KevinIsPwnIt's a skill level. It's the lowest of the low that typically visit that channel. Anything lower you'd look on the UGC forums.
http://www.ugcleague.com/forum/forumdisplay.php?57-6v6-Scrims
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KevinIsPwnIt's a skill level. It's the lowest of the low that typically visit that channel. Anything lower you'd look on the UGC forums.
http://www.ugcleague.com/forum/forumdisplay.php?57-6v6-Scrims
we just took a round
watch your fucking step, "high" open teams
less spam?
black box exists to spam
you get 15 health from doing 20 damage across the map
less clip doesn't matter if you're not in a fight
you have more mobility since you can heal 80% of a jump w/ 1 rocket w/o packs or taking heals
but yeah your bombs are shitty
that double solly kill @ 3:03 and that sniper 6k
holy fuuuck
tf2center is great except for all the cac ham scouts and phlog pyros
ulmyxxPyro is basically a super fast heavy with a very strong long range weapon. (Flare Gun)
you will not be able to hit 2 long ranged flares on any player who is not afk or walking in a straight line
and is unbeatable at short range
minigun has like 4 times flamethrower dps, and much larger range. slow movement doesn't matter when you're holding last. pyro has no advanced mobility and similar dps to pretty much every other class, on a shittier weapon (projectile tracking is very difficult to get a high accuracy on), unless you meant he axtinguisher, which literally requires point blank.
Yet on pubs and pyro can just walk through really tight areas and dominate the field.
so can soldiers and demos and heavies except they're not completely neutered by mini-sentries and big sentries and other heavies and other pyros and can kill things without getting close to them
All i am saying is the pyro is way to Op in some situations and ass long as you stay in that situation in a pub you will be golden. Just stay in small rooms and even b4nny wont be able to stop you. Pyro is no op as a class. But because tf2 pubs all some players to camp certain ares where their class will have such and uper hand that even skill wont win the battle.
pyro isn't the best class at short range
it's like
the fourth best after soldier heavy scout (outclassing such cqc terrors as sniper, spy, and medic)
it's "op" in pubs because it's relatively easy for shit players to flamethrower people walking in straight lines and hold down m2 against shit soldiers
and also inflate the score with extinguish points that are literally worthless
EDIT: oh yeah the phlog also wrecks bad pubs pretty hard
Alleali don't understand why anyone would try to nerf the degreaser. It doesn't matter if airblast costs more or it doesn't reflect minicrits it's still the best choice for a Pyro that plans on doing a lot of fighting.
Weapon switch speed is so crucial to pyro that the only way to balance other unlocks with it is to either make it a stock effect (the correct answer) or to remove it. No amount of indirect nerfs will balance it, only break it entirely.
untrue
you could also buff the non-degreaser flamethrowers' attacking power to make them less reliant on switching weapons
making everything the degreaser is ONE solution to balance the shitty primaries, but it's not the only solution
and it's a really boring solution imo
57R4c3:(
shotgun does 80-90 at close range (aka the range where you could set shit on fire) and flare gun is difficult to hit with outside of that range because it is not hitscan
also fire rate of shotgun is way higher
flare gun isn't difficult to get crits with but it's definitely harder to get crits with (aka do a significant amount of damage with) than it is to click on someone at any range with the shotgun and do a more reliable and probably equivalent dps
also the axtinguisher is fine
it's basically only to kill distracted and/or retarded heavies and soldiers who have no rockets loaded
pyro is slow and fairly worthless outside of flamethrower range, which makes it incredibly difficult to close with targets
getting in point blank range (which is SIGNIFICANTLY closer than flamethrower / airblast range) with classes who have rampup and can wreck you and not being able to switch weapons (to defend yourself with airblast) for 1.2ish seconds (with degreaser) or whatever seconds leaves you incredibly open for pretty much every class to just wreck you, and with the degreaser it's pretty much always safer to just flame + secondary combo them, which gives a pretty much equivalent dps (especially considering 195 is overkill in a lot of situations)
also axtinguisher means no powerjack which means you're slow as fuck when going ANYWHERE (and people want to nerf the uberstalling power of airblast so it needs a niche as a not-annoying anti-soldier alternative to roamer/scout as a flanking class)
EDIT: degreaser not being able to deal minicrits sounds fine to me, but honestly it's not enough to get anyone to switch to stock flamethrower on its own, switch speed is WAY too good
AlfonsoCrawford\
- Nobody's writing good things home about the mini-crits, if at all.
marmadukeGRYLLSscale back the minicrit dmg of flare (i think like 60 would be a spot to start at, 90 is obviously insane)
Objection.
[Mini]crits are not inherently bad. The Kritzkrieg, for example, is universally loved as one of the best unlocks in the game.
However, many weapons that have [mini]crits are broken, because either the [mini]crit is too easy to get, or a [mini]crit does too much damage.
The Reserve Shooter, for example, is dumb as fuck. Anything in the air (or on stairs, or underwater) takes a minicrit. And the Pyro can additionally force things into the air if they are close, with airblast. And a minicrit does 121, aka it 1shots scouts with 1 flamethrower particle, which is also dumb, and they can't avoid it because it's hitscan and airblast stalls all momentum.
So, the Reserve Shooter is broken both because the minicrits are easy to get and because the minicrits are too powerful.
The Flare Gun seems just as easy to get crits. Hit something with your primary and they will take crits. But it's not. For one, it's a projectile, a projectile without any splash. This means that it is much less reliable, because people can move out of the way. In addition, there are many more situations where your target would be in the air than on fire. Scouts jumping to dodge explosions, explosive jumping, surfing explosives, and random mashing of the space bar to dodge whatever (on top of aforementioned stairs and underwater situations). If you want to crit with the Flare Gun, you need to either get into flamethrower range, and be unable to hurt them UNTIL you get into flamethrower range (because you have no shotgun and 30 damage flares are weak), or hit two flares in a row, which is incredibly difficult outside of flamethrower range because they are projectiles and have no splash.
Wall of text. The point is that Flare Gun crits are much more difficult than Reserve Shooter minicrits to attain. They'll be even harder if we, like everyone seems to want, remove the completely momentum stalling mechanic of airblast, which would allow enemies to, even in close range, airstrafe out of the predictable airblast trajectory and avoid a flare (which is not hitscan).
The Flare Gun isn't as powerful as the Reserve Shooter, either. It fires incredibly slowly and does only 90 damage, which means that you need to soften even light classes before "OHKOing" with the crit flare. This may seem insignificant, but while it's very easy to set things on fire with the flamethrower, it's difficult to actually aim the particles and lead them into a target (particularly a fast, double jumping target), and while airblast makes them easy to hit, there's a cooldown after the airblast which means you have to hope that the flare will kill them, otherwise they'll just meatshot you again and you die.
The Shotgun as of right now is balanced with the Flare Gun, because it's more reliable. Hitscan and faster firing speed lets you better hit faster moving targets (like standard 6s clases) and do more DPM at close range. The Flare Gun is good because of passive reload and the fact that you can deal 90 damage to targets who are escaping you, where Shotgun would only do 30 or 40. If you nerf Flare Gun's base power, it's just a shitty Detonator: it sets things on fire for 6 DPM (worthless) and it leaves the pyro with no effective attacking power beyond flamethrower range and no strong finisher to compensate for how garbage the flamethrower is at killing stuff.
disclaimer marma is invite and im in ugc steel so my opinion isn't really worth anything
yeah
airblast completely negates momentum (and it DOES prevent airstrafing initially), change that so it works like fan knockback (class mass / momentum is taken into account)
lower airblast fire rate unless you get a reflect to nerf pyros holding m2 like retards against ubered soldiers while not allowing soldiers to hold m2 like retards
then make the pyro less shit at fighting things (fthrower range buff / dmg increase / particle speed increase or movement speed buff, i feel like range would be best cuz limited range + lack of approach tools pigeonholes it into defensive / ambush roles, but movement speed works too and the others make it better at ambushing)
while you're at it fix the particle animation (does not accurately show particles) and random reflect trajectories, and revert rrj nerf
then make stock and backburner not downgrades somehow (oft-touted idea was halving the downtime between airblasting and being able to fire your flames, but not airblast, reducing reliance on switching weapons)
i feel like a spuffer again lol
Has your friend told you to play pokemon showdown?
This point value system is prettycool (kinda like the dark horse challenge) but really, almost every non-trash (farfetch'd) pokemon is viable in some tier or another, and gen 6 ou isn't very centralized, so I don't think it'll replace smogon tiers or anything.