
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Old 07-07-2008, 01:06 PM   #3611 (permalink)
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Yea. Hopefully people will warm up to the air blast though. I've been using it to push medics away from their targets after they uber people. It's quite effective.
On 2Forts it's good for punting people into the water.
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Old 07-07-2008, 04:01 PM   #3612 (permalink)
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I'm a bit late jumping in on the Pyro talk, but I was just able to unlock the backburner. The +50 hp seems to make the Pyro quite a bit tougher now. I don't know if it was the backburner, or the +50hp, but I probably had the best tf2 night last week when I went to 87 kills, 38 assists, 9 destructions with 26 deaths as a Pyro. It was on the last map of Dustbowl. Having played against the new and improved Pyro, I'd have to say either I underappreciated how dangerous they can be, or the subtle changes have made them slightly overpowered now. The compressed air is simply wicked. I had a Pyro lock me down during an uber by blowing me back into a building.

Back burner excels at attacking enemies from behind which makes it a totally redundant tool and a waste of time using over the default for comp air.

If you are a pyro and you find yourself behind an enemy without them knowing, the last thing you should be thinking about is back burner and the first thing you should be thinking about is Hadoukening their ass.

Seriously if you aren't ambushing people via Hadouken you are wrong.

Debate over!
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Old 07-07-2008, 04:23 PM   #3613 (permalink)
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Originally Posted by Surlok TP View Post
Back burner excels at attacking enemies from behind which makes it a totally redundant tool and a waste of time using over the default for comp air.

If you are a pyro and you find yourself behind an enemy without them knowing, the last thing you should be thinking about is back burner and the first thing you should be thinking about is Hadoukening their ass.

Seriously if you aren't ambushing people via Hadouken you are wrong.

Debate over!
I'm sure this is a tongue-in-cheek post, but people never stand still long enough to Hadouken them, which makes it pretty hard to do
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Old 07-07-2008, 04:57 PM   #3614 (permalink)
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I'm sure this is a tongue-in-cheek post, but people never stand still long enough to Hadouken them, which makes it pretty hard to do
It doesn't happen often enough. It's fucking hilarious to watch it and there have been at least tow occasions where I have seen a pyro advancing on a teammate, and I don't warn them because I see what's about to happen. Even the kill icon is fucking brilliant.

I wish more people would use that taunt kill,and I hope they eventually add a taunt kill for everyone.
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Old 07-07-2008, 06:16 PM   #3615 (permalink)
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It doesn't happen often enough. It's fucking hilarious to watch it and there have been at least tow occasions where I have seen a pyro advancing on a teammate, and I don't warn them because I see what's about to happen. Even the kill icon is fucking brilliant.

I wish more people would use that taunt kill,and I hope they eventually add a taunt kill for everyone.
Is that an insta kill or something?

I haven't been in a good spot to kill someone with it yet, so I haven't really tried.
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