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Posts Tagged ‘pyro’

The Pyro’s Flamethrower Range Bug

March 14th, 2010 Comments off

A while back I did a video of how the Pyro’s flamethrower worked, trying to debunk some other reports that you could get extra range out of it by aiming upwards, as if it were a firehose. Some other folks bravely took up the challenge of some contradictory data, and came to a startling conclusion: The Pyro’s flamethrower sometimes shoots farther or shorter than normal! At last, scientific validation for every Pyro frustrated because an enemy ought to be in-range, or everybody else frustrated because they knew they weren’t.

At some point I’ll collect all the scripts and console commands from those old tests, but for now I just wanted to put out some information for anyone with more time on their hands to investigate the problem.

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The Pyro’s Problem: Afterburn versus smart enemies

January 23rd, 2010 2 comments

The Pyro has always been an interesting class, struggling to find its niche. It’s gotten some buffs and some nerfs, but at the end of the day a common TF2 issue arises: A balanced gameplay mechanic against “Joe Average” which becomes disproportionately worse as enemy players get smarter. And with the “War!” update, ┬ásome of his common enemies have new tools to use against him, such as the Demoman’s Targe (+50% fire resistance) and the Soldier’s Direct Hit (fast rockets difficult to reflect.) I think the Pyro could use another very circumspect buff which would actually help carve out his own niche in higher-level play…

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