Caliostro
L6: Sharp Member
- Jul 6, 2009
- 261
- 110
That, or you're moving correctly.
I was going to say I'm sorry for the harshness, as I was in a HORRIBLE mood this morning, but I do stick by everything I said. Even that. Pyros existed before they had airblast, sure it wasn't numerous, but they got the buff to the normal flame and then you could actually do stuff. If you run pyro like you used to have to, then you can get near people.
Unless your moving makes you invisible you're still a pretty fat red blob walking around with a very visible flamethrower. Sure you can stick to walls, take alternative routes, but all of that is academical against people who actually look around.
Tell, without airblast, how exactly do you deal with a decent Soldier or Demo? They both have tools to push you away on a single hit, as well as annihilate your health bar on a single hit. Both a Demo and a Soldier can simply push you away with their first rocket/grenade hit (which you can't avoid if you're close enough to flame them, and can't defend from without airblast) and finish you off in any way they see fit way before you kill them.
Adding to this, Heavies are a negatory for direct attack, unless you're suicidal, as they heavily outdamage and outlive you.
Scouts can easily get away from your flame, since you have no airblast to stall them. Yes, you can follow up with the shotgun/flare, but if you didn't get them with the flame to being with, they'll outdamage you, not to mention they'll have a much easier time kiting you around the map or running from you than you will.
Medics are faster than you, can nearly tank you if they stay out of close flame range, have self-regeneration and are generally accompanied. If you can't stall them or push away their company, you won't last long.
In other words, you'll only be almost as effective against 3 classes: Spy, which is your fodder anyways, except without AB he has a better chance of making a run for it, engineer, and you still loose the ability to reflect sentry rockets, and sniper, against which it's pretty much "either he hits the first shot and the pyro dies, or he's usually dead".
For instances, a Scout is much better at that job, as they're smaller, faster, and consequently harder to see, while retaining an equally deadly capacity at close range and a better ability to run once things inevitably go tits up.
And yes, the pyro used to not have airblast. And it was such a balanced class that they decided to never add anything, like, say, airblast... right? Generally classes are buffed because they were fine... Yeah...
Except the huntsman is better at close range. I haven't seen anyone who can consistently headshot people with the rifle at close range. And definitely not with the rifle fully charged.
Except it's not. It's more demanding of player skill, yes, but to be honest I usually beat huntsman snipers as a rifle sniper at any range, including close up. I shoot faster and he can't avoid it. It's always a matter of whether I miss or not.
That said, what good is a full charge shot if you're dead before you get it? Charged shots are unnecessary for about 80% of the game. They're only to be used against engie buildings, for a full charge headshot on a heavy with "heavy" medic support, or against an important target you can't headshot (usually a medic sitting behind cover with only an arm/leg out). For everything else charged shots are unnecessary. Quickscope headshots are faster, safer and kill just as effectively.
Seriously, the Huntsman is only any good for the purpose of making bad snipers feel ok. It's inferior to the Rifle in performance in every area.
Kalezian" post="7.166584.4427673 said:Yea, I know this but the flare gun is much more situational in my experience, and the shotgun is decent at midrange, as well as an all-round weapon. It's not like I'm doubling the damage, it's just something which would help it out a bit, and encourage more people to use a flare gun.
It's still unnecessary. As it stands they both have their place.
Kalezian" post="7.166584.4427673 said:You obviously missed the part where I said "unlit napalm/whatever can be removed by shooting it. As for the timer, stickybombs much? Really, stickybombs work just fine like that, they aren't "completely overpowered" at area denial.
Sticky bombs explode instantly, they do not create a wall of fire. They also don't spread over a huge area. Besides, that's the sticky's only functionality, it doesn't have a flamethrower attached to compensate for lack of range. And they're bordering on overpowered as is.
Besides, that would be overlapping roles.
Kalezian" post="7.166584.4427673 said:So basically it's jarate for pyros? That just makes jarate less useful. If you're flanking someone, you don't want to alert them by jarateing them first.
As I specified extensively, it would only work for fire damage, which means it doesn't overlap the jarate's role, in the same manner that the heavy's sandvich doesn't overlap the medic's role.
As for alerting them, if you're catching them from behind you already have the BB's crits, you wouldn't need mini-crits.