Poll

HOW'S THE INFERNO?

IT'S FIRE
79 (68.7%)
IT'S A DUMPSTER FIRE
36 (31.3%)

Total Members Voted: 115

Author Topic: Team Fortress 2 Megatopic + Trade: SCREAM FORTRESS? MORE LIKE JUNGLE INFERNO!  (Read 2848213 times)

If anything the axetinguisher should be nerfed

i think pyro should be nerfed

80% slower walk speed


Whats groundstall?

apparently it's some exploit that nobody uses where you airblast someone into the ground and it lets you get crits with the reserve shooter

Wasn't groundstalling fixed...?

according to a thread made about a week ago on SPUF it was

apparently it's some exploit that nobody uses where you airblast someone into the ground and it lets you get crits with the reserve shooter

Apparently every single Pyro player ever used it because when it got updated to be removed everyone in the Pyro subforum on spuf threw a giant loving hissy-fit

apparently it's some exploit that nobody uses where you airblast someone into the ground and it lets you get crits with the reserve shooter
before when you airblasted someone into the ground it would immobilize them for half a second which makes sense, but now if you airblast straight down on someone's head they go up. valve decided to get rid of groundstalling instead of fixing the reserve shooter. I used it to stop dead ringer spies from running back to their team, it was really useful.

Apparently every single Pyro player ever used it because when it got updated to be removed everyone in the Pyro subforum on spuf threw a giant loving hissy-fit

SPUF throws a hissy-fit about literally everything

airblasting in general needs a patch, as pyros have absolute power over every other class in terms of mobility when you spam it, including scouts. needs pure impulse rather than immobilization.

airblasting in general needs a patch, as pyros have absolute power over every other class in terms of mobility when you spam it, including scouts. needs pure impulse rather than immobilization.
you need to get into close range to airblast. a good scout should never be in flamethrower range of a pyro unless he was ambushed, in which case the pyro should have an advantage.

you need to get into close range to airblast. a good scout should never be in flamethrower range of a pyro unless he was ambushed, in which case the pyro should have an advantage.
or, you know
if you're in close quarters

If you're in close quaters, like the vents in turbine, you should be able to kill fast with any class.

or, you know
if you're in close quarters
pyro is a close quarters class