Author Topic: Team Fortress 2  (Read 99647 times)

dustyjo

Re: Team Fortress 2
« Reply #990 on: May 19, 2010, 12:38:11 AM »
I know it's terrible with water, but I already had it set up to work.  I didn't change anything involving the water since, but it still randomly broke anyway.

Maybe a leak or something?


Does anyone know if I could store Steam on a flashdrive?

The program itself should fit on a flash drive easily.

Mounting Jaggis

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Re: Team Fortress 2
« Reply #991 on: May 19, 2010, 01:05:59 AM »
New Blog Post related to Pyro

How much you bet they are going to fuck up the Pyro some more?


EDIT: I did not see that last post in page 33
« Last Edit: May 19, 2010, 01:11:09 AM by Admiral Skye »


Bananamatic

Re: Team Fortress 2
« Reply #992 on: May 19, 2010, 01:16:16 AM »
to add more skill

WE HAVE REMOVED THE SHOTGUN, FLAREGUN IS NOW FORCED

Re: Team Fortress 2
« Reply #993 on: May 19, 2010, 01:20:00 AM »
Really hope these changes will be for the better.  :ohdear:
Tandem Pyros can only be a bad thing.  No other class is forced into a "effective only in groups" position.

Bananamatic

Re: Team Fortress 2
« Reply #994 on: May 19, 2010, 01:25:15 AM »
Tandem Pyros can only be a bad thing.  No other class is forced into a "effective only in groups" position.
No other class is forced into 200 other conditions to be effective.

hyorinryu

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Re: Team Fortress 2
« Reply #995 on: May 19, 2010, 02:41:23 AM »
We need to be optimistic people! It's not like they're going to make the pyro even worse right? The flamethrower is already only used for puff and sting now, and the shotgun would mess with Engie and Soldier. The only thing they could do now is crap on the axtinguisher, or make the pyro slower, but I don't think Valve is that cruel. :ohdear:

*currently under repair*
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communist unity (comm-unity)

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Re: Team Fortress 2
« Reply #996 on: May 19, 2010, 02:52:33 AM »
Flaming stickies should remove them, or something.  :V

At least make it to where airblasting stickies is useful besides "moving them five feet so they kill people somewhere else"

hyorinryu

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Re: Team Fortress 2
« Reply #997 on: May 19, 2010, 03:08:42 AM »
They don't? I thought that any type of weapon  could kill stickies provided they do enough damage.

*currently under repair*
Puzzle Dragon stuff

Re: Team Fortress 2
« Reply #998 on: May 19, 2010, 03:11:07 AM »
Pyro is going to be turned into the Groundskeeper.
With such exciting weapons as the Leaf Blower and Watering Hose, The Rake and Gardening Hoe, and The Weedkiller and Pesticide Spreader.

Re: Team Fortress 2
« Reply #999 on: May 19, 2010, 07:55:45 PM »
They don't? I thought that any type of weapon  could kill stickies provided they do enough damage.
Bullets and melee break stickies
Explosions and air move them
Everything else does nothing

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Re: Team Fortress 2
« Reply #1000 on: May 19, 2010, 10:55:51 PM »
Quote
Fixed a case where the Spy could start taunting and cloak at the same time
Flamethrower changes
Increased base damage 10%
Afterburn duration increased (from 6 to 10)
Flares that hit a burning player at mid-to-long range will crit
Reduced Backburner damage bonus from 20% to 15%

Pyro players: Will flamethrower be half-viable again?
Valve: nope

Bananamatic

Re: Team Fortress 2
« Reply #1001 on: May 19, 2010, 11:06:06 PM »
hahaha


oh wow

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Re: Team Fortress 2
« Reply #1002 on: May 20, 2010, 01:24:36 AM »
Expect a nerf soon, everyone is now complaining that Pyros are OP again


Re: Team Fortress 2
« Reply #1003 on: May 20, 2010, 01:30:33 AM »
If the W+M1 whiners don't blow it, this could actually be exactly what the Pyro needs.  It's the best Pyro's ever been.

communist unity (comm-unity)

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Re: Team Fortress 2
« Reply #1004 on: May 20, 2010, 01:42:02 AM »
The flare gun actually doesn't require targets to be on fire to crit at long range. :smug:

NEED A DISPENSAH HERE

Re: Team Fortress 2
« Reply #1005 on: May 20, 2010, 01:56:00 AM »
Quote
Fixed a case where the Spy could start taunting and cloak at the same time

Oh no more taunt killing sentries. :(

Re: Team Fortress 2
« Reply #1006 on: May 20, 2010, 02:15:34 AM »
Expect a nerf soon, everyone is now complaining that Pyros are OP again
Don't say it's so! The pyro is actually useful again!

Bananamatic

Re: Team Fortress 2
« Reply #1007 on: May 20, 2010, 10:23:28 AM »
Don't say it's so! The pyro is actually useful again!
except that it's not

the original pyro was underpowered and too easy to counter - only brainless people complained
airblasting is easy to avoid with half a brain and his firepower is lower

EDIT: made a thread on the heavy being OP in arena, only "lol easy to counter" arguments so far
« Last Edit: May 20, 2010, 02:13:23 PM by Bananamatic »

Helion

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Re: Team Fortress 2
« Reply #1008 on: May 20, 2010, 05:03:44 PM »
Playing pyro has become more like a challenge against odds. It's become situational to the extreme. However, I still think that the Engineer should be outright removed and replaced with a fun class.
Yes, this is a rant against engineers.

The most balanced point I can come up with is that they only manage to slow the game down, other classes do his job pretty well, so engies serve pretty much as a speed bump, and while they can help stop a team that's advancing on momentum alone they'll quickly fall when the enemy reorganizes. All in all, their most important activities are building teleporters and dispensers on offense, so long as the game doesn't stalemate they won't even need to set up a forward base. On defense there's very few places a sentry will be useful for long, and if they wanna go offensive they rely on luck and should expect a lot of frustration. TF2 plays far too fast to have a speed-bump class like the engineer.

Ok, I'll stop ranting here.

Re: Team Fortress 2
« Reply #1009 on: May 20, 2010, 08:10:28 PM »
Playing pyro has become more like a challenge against odds. It's become situational to the extreme.
"Become"?  Not only is the flamethrower's non-point blank damage is 2-3 times what it used to be, he's got an extremely useful and versatile airblast, and to top it off the flare gun can do 5-9 times its max old damage with added knockback now.  In relation to how it used to be Pyro's only gotten better.

hyorinryu

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Re: Team Fortress 2
« Reply #1010 on: May 20, 2010, 09:00:04 PM »
"Become"?  Not only is the flamethrower's non-point blank damage is 2-3 times what it used to be, he's got an extremely useful and versatile airblast, and to top it off the flare gun can do 5-9 times its max old damage with added knockback now.  In relation to how it used to be Pyro's only gotten better.

So Valve fixed the leafblower? I've got to see this.

*currently under repair*
Puzzle Dragon stuff

Iryan

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Re: Team Fortress 2
« Reply #1011 on: May 20, 2010, 09:03:24 PM »
I thought threads get closed when they have more than 1000 posts.  :/

Waitaminute...  >:D
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Re: Team Fortress 2
« Reply #1012 on: May 20, 2010, 09:07:55 PM »
It's a soft cap. <_<