so the update's been out for a few days, was it worth the wait?
contracts are nice, nerfs are good, new weapons mostly useless/buggy. honestly feels like they've spent most time on new skin system. 6/10 update since there were no interesting changes to any underpowered unlocks. seems like an update that should have come out on christmas tbh.
EDIT: oh yea no mm changes lol
EDIT: oh yea no mm changes lol
couldve been better, they're now showing signs of listening to the community
still waiting for an LG
also what is this
Vulcan they're know showing signs
also what is this
[quote=Vulcan] they're know showing signs[/quote]
I wish they made changes to MM such as having placement matches for rankings
yahoono interesting changes to any underpowered unlocks
The pocket pistol buff is pretty big.
The pocket pistol buff is pretty big.
Yosephyahoono interesting changes to any underpowered unlocks
The pocket pistol buff is pretty big.
That's interesting cause it's a direct upgrade to stock
The pocket pistol buff is pretty big.[/quote]
That's interesting cause it's a direct upgrade to stock
Don’t know if it’s just me but only being able to do one contract at a time is annoying because the bonus objectives can be such a grind to complete and I don’t like being forced to play some of the terrible new maps like Lazarus over and over again, especially with the 10 min queue time I had over the weekend. Also contracts only competing after round ends sucks for the same reason, when I complete the dumb bonus objective I’d very much like to leave the server and not have to wait 8 minutes defending Merc Park last against clueless people trickling in.
All in all this update is a major letdown for me, I was mainly looking forward to MM changes that would give us placement matches and some stronger measures against cheaters. I’ve rarely encountered so many obvious aimbotters as I did in my few comp MM matches. I guess if you enjoy playing Pyro (blergh) this update could be considered ok. Certainly not worth the +400 days waiting for it.
All in all this update is a major letdown for me, I was mainly looking forward to MM changes that would give us placement matches and some stronger measures against cheaters. I’ve rarely encountered so many obvious aimbotters as I did in my few comp MM matches. I guess if you enjoy playing Pyro (blergh) this update could be considered ok. Certainly not worth the +400 days waiting for it.
i think the majority of people who say they're pleased with it are just tired of being disappointed by valve.
the skins and contracts are nice, a much better system than the one we had before hand, but i was never into that at all so it doesn't really effect me. still a good idea by them though i guess, but the pyro shit is terrible. none of the new weapons apart from the dragons fury are even worth talking about, i guess you guys can use the gas passer in comp, but its impact is still not that significant.
i dont even really need to talk about the jetpack cause we all know its useless. it should be apart of the base pyro and have more diverse movement options in the air though, but it was a good idea, its just the way it was executed wasn't good. pyros just get shot out the sky and rushed when they use it, like everyone predicted.
the dragons fury while not overpowered at all is just stupid as fuck.to dodge it, you just hold s, which is just boring. when you're dodging a soldier or another scout or a demo, its interesting because theres different ways to fight it. the range being its downside is such a stupid way to balance it, for the pyro and the person fighting the pyro. if you're out of range you're just never getting hit and the pyros just helplessly spamming the thing, but if you are, your health goes from 125 to 20 in a sec because it does way to much damage way too quickly for the skill required to use it. every single wep that does that much damage in the game is much harder to pull off. so when a pyro just comes behind you, before you could just turn around and deal with it, but now that it kills even faster you just insta die. people who say the fact you gotta hit it 2x means that its skillful, i don't get that. doing the flare degresser thing took more skill than using this thing for sure, and thats not even as strong. why did they buff afterburn damage? that makes no sense either. you just die while the kid is just spawned simply because there's no health pack around and then you die as it spawns. there's nothing casual or good about it, its just plain stupid.
pyro is just as stupid as it always was. i think its even more stupid now for the same reasons that we all thought it was. its just that the flames are visually fixed (jediflamaster rejoice) and then everything else is just mad dumb.
the pistol is stupid. no one asked for that. why did they think that was a good idea? how many threads have we made where we asked for an accurate tracking gun, but they make these things? the amby didnt need a nerf at all and their reasoning for it is stupid as fuck because if i died to one at range i was more impressed than anything. i'd play spy when people got annoyed with me for playing scout just to use it, because it was hard, satisfying and no one got annoyed that i was killing them, but now that i can't just hit them from all ranges i just won't play the class. the bison is good it should never have been really changed in the past as im sure we can all agree on.
the most significant thing i think to take away from the balance changes is how many times we see the same weapons over and over again. its clear they don't even understand what they're doing, you guys give them the advice cause you actually play the game and understand its mechanics, and they just ignore it. it doesn't make any sense..
the skins and contracts are nice, a much better system than the one we had before hand, but i was never into that at all so it doesn't really effect me. still a good idea by them though i guess, but the pyro shit is terrible. none of the new weapons apart from the dragons fury are even worth talking about, i guess you guys can use the gas passer in comp, but its impact is still not that significant.
i dont even really need to talk about the jetpack cause we all know its useless. it should be apart of the base pyro and have more diverse movement options in the air though, but it was a good idea, its just the way it was executed wasn't good. pyros just get shot out the sky and rushed when they use it, like everyone predicted.
the dragons fury while not overpowered at all is just stupid as fuck.to dodge it, you just hold s, which is just boring. when you're dodging a soldier or another scout or a demo, its interesting because theres different ways to fight it. the range being its downside is such a stupid way to balance it, for the pyro and the person fighting the pyro. if you're out of range you're just never getting hit and the pyros just helplessly spamming the thing, but if you are, your health goes from 125 to 20 in a sec because it does way to much damage way too quickly for the skill required to use it. every single wep that does that much damage in the game is much harder to pull off. so when a pyro just comes behind you, before you could just turn around and deal with it, but now that it kills even faster you just insta die. people who say the fact you gotta hit it 2x means that its skillful, i don't get that. doing the flare degresser thing took more skill than using this thing for sure, and thats not even as strong. why did they buff afterburn damage? that makes no sense either. you just die while the kid is just spawned simply because there's no health pack around and then you die as it spawns. there's nothing casual or good about it, its just plain stupid.
pyro is just as stupid as it always was. i think its even more stupid now for the same reasons that we all thought it was. its just that the flames are visually fixed (jediflamaster rejoice) and then everything else is just mad dumb.
the pistol is stupid. no one asked for that. why did they think that was a good idea? how many threads have we made where we asked for an accurate tracking gun, but they make these things? the amby didnt need a nerf at all and their reasoning for it is stupid as fuck because if i died to one at range i was more impressed than anything. i'd play spy when people got annoyed with me for playing scout just to use it, because it was hard, satisfying and no one got annoyed that i was killing them, but now that i can't just hit them from all ranges i just won't play the class. the bison is good it should never have been really changed in the past as im sure we can all agree on.
the most significant thing i think to take away from the balance changes is how many times we see the same weapons over and over again. its clear they don't even understand what they're doing, you guys give them the advice cause you actually play the game and understand its mechanics, and they just ignore it. it doesn't make any sense..
it's nice, but not 460 days nice.
they also didn't actually fix pyro as a class, only made it slightly better.
they also didn't actually fix pyro as a class, only made it slightly better.
searching for the answers that lie within this tome of knowledge
[img]https://i.imgur.com/LJJwXP3.jpg[/img]
Cyanicit's nice, but not 460 days nice.
they also didn't actually fix pyro as a class, only made it slightly better.
yea, they even stress on the extra stress tests they have done but the first few days the system was still very unstable,
and I don't expect that many bugs after working on it for more than a year. It feels like they brainstormed the ideas of the update for 430 days and work on them for the remaining 30 days
they also didn't actually fix pyro as a class, only made it slightly better.[/quote]
yea, they even stress on the extra stress tests they have done but the first few days the system was still very unstable,
and I don't expect that many bugs after working on it for more than a year. It feels like they brainstormed the ideas of the update for 430 days and work on them for the remaining 30 days
What I think about the update so far:
-Decent contract system although sometimes completing the bonus objectives is a pain for my lazy ass. xD
- Weapon changes were alright for the most part. I do feel for the spy mains and their Amby's though, ouch.
-Pyro weapons controversially in my opinion are not bad. I think the new weapons were needed and they work pretty well in casual(I know some of these weapons might not be used in comp). I feel like some players are taking a narrow viewpoint and not looking at how these weapons function in a casual setting as well just gameplay-wise. I think it adds new interesting ways to play pyro and weapons like the jetpack for example can be very if you use properly and don't just jump straight into the enemy team with it.(It's good to flank people with)
- like most of the maps except I am not a fan of Banana Bay just because of how flank orientated that map is and the main path to the final cap point is on train tracks where you get rekt by a train with no chill. xD
-Decent contract system although sometimes completing the bonus objectives is a pain for my lazy ass. xD
- Weapon changes were alright for the most part. I do feel for the spy mains and their Amby's though, ouch.
-Pyro weapons controversially in my opinion are not bad. I think the new weapons were needed and they work pretty well in casual(I know some of these weapons might not be used in comp). I feel like some players are taking a narrow viewpoint and not looking at how these weapons function in a casual setting as well just gameplay-wise. I think it adds new interesting ways to play pyro and weapons like the jetpack for example can be very if you use properly and don't just jump straight into the enemy team with it.(It's good to flank people with)
- like most of the maps except I am not a fan of Banana Bay just because of how flank orientated that map is and the main path to the final cap point is on train tracks where you get rekt by a train with no chill. xD
I also wish Valve would make at least 1 South African server because it sucks having to play overseas all the time with 200 ping constant. :(
I hadn't played for quite a few months before the update (or realistically for well over a year if you don't count reinstalling for like 2 days). It's been just about big and interesting enough to get me playing again for now, but also jank and head-scratchingly executed enough to already have me a little frustrated again.
I'll spoiler my long-ass thoughts on individual changes so they don't take up too much space in the thread for people who quite justifiably don't care about the opinions of a dude who hasn't played 6s since 2015.
Thermal Thruster feels like a meme that's one or two changes away from being really good. I don't think fixing the damage to players you land on so that it actually works will be even close to enough but it'd be a start. It has to at least either draw or holster faster – not even necessarily both, but definitely one or the other. For a mobility tool that uses up a secondary slot I think you really need to be able to either reliably engage or disengage with it, the obvious comparison being Gunboats which allow you to do both, and right now it's so slow to switch to and from that you can't really do either with it. Even with the Degreaser it still feels pretty slow and with that you're gimping your damage output even harder. Better air control would help too. Overall the whole item just feels very "canned" – it takes an age to switch to, does the weird hop before the launch, doesn't let you strafe properly and then takes another age to switch back from. Doesn't fit into the flow of combat at all.
Gas Passer doesn't feel like it has a niche. You throw it into a chokepoint and then what? They walk through it with heals and don't really care about the afterburn? They uber through choke and it does straight-up nothing? The rate at which you actually get access to it after spawning is in the same kinda ballpark as the rate at which uber builds and the usefulness of it isn't even in the same stratosphere. Besides all that, Pyro already has a strong chokepoint lockdown tool with airblast, feels a lot like diminishing returns sacrificing other secondary options for even more (and arguably less effective) area denial on top of that. I guess you could throw it onto point after they've gotten through choke and that does something maybe, but good luck building full meter before they push. I don't even know where I'd start with suggestions for it because the whole concept feels redundant.
Slap Hand was designed to be a meme and accomplishes exactly that and nothing more.
New fire particle effects feel more dense and visibility-impairing than the old ones, you really can't see shit past them at all sometimes, especially with multiple Pyros knocking about. Not a fan.
I really wanted to like the new Mantreads but rocket jumps without Gunboats just take so much health that you can't properly exploit the effects without the Rocket Jumper and then you're just playing a meme loadout anyway. Maybe they'll be good for pockets who don't want to get juggled but unless Pyro really does make it into the meta full-time somehow I don't feel like pockets really benefit in some huge gamechanging way from increased air control, so for that purpose they're essentially the same as they were before the update anyway. Legitimately laughed out loud when I saw that they buffed the Cow-Mangler, that part of the patch notes should really be accompanied by the Seinfeld theme.
I feel like I would like the new Pocket Pistol a lot if the +15% firerate actually worked, as it is it feels underwhelming. The new Flying Guillotine is dope and I like that it's not pigeonholed into being a Sandman combo anymore.
I kinda dig that burst-fire Heavy is a proper thing now. Makes him a lot more enjoyable to play at the very least. GRU and Eviction Notice changes are really interesting now the HP-stacking exploit has been fixed, being able to do a reasonably fast Heavy-to-mid with the tradeoff of showing up with about the same health as a Soldier is a compelling idea. Kinda funny that it feels like Heavy got more sensible, thought-out and potentially healthy changes than Pyro after losing the vote.
Not sure about the Panic Attack. The switch speed is nice but it doesn't really feel like it does damage. Kinda gimmicky still.
I'm not sure the Ambassador really needed the change but at least they listened to reason and implemented it in a way that doesn't introduce unnecessary RNG.
Speaking of unnecessary RNG, I know they're most likely not gonna get rid of random crits on casual servers. I really think they should, but I can understand that it would be a big leap to remove a fairly iconic feature of the casual TF2 experience. But for fuck's sake, at the very least they could finally get rid of random bullet spread. Shotguns on random spread servers feel awful and it benefits literally nobody, even the casual players who "benefit" from random crits by getting lucky kills will get hindered just as much as helped by it.
Don't think I really need to say much about all the bugs. Really siding with all the people here who think that over 400 days should've been enough time to have launched the update without so many gremlins. Some bugs you can't really see coming, sure, but then there are things like the jetpack not even having its listed damage effect which you'd think competent playtesting would've picked up on.
All-in-all I'd say it's cool, but for how long it's been you'd really think it'd at least be a more polished experience and you could even make the argument that, while the foundation has definitely been laid for Pyro to be a much better class, they may not have even accomplished the main thing they set out to do and really done it. Time will tell on that I suppose. I kinda feel like they hit the bare minimum standard for the update to not be outright disappointing for the time spent on it.
Boggles my mind that Valve don't apply their usual strategy of outsourcing everything possible to the community and bring the TF2 Beta back – sure, it won't get them a lot of feedback, that's been shown in the past, but it'll certainly get them some very important feedback and playtesting from the people who are dedicated enough to the game to care. Quality is much more important than quantity when it comes to that kind of feedback anyway I'd argue. Just have the option there and at the very least a handful of knowledgeable, dedicated people will use it and hey, what do you know, now you don't have to spend quite as much extra time after an update doing retroactive quality control anymore.
I'll spoiler my long-ass thoughts on individual changes so they don't take up too much space in the thread for people who quite justifiably don't care about the opinions of a dude who hasn't played 6s since 2015.
[spoiler]Dragon's Fury is the coolest addition of the update but it's a little wonkily balanced. Within its entire fairly short effective range it's maybe the overall strongest fragging weapon in the whole game and then it just has a deceptively short hard cutoff where it's completely useless. The projectile hitbox not having the width of a truck would be a very good start, beyond that I think it can go in a few different directions. Personally I'd like a consistent firerate somewhere between the current base and increased speeds (ideally resulting in lower overall DPS) and also a longer range but with very harshly-scaling damage falloff past around the current cutoff range. Either way, right now the weapon feels like a weird-ass stubby little projectile not-quite-railgun which is almost harder to miss with than to hit and kills way too quickly, but conceptually it's very very close to being a proper skill-based fragging option for Pyro.
Thermal Thruster feels like a meme that's one or two changes away from being really good. I don't think fixing the damage to players you land on so that it actually works will be even close to enough but it'd be a start. It has to at least either draw or holster faster – not even necessarily both, but definitely one or the other. For a mobility tool that uses up a secondary slot I think you really need to be able to either reliably engage or disengage with it, the obvious comparison being Gunboats which allow you to do both, and right now it's so slow to switch to and from that you can't really do either with it. Even with the Degreaser it still feels pretty slow and with that you're gimping your damage output even harder. Better air control would help too. Overall the whole item just feels very "canned" – it takes an age to switch to, does the weird hop before the launch, doesn't let you strafe properly and then takes another age to switch back from. Doesn't fit into the flow of combat at all.
Gas Passer doesn't feel like it has a niche. You throw it into a chokepoint and then what? They walk through it with heals and don't really care about the afterburn? They uber through choke and it does straight-up nothing? The rate at which you actually get access to it after spawning is in the same kinda ballpark as the rate at which uber builds and the usefulness of it isn't even in the same stratosphere. Besides all that, Pyro already has a strong chokepoint lockdown tool with airblast, feels a lot like diminishing returns sacrificing other secondary options for even more (and arguably less effective) area denial on top of that. I guess you could throw it onto point after they've gotten through choke and that does something maybe, but good luck building full meter before they push. I don't even know where I'd start with suggestions for it because the whole concept feels redundant.
Slap Hand was designed to be a meme and accomplishes exactly that and nothing more.
New fire particle effects feel more dense and visibility-impairing than the old ones, you really can't see shit past them at all sometimes, especially with multiple Pyros knocking about. Not a fan.
I really wanted to like the new Mantreads but rocket jumps without Gunboats just take so much health that you can't properly exploit the effects without the Rocket Jumper and then you're just playing a meme loadout anyway. Maybe they'll be good for pockets who don't want to get juggled but unless Pyro really does make it into the meta full-time somehow I don't feel like pockets really benefit in some huge gamechanging way from increased air control, so for that purpose they're essentially the same as they were before the update anyway. Legitimately laughed out loud when I saw that they buffed the Cow-Mangler, that part of the patch notes should really be accompanied by the Seinfeld theme.
I feel like I would like the new Pocket Pistol a lot if the +15% firerate actually worked, as it is it feels underwhelming. The new Flying Guillotine is dope and I like that it's not pigeonholed into being a Sandman combo anymore.
I kinda dig that burst-fire Heavy is a proper thing now. Makes him a lot more enjoyable to play at the very least. GRU and Eviction Notice changes are really interesting now the HP-stacking exploit has been fixed, being able to do a reasonably fast Heavy-to-mid with the tradeoff of showing up with about the same health as a Soldier is a compelling idea. Kinda funny that it feels like Heavy got more sensible, thought-out and potentially healthy changes than Pyro after losing the vote.
Not sure about the Panic Attack. The switch speed is nice but it doesn't really feel like it does damage. Kinda gimmicky still.
I'm not sure the Ambassador really needed the change but at least they listened to reason and implemented it in a way that doesn't introduce unnecessary RNG.
Speaking of unnecessary RNG, I know they're most likely not gonna get rid of random crits on casual servers. I really think they should, but I can understand that it would be a big leap to remove a fairly iconic feature of the casual TF2 experience. But for fuck's sake, at the very least they could finally get rid of random bullet spread. Shotguns on random spread servers feel awful and it benefits literally nobody, even the casual players who "benefit" from random crits by getting lucky kills will get hindered just as much as helped by it.
Don't think I really need to say much about all the bugs. Really siding with all the people here who think that over 400 days should've been enough time to have launched the update without so many gremlins. Some bugs you can't really see coming, sure, but then there are things like the jetpack not even having its listed damage effect which you'd think competent playtesting would've picked up on.[/spoiler]
All-in-all I'd say it's cool, but for how long it's been you'd really think it'd at least be a more polished experience and you could even make the argument that, while the foundation has definitely been laid for Pyro to be a much better class, they may not have even accomplished the main thing they set out to do and really done it. Time will tell on that I suppose. I kinda feel like they hit the bare minimum standard for the update to not be outright disappointing for the time spent on it.
Boggles my mind that Valve don't apply their usual strategy of outsourcing everything possible to the community and bring the TF2 Beta back – sure, it won't get them a [i]lot[/i] of feedback, that's been shown in the past, but it'll certainly get them some very [i]important[/i] feedback and playtesting from the people who are dedicated enough to the game to care. Quality is much more important than quantity when it comes to that kind of feedback anyway I'd argue. Just have the option there and at the very least a handful of knowledgeable, dedicated people [i]will[/i] use it and hey, what do you know, now you don't have to spend quite as much extra time after an update doing retroactive quality control anymore.
Lg would make so much sense. Tf2 is a quake mod, and has a lot of weapons extremely similar to quake but the only similar ones to lg is the rng bs scout pistol and the really weak rarely useful smg. It would fix pyros low skill ceiling and good players would be good and bad players would be bad and it would definately be fun to use.
now that the hype has worn off, i'd say it's pretty ok as a standalone update.
in comparison to MYM it's quite a bit better. i just hope they continue to update the game with fixes etc. and add MM changes
in comparison to MYM it's quite a bit better. i just hope they continue to update the game with fixes etc. and add MM changes
It's sort of made me hate pyro even more. Airblasting rockets is so easy and that dragons fury is bollocks
But lots of contracts,nnew maps and some new weapons mean it's not a bad casual update. People are playing it and having fun. Casual games are pretty much informal comp matches since half of etf2l and UGC are grinding away at contracts. Most competitive pubs I've had in ages
Obviously we didn't get the mm or comp changes we wanted, yet. But it's not a bad update
But lots of contracts,nnew maps and some new weapons mean it's not a bad casual update. People are playing it and having fun. Casual games are pretty much informal comp matches since half of etf2l and UGC are grinding away at contracts. Most competitive pubs I've had in ages
Obviously we didn't get the mm or comp changes we wanted, yet. But it's not a bad update
can i complain about the main menu here?
non-important stuffs like friends, level, featured,... take the whole screen
while all the important buttons got pushed to the edges. "Find a game" got put on the top right corner is the worst
i wonder why "Items" and "Shop" have better treatment, but the other 9 buttons have to make a small line on the right bottom
Jungle Inferno':
https://i.imgur.com/T00vCaz.jpg
Classic:
http://vignette3.wikia.nocookie.net/teamfortress/images/c/c4/Main_menu_with_the_Sniper_TF2.png/revision/latest?cb=20130805054530
looks so messy, also kinda funny because i did use TF2 old menu to complain about QC's one is so hard to navigate
https://i.ytimg.com/vi/ji7I_DroWEk/maxresdefault.jpg
non-important stuffs like friends, level, featured,... take the whole screen
while all the important buttons got pushed to the edges. "Find a game" got put on the top right corner is the worst
i wonder why "Items" and "Shop" have better treatment, but the other 9 buttons have to make a small line on the right bottom
Jungle Inferno':
https://i.imgur.com/T00vCaz.jpg
Classic:
http://vignette3.wikia.nocookie.net/teamfortress/images/c/c4/Main_menu_with_the_Sniper_TF2.png/revision/latest?cb=20130805054530
looks so messy, also kinda funny because i did use TF2 old menu to complain about QC's one is so hard to navigate
https://i.ytimg.com/vi/ji7I_DroWEk/maxresdefault.jpg
Contracts are better, pubbing is kinda fun now for a bit at least, some bonuses are aids but it's always gonna be like that. War paint doesn't really make sense and I wish it was ACTUALLY paint that applied to your weapons that exist
Main menu/party changes are cool and I feel people overlook this but they're buggy at (not being able to focus windows, message spamming)
YOU CAN JOIN FRIENDS IN CASUAL, but a lot of the UI for parties doesn't really make sense
Balance changes are cool I guess but they don't really affect comp at all. Few interesting points
- they don't realise that a class is as strong as it's strongest set of unlocks. Sure, they nerfed some BS scout weapons but then did the pocket pistol which is pretty damn good. Scout is now basically stronger since the nerfed unlocks are banned in comp and rarely used in pubs except for tryhard matchmaking
- They very much still balance for pubs. See the new unlocks and balance changes
- when valve, who made a class shooter with damage surfing, intricate explosive jumping mechanics and air control then make contrived awkward clunky PRESS SPACE TO MOVE IN AN ADVANCED WAY shit like the jetpack which is straight from overwatch I don't have high hopes for finding a good arena shooter that isn't a dead quake clone again
- Airblast changes and flame particles are good (mostly) but pyro is still the same trundling ball of stun and denial that he was before. Not really a fundamental update and the new weapons don't really add a role. New weapon with higher DPS for slightly less less range, more mobility KIND OF, weird kind of temporary soft choke denial I guess and some funny but pointless melee
- I guess valve has finished optimising for now
- TF2 development is VERY slow now for some reason. I know there's stuff they've worked on that isn't in the update but maybe they iterate too much, more understaffed than before or the technology is just a big ball of aids to work with.
Main menu/party changes are cool and I feel people overlook this but they're buggy at (not being able to focus windows, message spamming)
YOU CAN JOIN FRIENDS IN CASUAL, but a lot of the UI for parties doesn't really make sense
Balance changes are cool I guess but they don't really affect comp at all. Few interesting points
[list]
[*] they don't realise that a class is as strong as it's strongest set of unlocks. Sure, they nerfed some BS scout weapons but then did the pocket pistol which is pretty damn good. Scout is now basically stronger since the nerfed unlocks are banned in comp and rarely used in pubs except for tryhard matchmaking
[*] They very much still balance for pubs. See the new unlocks and balance changes
[*] when valve, who made a class shooter with damage surfing, intricate explosive jumping mechanics and air control then make contrived awkward clunky PRESS SPACE TO MOVE IN AN ADVANCED WAY shit like the jetpack which is straight from overwatch I don't have high hopes for finding a good arena shooter that isn't a dead quake clone again
[*] Airblast changes and flame particles are good (mostly) but pyro is still the same trundling ball of stun and denial that he was before. Not really a fundamental update and the new weapons don't really add a role. New weapon with higher DPS for slightly less less range, more mobility KIND OF, weird kind of temporary soft choke denial I guess and some funny but pointless melee
[*] I guess valve has finished optimising for now
[*] TF2 development is VERY slow now for some reason. I know there's stuff they've worked on that isn't in the update but maybe they iterate too much, more understaffed than before or the technology is just a big ball of aids to work with.
[/list]
TheWanderer I feel like some players are taking a narrow viewpoint and not looking at how these weapons function in a casual setting as well just gameplay-wise
we're only looking at it in terms of casual. it was clear after the first map of that essentials cup that the new pyro shit doesn't add anything unique to be used in comp. i feel like valve and the reddit community disregard tftv's opinion because they think tftv's just out of touch with anything that isn't 6s, but thats not always true.
unless ur name is muuki, ma3la, grape or jediflamaster if u wanna do that full time pyro shit you can forget about it kiddo...
we're only looking at it in terms of casual. it was clear after the first map of that essentials cup that the new pyro shit doesn't add anything unique to be used in comp. i feel like valve and the reddit community disregard tftv's opinion because they think tftv's just out of touch with anything that isn't 6s, but thats not always true.
unless ur name is muuki, ma3la, grape or jediflamaster if u wanna do that full time pyro shit you can forget about it kiddo...
I don't think you get what I am trying to say funhaver1998. What I was talking about was how I thought these weapons for pyro would add and interesting dynamic to how pyro is played in casual whilst acknowledging that some or most of these new pyro weapons won't wind up in comp any way. If you read my post properly then you will understand the message I am trying to get across and I actually do feel that tf.tv focuses far too much on 6v6 than even HL or other formats these days. But hey maybe they have their reasons which I am not aware of.
Thing is, what can Pyro ever be?
It's always going to be fundamentally not fun to play against by virtue of its main impact being to set you on fire or airblasting you, whilst also obscuring your vision. All of those things are annoying and don't provide any interesting mechanic to try and play against.
I don't think there are any changes that they can do to stop that. Maybe an LG, but presumably that would have to set you on fire and it's essentially a fire minigun
It's always going to be fundamentally not fun to play against by virtue of its main impact being to set you on fire or airblasting you, whilst also obscuring your vision. All of those things are annoying and don't provide any interesting mechanic to try and play against.
I don't think there are any changes that they can do to stop that. Maybe an LG, but presumably that would have to set you on fire and it's essentially a fire minigun
charlethe update was a big thumbs up. good new weapons, definitely a step in the right direction with generalist pyro. if they continue this path but SPEED UP a bit with the updates tf2 will be in one of the best states it has been in ages and we can look forward to it
How is this a step in the right direction for a generalist pyro? Any idiot can buff a class but most people didn't want a generalist pyro before the update and in the end they didn't change his fundamental mechanics in any way
How is this a step in the right direction for a generalist pyro? Any idiot can buff a class but most people didn't want a generalist pyro before the update and in the end they didn't change his fundamental mechanics in any way