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 2869783 times)

got a Professional Shortstop kit for 9 dollars, so there's that (Singularity Hot Rod)

fine everybody else is doing it
Strange flamethrower (Supa hot fiya)
Strange shotgun (Sledge's shotgun)
Strange back scratcher (Surprise buttrake)

Clever backscratcher name

« Last Edit: February 06, 2014, 10:34:05 PM by Cargøn »



Buying the flight of the monarch for 1.33 refined
(My steam profile can be found on my profile)

Lets discuss why the Pyro is OP:

Can light Spys on fire
Has the ability to remove sappers
Can use a detonator to jump higher
Has the Reserve Shooter and the Degreaser, which the weapon switch speed stacks.
Has the Reserve shooter and a main weapon that can send opponents flying, making it OP.
Has a melee weapon that allows it to go faster, and also gives health.
Can deal massive damage to opponents who are in water, which would normally be a safe place.

Lets discuss why the Pyro is OP:

Can light Spys on fire
Has the ability to remove sappers
Can use a detonator to jump higher
Has the Reserve Shooter and the Degreaser, which the weapon switch speed stacks.
Has the Reserve shooter and a main weapon that can send opponents flying, making it OP.
Has a melee weapon that allows it to go faster, and also gives health.
Can deal massive damage to opponents who are in water, which would normally be a safe place.

These are really bad reasons as to why the Pyro is OP. I agree that he is very OP but these reasons are terrible.

The Pyro is a counter to the spy, so yea...
The Pyro being able to remove sappers goes with the first point
The Soldier, Demo, and Scout can all jump higher
Fast weapon switch in itself isn't OP at all
The Reserve Shooter is also for the Soldier, who also has a weapon that can send opponents flying
The Soldier has a melee weapon that can make him go faster, the Half Zatoichi also gives health so...yea, also the Powerjack's extra damage allows the Pyro to be 1 shotted by Snipers and easily killed by many classes
Practically every class that can deal damage can deal damage in water, if you think you're safe in water you're very mistaken lol.

The main reason the Pyro is OP is because of it's versatility, it's got something to deal with literally all of the classes, not just effectively but quickly, lots of other classes have this pleasure as well but unlike the Pyro there's a trade off, for example the Natacha can make dealing with Scouts a breeze, the trade off is you're going to severely damage your output vs other classes, the Pyro can use the Degreaser, Flare Gun, and Axtinguisher to effectively deal with any class except Demoknights(Targe n Charge) which can be airblasted away and are easy to escape, and other Pyros.

-snip-

With the pyro, its so easy to take on everything. Replace the Axtinguisher with a homewrecker and then you will be usefull against engineers and sapping spys

I can see a small trade off though. Equip the shotgun and then heavys and Snipers become a little harder, but pyros and demonights are easier.

But lets not get on the topic of the Short circuit because THATS OP. You are pretty much getting rid of the only thing thats dangerous for your machines. The only thing remotely dangerous is an ubered heavy focusing on your sentry and even you can fix it before he destroys it.

These are really bad reasons as to why the Pyro is OP. I agree that he is very OP but these reasons are terrible.

The Pyro is a counter to the spy, so yea...
The Pyro being able to remove sappers goes with the first point
The Soldier, Demo, and Scout can all jump higher
Fast weapon switch in itself isn't OP at all
The Reserve Shooter is also for the Soldier, who also has a weapon that can send opponents flying
The Soldier has a melee weapon that can make him go faster, the Half Zatoichi also gives health so...yea, also the Powerjack's extra damage allows the Pyro to be 1 shotted by Snipers and easily killed by many classes
Practically every class that can deal damage can deal damage in water, if you think you're safe in water you're very mistaken lol.

The main reason the Pyro is OP is because of it's versatility, it's got something to deal with literally all of the classes, not just effectively but quickly, lots of other classes have this pleasure as well but unlike the Pyro there's a trade off, for example the Natacha can make dealing with Scouts a breeze, the trade off is you're going to severely damage your output vs other classes, the Pyro can use the Degreaser, Flare Gun, and Axtinguisher to effectively deal with any class except Demoknights(Targe n Charge) which can be airblasted away and are easy to escape, and other Pyros.

Lol, Pyro's aren't op. You just need to know how to counter them.

Lol, Pyro's aren't op. You just need to know how to counter them.
^ This. Scouts, snipers, heavies, and engineers can take them out easily.

Surprised nobody bothered posting this yet. Things of extra interest @ bottom of this post
Quote
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Weapon Updates
The Shortstop
Reduced extra knockback penalty from 80% to 40%
The Short Circuit
Added Penalty - No longer gain metal from dispensers when active
The Cleaner's Carbine
Changed OnKill effect from gain crits for 3 seconds to gain mini-crits for 8 seconds
Natascha
Added Positive Attribute +50% extra ammo
The Reserve Shooter
Increased clip size from 3 to 4
Time to mini-crit airborne targets changed from 3 to 5
The Beggar's Bazooka
Changed penalty No primary ammo from dispensers to no primary ammo from dispensers when active
The Quick Fix
Fixed the Medic not gaining the proper speed boost when a Demoman uses the Chargin' Targe or Splendid Screen
Weapon Fixes
Fixed deflected projectiles not affecting Strange and Killstreak counts
Fixed the Mini-Sentry range-sphere not accurately displaying the range for the sentry when it is being placed
Fixed the Spy's revolver using the incorrect reload sound
Fixed third-person Medi Gun beams appearing jittery
Fixed the Heavy not playing his response rules lines after eating a Sandvich, Buffalo Steak Sandvich, etc.
Fixed The Half-Zatoichi using the wrong animations for the Loadout screen and the HUD 3D Character
Community Updates
Added the Strongbox Key to the Mann Co. Store
Added 43 community-contributed items to the Strongbox Crate
Added the Tumblr Vs Reddit Participation Medal
Mann vs. Machine
Added Killstreak Fabricators for the following weapons to the Two Cities Tour reward list:
The Lugermorph, The Big Kill, The Iron Curtain, The Frying Pan, The Black Rose, The AWPer Hand, Chargin' Targe, Splendid Screen, and The Mantreads
Fixed an exploit that allowed players to purchase/sell the Canteen Specialist upgrade to get more money than they originally spent
Fixed an exploit where players could stand on a robot's head to block their movement for an easy kill
Fixed players not being able to earn the Frags to Riches achievement if there is money in the world when the mission is completed
Fixed a bug that caused players to not receive an Upgrade Refund Credit when they should have
Fixed the UI not updating properly if an Upgrade Refund Credit is earned after the wave has ended
Quickplay
Added advanced options page, which allows you to search for a few commonly-requested non-vanilla options: 32-player servers, nocrits, and instant/modified respawn times
Added "Show Servers" button to quickplay. This will run the normal quickplay search, but instead of joining the "best" server, it will present a list of about 20 servers and let you pick.
Other Changes
Improved loading of item information panels to prevent hitches when cycling through backpack pages
Use the convar tf_time_loading_item_panels to control how much time is spent per frame loading item panel data.
Fixed Australium items not using the correct images in the Steam Community Market
Added missing payload audio for the Medic, Soldier, Demoman, and Spy
Added the server command "sv_setsteamaccount" for logging in with a persistent game server account using a login token. Login tokens may be acquired via the IGameServersService/CreateAccount web API. Using a login token is not required to run a game server, but allows Steam users to continue to access your game server from their favorites list if your game server changes IP in the future.
Added the game server's SteamID to the output of the status command
Fixed the Killstreak counts not being accurately portrayed in the scoreboard
Fixed seeing the incorrect LOD settings for models when they are being previewed during submission to the Steam Workshop
Fixed a UV/skinning problem on the level 1 sentry
Fixed a problem where "activate virtual reality" doesn't work if you have 2 monitors + headset
Fixed a client crash caused by trying to load an invalid URL
Fixed achievements getting stuck in a completed state and not being awarded to the player
Fixed not hearing hit sounds after a level change when using tf_dingalingaling_repeat_dela y
Fixed the "equipped" label being displayed on incorrect backpack panels when equipping items
Fixed the upper-left backpack panel always being highlighted when equipping items
Fixed player names being clipped by item images in the Freeze Cam and Inspect panels
Updated the equip_region for The Extra Layer
Updated the Blue team material for the Ambassador to be less red
Updated ctf_2fort
Fixed a rendering bug on a silo prop in the skybox area for the Blue base

Things of interest:
"Added the Strongbox Key to the Mann Co. Store"
"Added 43 community-contributed items to the Strongbox Crate"
"Added "Show Servers" button to quickplay. This will run the normal quickplay search, but instead of joining the "best" server, it will present a list of about 20 servers and let you pick."

« Last Edit: February 07, 2014, 02:52:04 PM by Jairo »

that reserve shooter buff
time to make degreaser+reserve shooter even MORE fun