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Author Topic: Team Fortress 2: World's #1 War-Based Hat Simulator  (Read 814605 times)

SHAD0Wdump

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Quote from TF2 wiki, which apparantly already has updated.

Quote
Flares inflict Mini-crit damage on burning targets at short range. Crit damage occurs on burning targets at medium-long range.
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The Doctor

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Yep, it used to minicrit all the time
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Duke 2.0

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Yep, it used to minicrit burning people all the time
Indeed, it was one of the few ways it was useful. I remember the update where that was changed. They bumped down the damage and gave it minicrits on burning people to reward repeated hits.
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Strange guy

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I think the update is a step in the right direction- but I hope there is more tweaking to come. Promoting long-range flare gunning is a problem because it is an easy weapon to dodge and hard to aim- it just rewards spam like this. However I'll probably use my flaregun again now my flamethrower does better damage. The flamethrower is still below pre-update damage, but not by much and still has the superior airblast, so I'm OK with it, even though I still prefer the pre-update. I'm glad afterburn was restored, though I'd like a new more skill based mechanic, ie damage or burn time is based on how long you burned the enemy for or something like that, so its less annoying if you are barely touched and lethal if you were badly burned. I'm not happy with an extra-damage backburner- I don't want it to be utility versus damage, I want it to be ambush vs general combat. Giving the backburner a movement or burst damage ability could do this. Still it isn't too much of a problem so I'll accept it.
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Soulwynd

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I like the increased burn duration and flare change, but the rest doesn't really affect me. Seems more like they compromised.

One thing the [bay12] community didn't notice was that the pyro's point-blank range got decreased by about 30%, which caused most of the 'low damage' perception from regular pyro users and reason why I didn't notice much of a difference on the pyro. I don't flame people unless:

a. Point blank
b. Setting them up for an AB and combo.
c. Desperate and trying to run away.
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Zai

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As a Pyro, I'm happy about the changes, as they didn't reduce the airblast back and increased the afterburn back. =D Though I already was fine with it pre-this-update

As a Solly and Demo, and every other class (the 3 named are my main 3 for now, though), I'll have to play to see if I like the change.
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Volatar

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I am now happy.
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Quote from: Vilien
Yes, you should always apply more magma.

Bandages

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WELP. I guess I won't be playing spy for a day or two.
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Sowelu

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I'm glad afterburn was restored, though I'd like a new more skill based mechanic, ie damage or burn time is based on how long you burned the enemy for or something like that, so its less annoying if you are barely touched and lethal if you were badly burned.

Nah!  Like, the (original) whole POINT of pyros was to burst into a big group of enemies and set them all on fire, sending them scurrying for medics or water or health.  Also, if keeping your flamethrower on someone longer = more damage, people who previously won a fight and still had a chance to survive if they got aid quickly, are now so hosed that it doesn't matter...Pyrrhic victory.  Pyrrhic victories are no fun for either side; the pyro doesn't get the satisfaction of killing him on the spot, and the dead person is annoyed that his victory didn't save his life.
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Sensei

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Unless you aren't a lousy pyro. :)
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Metalax

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So if I've done the maths right, afterburn has been restored to normal and the flame-thrower now does 88% of the direct damage it did before the nerf update with improved airblast, while the backburner now does 101.2% of the old damage.

From the brief play I've had since the update came out it now feels much better balanced, though the new faster heavies are still pretty difficult to take out.
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SeaBee

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Slight derail (again) -- thanks for all the tips a few pages back. I'll jump into some pub matches later this week with a soldier and learn the game/maps, then I might join you guys and let you all kill me. Once I'm not complete newbie fodder, that is.

Game does look fun. The "Meet the [class]" videos and this thread got me to open my wallet.

Now, back to the Pyro discussion.
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Sensei

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Yeah, Even with the moderate un-nerf, the heavy still has a bigger advantage over the pyro than originally. Before the Pyro's only advantage (Vs. Heavy) was that they were more mobile, and that's been mitigated.

Not sure if that's a terribly bad thing, but I daresay it's funny to think that the OTHER W+M1 class got a buff against the one people were complaining about. :)
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Bandages

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It was kinda refreshing never seeing pyros around. AH WELL.
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Org

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Why are there no meet the pyro/medic videos?
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