![]() However, considering all the other problems they solved through this rework, I’m more than satisfied with the new purpose FF Pyro enjoys. ![]() The higher-damage incendiary cannon certainly helps in that regard, but it’s no nailgun. My only complaint is that Pyro remains the only class without an anti-sentry weapon. ![]() And Pyro’s power is only increased by the other change to his inventory: his flamethrower boost thing was removed and replaced with a full-fledged jetpack that can reduce fall damage and give him three-dimensional ambush potential far greater than anything he had before (save grenade jumping I guess). This new form of flame damage does a much better job of demonstrating Pyro’s true roots of disorienting and panicking the enemy, because their target is well aware that they’re toast if Pyro manages to puff-and-sting them with the flamethrower and incendiary cannon. Afterburn is countered by so many different things, from healthpacks to water to medics to simply running away and having enough hp to tank it, and when a class relies on afterburn to get kills he often loses his life in the process due to his enemy wielding weapons that don’t need damage-over-team to deal lethal damage. With that in mind, I think this is an absolutely brilliant direction to take the Pyro class. So I’m mostly only able to speak about these changes from a theoretical standpoint, drawing on my experience with Team Fortress Classic. I jumped into Fortress Forever hoping to test out the new Pyro for a bit and gain a more educated opinion on the balance changes, but the servers were a ghost town and the few people on the sparsely-populated servers were decade-long veterans who wiped the floor with me no matter what class I played. Now the medkit melee is the best DoT weapon in two different versions of Team Fortress! While behaving similarly to the damage-stacking mechanic of before this makes Pyro much more of a threat in the immediate fight, letting him get his damage out far quicker and solving every single problem with afterburn in one swoop. Taking the character in a bold new direction, the Fortress Forever devs have removed afterburn completely, instead letting his weapons deal ‘burn levels’ that increase based on the number of weapons you’ve hit the target with. Until last September when all of that stopped mattering because they’ve actually released a complete rework to Pyro’s core mechanic. The best possible flame damage would come from flamethrower+incendiary cannon+napalm grenade, but double-stacking with just the first two were the most frequently seen on the battlefield. For the longest time, Fortress Forever likewise attempted to create a more versatile afterburn Pyro by giving theirs some interesting mobility tools: he could ‘fly’ through the air by firing his flamethrower behind him, and his afterburn gained a new damage-stacking method that multiplied afterburn damage based on the number of sources the Pyro used to light the target on fire. Valve made some big changes to the class when creating Team Fortress 2, but they also tried to stay loyal to Pyro’s afterburn-based roots. I don’t care what the person in the comment section of that article says, she has almost no role to serve on the battlefield and does a miraculously bad job of filling her supposed niche of area-of-effect damage. Whatever the case may be, here's to hoping Valve's fix ends up being a good one because Team Fortress 2 really does deserve better than this.The Team Fortress Classic Pyro sucks. So with a bit of luck, in a few months we'll not only be able to play Team Fortress 2 in peace, but we could also see a rise in player numbers as those that were driven away due to bots might just return to see what's going on. While I don't expect anything to change in the near future given that this is a complex problem to solve, the good news is that Valve is finally on the case. We see how large this issue has become and are working to improve things.” “TF2 community, we hear you!,” reads the brief comment. ![]() Given how hard it is to get even a single word out of Valve I figured they would stick to the usual routine and not say anything at all, but much to my surprise, Valve actually responded with some good news! In an effort to get Valve to finally do something about this, the Team Fortress 2 community recently staged a peaceful protest. They endlessly spam voice lines, annihilate everything in front of them thanks to aimbots, adopt player names to make kicking them harder, and swarm servers in such numbers that actually trying to remove all of them is a Sisyphean task. If you haven't played Team Fortress 2 over the past few years, that's probably for the best as the once-great FPS has been completely infested by bots and cheaters. : Team Fortress 2's June 2022 update seems to have solved the bot and cheater epidemic! : Valve has just unleashed the second round of Team Fortress 2 fixes and improvements. ![]()
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