EDIT: 27.10.2017 update -Fixed a case where players standing directly in front of the Pyro would not get burned.
https://i.imgur.com/Z7MyUjJ.png
EDIT: New cube was added closer to your face in order to fix not being able to hit enemies standing directly in front of you. the new cube is not visually displayed, but whatever.
https://i.imgur.com/RKSZr8J.png
looks like the new hitboxes are coming out directly out of the tip of flametrhower. this kinda explains why you cant hit people who stand right in front of you.
starting position doesnt seem to change with ping variance, which means that flame mojo is finally fixed. Flameboxes are still not 100% track based, you need to lead your target a little bit to hit them, but its easier now since flame boxes move faster.
https://i.imgur.com/3tKuLlt.png
generally it seems like visuals match almost perfectly with flameboxes, i just find that when you move to the sides using "a" and "d" your flames will sometimes come out from a weird angle. its new and weird, but matches visuals almost perfectly.
https://i.imgur.com/1nrkHLa.png
flameboxes are still kinda wonky when it comes to hitting solid objects, but they are technically still visually correct
https://i.imgur.com/wCQI3Ni.png
also there are some visial bugs/flashes that can happen sometimes when visuals are hitting a solid object.
https://i.imgur.com/NokXTXZ.png
update was generally a good improvement, especially fixing the flame mojo which made flamethrowers inconsistent. flame boxes are still wonky, but the visuals will also be wonky when that happens now, which is kinda good? there are still some things that can be improved tho.
I would kinda recommend to play with viewmodels on on pyro now since visuals are actually helpful.
EDIT: 27.10.2017 update -Fixed a case where players standing directly in front of the Pyro would not get burned.
[img]https://i.imgur.com/Z7MyUjJ.png[/img]
EDIT: New cube was added closer to your face in order to fix not being able to hit enemies standing directly in front of you. the new cube is not visually displayed, but whatever.
[img]https://i.imgur.com/RKSZr8J.png[/img]
looks like the new hitboxes are coming out directly out of the tip of flametrhower. this kinda explains why you cant hit people who stand right in front of you.
starting position doesnt seem to change with ping variance, which means that flame mojo is finally fixed. Flameboxes are still not 100% track based, you need to lead your target a little bit to hit them, but its easier now since flame boxes move faster.
[img]https://i.imgur.com/3tKuLlt.png[/img]
generally it seems like visuals match almost perfectly with flameboxes, i just find that when you move to the sides using "a" and "d" your flames will sometimes come out from a weird angle. its new and weird, but matches visuals almost perfectly.
[img]https://i.imgur.com/1nrkHLa.png[/img]
flameboxes are still kinda wonky when it comes to hitting solid objects, but they are technically still visually correct
[img]https://i.imgur.com/wCQI3Ni.png[/img]
also there are some visial bugs/flashes that can happen sometimes when visuals are hitting a solid object.
[img]https://i.imgur.com/NokXTXZ.png[/img]
update was generally a good improvement, especially fixing the flame mojo which made flamethrowers inconsistent. flame boxes are still wonky, but the visuals will also be wonky when that happens now, which is kinda good? there are still some things that can be improved tho.
I would kinda recommend to play with viewmodels on on pyro now since visuals are actually helpful.
not sure if you're gonna do any airblast testing, but it seems the changes in knockback mean a normal airblast on a grounded target results in only horizontal knockback. you can generate lift by airblasting at their feet or against a wall, which seems to direct some of the force upwards.
overall, it is much easier to push people away but much harder to juggle them. this makes me question why they needed to nerf the reserve shooter, since this was already the indirect nerf that would have limited its utility.
not sure if you're gonna do any airblast testing, but it seems the changes in knockback mean a normal airblast on a grounded target results in only horizontal knockback. you can generate lift by airblasting at their feet or against a wall, which seems to direct some of the force upwards.
overall, it is much easier to push people away but much harder to juggle them. this makes me question why they needed to nerf the reserve shooter, since this was already the indirect nerf that would have limited its utility.
updated with a new picture for 27.10.2017 update.
updated with a new picture for 27.10.2017 update.
At least it's visually correct but it still blows: https://www.youtube.com/watch?v=aIIgr_qt8mw
At least it's visually correct but it still blows: https://www.youtube.com/watch?v=aIIgr_qt8mw