Thoughts on the current pyro?

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Re: Thoughts on the current pyro?

Post by somedude » Fri Jul 15, 2011 10:39 am

Alizée Fan wrote:Offensive Pyro in TF2 is a class that depends entirely on how other people play to be effective, and once that's resolved, the Pyro player also has to be pretty good. Basically, an offensive pyro has to rely on the other team being stupid, allowing the Pyro to run straight up to them or not checking corners, and then panicking if lit on fire. The alleged master of close quarters combat, the Pyro lacks two things for offense:

1) The ability to get to the fight. As has been mentioned, the Pyro has low mobility. A medic can run backwards at least as fast as a Pyro can run forwards, and given how bad the hit detection is for fire, this usually means you can't even touch them. Even if you do get them in your flames, the medic will take you down with his syringe gun well before dying. If they use the Blutsauger, they can actually gain health from your attack. Charging in to an enemy line is completely suicidal unless you're playing against fools, as everybody who's been around for a month knows that a Pyro is an easy target on the charge. The health buffed backburner actually allowed Pyros to do what they are supposed to, once. Then people whined about actually having to fight Pyros, and it got taken away.

2) High immediate damage. If you shoot somebody with your primary weapon, as any class in the game except Pyro, you do full damage immediately. Pyros do not do this. As a Pyro, you only deal part of your damage on the spot, and the rest of it slowly thereafter, with afterburn. Afterburn was nerfed in duration by 40% ages ago, and more and more ways to nullify it have been added to the game. Additionally, the flamethrowers are both extremely short range, AND have damage fall off. This means that even at a range where a Pyro can hit you, and you are doing maximum damage based on fall-off (or lack thereof), the Pyro still isn't at potential. The pyro has to be within melee range for their fire to be most effective, at which point it's generally not the best tool. Also, don't get too close. The flamethrower has the same problem it's had since TF2 released - if you get too close to a person or a wall, it just stops working. They unsuccessfully tried to fix that with the Goldrush patch, and haven't been back to it since. People compare afterburn to bleedout, but that is optional for all classes, and is a feature of melee weapons. The pyro has no option for a primary that doesn't rely on this mechanic. Also, bleedout isn't stopped by jarate, milk, or airblasts, like afterburn is. Most pyros would readily trade their afterburn for that same amount of damage upfront, which every single other class has.

Defensive Pyro is not in nearly as bad shape as the offensive Pyro. As an Engy's pet, a Pyro is unrivaled. Problem is, by using an additional player in the backfield, who has minimal long range capability on a good day, your team loses the equation up front. Defensive teams already are generally down a couple on the battle line, because Engineers and Snipers stick back. Those classes do well behind the line, and can lend long range support, so it evens out. Putting a Pyro in the back, however, simply reduces your effective combatants by one.

The airblast is certainly the defining characteristic of a Pyro at present, which is sad. Pyro should equal fire, and fire is just not effective right now, unless combined with something else, like an axtinguisher. The other problem with airblast is the Pyro is effective only at close range, but our defining tool is used to shove people away, which hurts our ability to fight them. Despite all the babies crying about the puff, blast, axtinguisher combo, it actually takes thought and timing to use. Not only do you have to sneak up on the enemy so they don't see you and kill you, not only do you have to use three different weapon functions in close succession at point blank against a more dangerous foe, but you also have to make sure that when you airblast, you're shooting them in to a nearby wall! If you don't do that, or there is no wall, you have to close the distance a second time and try again. You can pull the combo off against a decent player with one puff, but it's extremely rare to survive against a decent player when you have to do it twice.

As far as ubers, Pyro makes a wonderful uber target. It warms my heart to see people in this thread acknowledging that, as I've been left dumbstruck on far too many occasions on the servers by idiot medics loudly stating that Pyros are worthless to uber and I should go change classes. An uber is pretty much the one way to get a Pyro right up to the front line against good players, where he can do what he's designed to do, and it's wonderful. For countering ubers, Airblast is a great tool, though it's not the be-all end-all some people think it is. A good heavy will tear you up before you get a second airblast off (remember, being airblasted doesn't stop him from shooting you), and against another Pyro it's 50/50 who airblasts who. Against a demo uber, it's great, hands down.

In the end though, it comes down to this:
http://www.nerfnow.com/comic/293
http://www.nerfnow.com/comic/294 (read the caption below for this one, too)

Summary/TL:DR -

The Pyro is designed as a psychological class, and his weapons are more about spooking real-life players then about doing in-game damage. The problem is that experienced players in an FPS don't spook. They simply shoot you and move on, sucking up the pittance burning damage, or couple seconds lost from being airblasted. When Kasparov lost to Deep Blue, one thing that cost him was his attempt to use a psychological move against the computer, which just doesn't work. Playing an experienced FPS'r is similar - psychological rarely work.

Very well said!!! IMO Vavle was a bit rash in the nerfs to the pyro at the cries of "no skill" and "w+m1" by players that do not have the skill to counter those tactics which are very easily countered by skilled players.

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Re: Thoughts on the current pyro?

Post by One_Medic_Army » Fri Jul 15, 2011 11:28 am

Plinko wrote:The heavy has items that increase his speed, not really a fair comparison there.

My point is the pyro ought to get an item or two where they sacrifice something for either a speed/mobility boost (something the heavy, demo, medic, scout and soldier already have!) or increased temporary survivability like an item to gain health or reduce damage taken temporarily (as the Scout, Demo and Heavy already have). On the other hand, increased flame damage would make it more worthwhile when you do get through instead.

It's also important to point out, the medi-gun and dispensers do not put out fire. Healing is faster than burn damage, but you continue to burn while being healed, much to my chagrin as a sniper hit with a flare.
Milk, jarate, healthpacks and sandviches put out fire on contact.
Ok, the GRUs increase a heavy's speed to the same as pyro, while dealing 6dmg/second. On top of having to spin up to shoot people you now need to weapon swap as well, and probably eat a sandvich first.

Also medigun and dispensers do put out fire, just not instantly like healthpacks/jarate/milk/water.
Alizée Fan wrote:
Jesus_Faction wrote:the attendant set increases speed....
The attendant set increases speed by... 10% Enough to be roughly the same as classes you're supposed to chase down.

The trade off is that you lose your most powerful close quarters weapon, while simultaneously having to use your weakest flamethrower, and having higher vulnerability to both bullets and melee.

The trade-off is absurd. The GRUs, for comparison, increase speed by 30%, without any restriction on what else you use with them.
As stated before GRUs increase speed to the same as a pyro (300 units)
A pyro with the gas jockey set has a speed of 330 units.
Snipers/Engineers/Spies all move at 300 units, demos/heavies/soldiers are slower. Scouts move at 400 units, and medics move at 320 slower than a gas jockey pyro. So the set makes you the second fastest class in the game, behind scouts.

[edit] forgot that the overdose will put a medic up to 352 units if he's holding it and has a full ubercharge, regardless the gun still sucks most situations.
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Re: Thoughts on the current pyro?

Post by somedude » Fri Jul 15, 2011 1:38 pm

Many good points on this thread, and also many bad "pyro's main job is spy checking". IMO If that is the only thing the pyro on your team is doing well that's a slot wasted by someone who is not contributing to the team. Now I'm not saying pyro's shouldn't be spy checking, just that is not the ONLY thing they should be doing.

I've always loved the class because of the challenge required to get close enough to do damage and Valve seems to like to keep adding to that challenge by reducing damage output while simultaneously giving other classes extinguishing or fire resistance capabilities. To me the pyro is jack of some trades and master of none. There is no ranged game (I've tried out the flare gun and detonator and they are just annoying at best and not anywhere close to a good trade off with the shotgun), no mobility advantage and not that great of damage output at close range where the pyro is supposed to excel. I'm ok with the pyro not having much of a ranged game because as an ambush class that seems about right, but as a trade off mobility should be enhanced as well as close range damage.

Unfortunately Valve's decision to nerf the pyro was because of the cries from the pubs where low skilled players were constantly being owned by pyros with low skill tactics. Who by the way still get owned and complain about it. Those nerfs really hurt pyros on the high end of the game who are playing against very skilled people like we have here at TV. I'm not sure what is the best way to address that. Maybe if there would be a server side switch that would change the nerf/un-nerf on pyro so that the server could be set for the class of talent that plays there?

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Re: Thoughts on the current pyro?

Post by THE Flying chihuahua » Fri Jul 15, 2011 1:59 pm

somedude wrote:Many good points on this thread, and also many bad "pyro's main job is spy checking". IMO If that is the only thing the pyro on your team is doing well that's a slot wasted by someone who is not contributing to the team. Now I'm not saying pyro's shouldn't be spy checking, just that is not the ONLY thing they should be doing.

I've always loved the class because of the challenge required to get close enough to do damage and Valve seems to like to keep adding to that challenge by reducing damage output while simultaneously giving other classes extinguishing or fire resistance capabilities. To me the pyro is jack of some trades and master of none. There is no ranged game (I've tried out the flare gun and detonator and they are just annoying at best and not anywhere close to a good trade off with the shotgun), no mobility advantage and not that great of damage output at close range where the pyro is supposed to excel. I'm ok with the pyro not having much of a ranged game because as an ambush class that seems about right, but as a trade off mobility should be enhanced as well as close range damage.

Unfortunately Valve's decision to nerf the pyro was because of the cries from the pubs where low skilled players were constantly being owned by pyros with low skill tactics. Who by the way still get owned and complain about it. Those nerfs really hurt pyros on the high end of the game who are playing against very skilled people like we have here at TV. I'm not sure what is the best way to address that. Maybe if there would be a server side switch that would change the nerf/un-nerf on pyro so that the server could be set for the class of talent that plays there?

With all the new crap that all that all the classes have the smartest idea would be to just plain old revert the nerfs that they did way back when.
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Re: Thoughts on the current pyro?

Post by El_Hefe » Fri Jul 15, 2011 2:35 pm

nothing wrong with W+M1...

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Re: Thoughts on the current pyro?

Post by Boss Llama » Fri Jul 15, 2011 2:44 pm

El_Hefe wrote:nothing wrong with W+M1...
As most of ya'll know, the entire "W+M1" complaint infuriates me. Quite beside the fact that a W+M1 pyro is useless and doesn't get kills unless their foes are just plain bad, W+M1 is in fact more characteristic of nearly every other class in the game, especially heavies, and as you said, there's nothing wrong with that. Heck, Snipers don't even have W... they're just plain M1. Only a Spy is more complicated than Pyro, if keystrokes are the sort of thing you care about. A pyro is generally W+M1+M2+3+M1, or for flaregunners, 2+M1+1+W+M2+3+M1

Moving towards the enemy and pulling the trigger - that's the name of the game, nay, the entire genre.
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Re: Thoughts on the current pyro?

Post by TTHREAZ » Fri Jul 15, 2011 3:34 pm

I prefer 3+M2+W+2+M1+1+M1+M1+M1+M1 as a Scout. I'll let Carpe translate. :D

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Re: Thoughts on the current pyro?

Post by THE Flying chihuahua » Fri Jul 15, 2011 3:37 pm

TTHREAZ wrote:I prefer 3+M2+W+2+M1+1+M1+M1+M1+M1 as a Scout. I'll let Carpe translate. :D
Stunning and meatshotting.
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Re: Thoughts on the current pyro?

Post by ZRDeuce » Fri Jul 15, 2011 4:19 pm

Shock & Awe
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Re: Thoughts on the current pyro?

Post by ketchuo » Fri Jul 15, 2011 4:29 pm

ZRDeuce wrote:Shock & Awe
Isnt that the soldier and demo job Deuce.

Also I agree with somedude and alizee post.

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Re: Thoughts on the current pyro?

Post by TheCarpe » Fri Jul 15, 2011 4:35 pm

TTHREAZ wrote:I prefer 3+M2+W+2+M1+1+M1+M1+M1+M1 as a Scout. I'll let Carpe translate. :D
Well, I don't use the number keys to switch weapons but it looks like stunning someone with the Sandman, shooting them once with the pistol for some reason, then unloading on them with the Scattergun.

Oh wait, no, now I see it. Stunning, followed by Mad Milk, followed by four Shortstop rounds.
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Re: Thoughts on the current pyro?

Post by somedude » Fri Jul 15, 2011 4:43 pm

Alizée Fan wrote:
El_Hefe wrote:nothing wrong with W+M1...
As most of ya'll know, the entire "W+M1" complaint infuriates me. Quite beside the fact that a W+M1 pyro is useless and doesn't get kills unless their foes are just plain bad, W+M1 is in fact more characteristic of nearly every other class in the game, especially heavies, and as you said, there's nothing wrong with that. Heck, Snipers don't even have W... they're just plain M1. Only a Spy is more complicated than Pyro, if keystrokes are the sort of thing you care about. A pyro is generally W+M1+M2+3+M1, or for flaregunners, 2+M1+1+W+M2+3+M1

Moving towards the enemy and pulling the trigger - that's the name of the game, nay, the entire genre.
I could not agree more to both of these comments. I just wish Valve saw it this way as well and didn't bring out the nerf hammer because of people using it a complaint.

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Re: Thoughts on the current pyro?

Post by frostdillicus » Fri Jul 15, 2011 6:52 pm

TheCarpe wrote:
TTHREAZ wrote:I prefer 3+M2+W+2+M1+1+M1+M1+M1+M1 as a Scout. I'll let Carpe translate. :D
Well, I don't use the number keys to switch weapons but it looks like stunning someone with the Sandman, shooting them once with the pistol for some reason, then unloading on them with the Scattergun.

Oh wait, no, now I see it. Stunning, followed by Mad Milk, followed by four Shortstop rounds.
Does T use the Milk Man? I honestly don't even know cause it's been so long since I played against him.
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Re: Thoughts on the current pyro?

Post by One_Medic_Army » Fri Jul 15, 2011 6:56 pm

According to Crimson he uses a homing-shot with the sandman, followed by pistol, then unloads a shotgun pt blank.
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Re: Thoughts on the current pyro?

Post by frostdillicus » Fri Jul 15, 2011 7:51 pm

One_Medic_Army wrote:According to Crimson he uses a homing-shot with the sandman, followed by pistol, then unloads a shotgun pt blank.
If it was anyone but T I would claim he was hacking, but his spacial relation skills are positively insane.
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