What is your reasoning for hating these classes? And what should valve do to balance them?
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cage-its almost been a year cole
A very good year.
A very good year.
engi slows down momentum
pyro will fuck most classes in small indoorsy areas
heavy will too and he has a billion health
pyro will fuck most classes in small indoorsy areas
heavy will too and he has a billion health
What is a nuke? Did a bunch of people log into alts to -frag?
lucifer-What is a nuke? Did a bunch of people log into alts to -frag?
nuke is when an admin hides a thread so no one can see or post on it
nuke is when an admin hides a thread so no one can see or post on it
or when a post is deleted. which is what happened here: post #2 is gone. i didn't see it so idk why it was deleted.
i saw #2, just George Washington and Ben Franklin talking in ebonics and smoking weed
I really like the movement system in TF2. Being able to dodge and not just get automatically killed the second someone looks in your general direction like other popular shooters is a nice feature. Pyro/Engi/Heavy require basically no aim or thought whatsoever and kind of defeat the purpose of having an awesome movement system. So fuck that.
#19 is exactly right, but I actually think all three of those classes could be nice if they were implemented better.
if airblast actually had a reasonably sized hitbox (instead of just being a giant disk that pushes you straight up no matter how it makes contact with you, nor your previous momentum) and functioned more like rocket knockback i think reflects would be a really cool mechanic that would allow for clutch plays. reflect jumping is sick too.
i actually even think you could make a similar argument for engineer. this ones a little harder to think up a 'fix' for, but i think if there were more things to build/ more options the capacity to out-think your opponent might be cool. atm the only really 'interesting' things i see people do with engi are sentry-jumping and tele-fragging: i'd personally love to see a building pda unlock for both of those, making either one easier/ more viable.
as for heavy, i think if you tightened the spread cone/ otherwise nerfed the class to be less of a defensive tank and then gave him some sort of interesting aoe buff to teammates he wouldn't be that bad. idk actually maybe heavy's unsalvageable lol.
nerd essay
if airblast actually had a reasonably sized hitbox (instead of just being a giant disk that pushes you straight up no matter how it makes contact with you, nor your previous momentum) and functioned more like rocket knockback i think reflects would be a really cool mechanic that would allow for clutch plays. reflect jumping is sick too.
i actually even think you could make a similar argument for engineer. this ones a little harder to think up a 'fix' for, but i think if there were more things to build/ more options the capacity to out-think your opponent might be cool. atm the only really 'interesting' things i see people do with engi are sentry-jumping and tele-fragging: i'd personally love to see a building pda unlock for both of those, making either one easier/ more viable.
as for heavy, i think if you tightened the spread cone/ otherwise nerfed the class to be less of a defensive tank and then gave him some sort of interesting aoe buff to teammates he wouldn't be that bad. idk actually maybe heavy's unsalvageable lol.
nerd essay
I think pyro's airblast is the worst mechanic in the game
You could be flying a million mph at a pyro and it totally negates that, can equally control all classes as if they have no weight differences, can render a gunboat soldier almost completely useless
engineer is a stalemate class
literally no aim needed, one mediocre engineer can stop the momentum of a whole game, mini sentries and wrangler need to be removed
heavy is more point and click than scout and thats just sick
You could be flying a million mph at a pyro and it totally negates that, can equally control all classes as if they have no weight differences, can render a gunboat soldier almost completely useless
engineer is a stalemate class
literally no aim needed, one mediocre engineer can stop the momentum of a whole game, mini sentries and wrangler need to be removed
heavy is more point and click than scout and thats just sick
Engi is a respectable class
you rely on your team a lot to play as engi and destroying a gun isn't too difficult
it does encourage turtlezones though so I can see why people dislike it
you rely on your team a lot to play as engi and destroying a gun isn't too difficult
it does encourage turtlezones though so I can see why people dislike it
i don't think people realize that a pyro in the competitive scene is not for everyone. sure, w+m1 pyros are incredibly annoying and stupid, and everyone hates them. but that's because you're playing on a valve server.
in order for someone to effectively use pyro in a comp match, you have to be really skilled. people ,for some reason, think it's insanely easy to reflect projectiles and be quick and accurate with your secondary. well, why don't you try it,then? you'll fail hard.
engineers, that you destroy his mini-sentry and he's already building another one, deserves to die.
and heavy is just pointless. standing there, trying to aim at people and +attack, and that's not how tf2 was supposed to work, it basically rules out the dynamic gameplay we get with the game.
in order for someone to effectively use pyro in a comp match, you have to be really skilled. people ,for some reason, think it's insanely easy to reflect projectiles and be quick and accurate with your secondary. well, why don't you try it,then? you'll fail hard.
engineers, that you destroy his mini-sentry and he's already building another one, deserves to die.
and heavy is just pointless. standing there, trying to aim at people and +attack, and that's not how tf2 was supposed to work, it basically rules out the dynamic gameplay we get with the game.
the problem isn't the class its self, its the people that main them
Menth_in order for someone to effectively use pyro in a comp match, you have to be really skilled. people ,for some reason, think it's insanely easy to reflect projectiles and be quick and accurate with your secondary. well, why don't you try it,then? you'll fail hard.
6s pyro is even easier than pub pyro. Right clicking when someone shoots isn't hard, either. The cooldown period is short and the hitbox is massive. Aiming secondaries is also irrelevant because airblast removes the ability to dodge.
6s pyro is even easier than pub pyro. Right clicking when someone shoots isn't hard, either. The cooldown period is short and the hitbox is massive. Aiming secondaries is also irrelevant because airblast removes the ability to dodge.
you've probably never encountered a good soldier or demo while playing pyro then. when they get out of your "rocket spamming" comfort zone and actually think about their shots and can actually manage to shoot at your feet.
also would like to point out that you can easily kill a pyro if you two are not on the same ground level, with fast, surprise attacks. you're not supposed to run at him, with the pyro facing you. of course you're gonna get airblasted/ your projectiles reflected.
also would like to point out that you can easily kill a pyro if you two are not on the same ground level, with fast, surprise attacks. you're not supposed to run at him, with the pyro facing you. of course you're gonna get airblasted/ your projectiles reflected.
Menth_in order for someone to effectively use pyro in a comp match, you have to be really skilled.
in order for someone to effectively use pyro in a comp match, you have to be really skilled.[/quote]
1) legitimately worse at low playercounts without restrictions to use several classes
2) incredibly annoying to play against outside of their natural environment of pubs
3) airblast, iron cannon, and gamebreaking unlocks
2) incredibly annoying to play against outside of their natural environment of pubs
3) airblast, iron cannon, and gamebreaking unlocks
Menth_
also would like to point out that you can easily kill a pyro if you two are not on the same ground level, with fast, surprise attacks.
-game breaking mechanic with airblasting ubers
-airblast is not knockback, but a pocket of dimensional warping of time and space capturing the target
isn't it weird that pyro is the only class in the game who can lift a revved up heavy off the ground, but soldiers cant with rockets and demos cant with pills? Isn't it weird that turning around a corner and meeting a pyro means practically certain death due to burning? I literally typed +forward and +attack in console as pyro and got 7 kills before dying the class is too ez and gets rewarded too much for it
also would like to point out that you can easily kill a pyro if you two are not on the same ground level, with fast, surprise attacks.[/quote]
-game breaking mechanic with airblasting ubers
-airblast is not knockback, but a pocket of dimensional warping of time and space capturing the target
isn't it weird that pyro is the only class in the game who can lift a revved up heavy off the ground, but soldiers cant with rockets and demos cant with pills? Isn't it weird that turning around a corner and meeting a pyro means practically certain death due to burning? I literally typed +forward and +attack in console as pyro and got 7 kills before dying the class is too ez and gets rewarded too much for it