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 2932898 times)

I don't even "main" anything, I just play whatever I feel like at the moment.

I don't even "main" anything, I just play whatever I feel like at the moment.
1 death of scout and the whole round as rage heavy


pageloss
i can't remember exactly
I think its where you view your stats in TF2 you can reset them.


1 death of scout and the whole round as rage heavy
that happens occasionally

Process of me playing pyro:
Minute 1: Our team needs a pyro right now.
Minutes 2-6: Wow it's actually kind of hard for me to kill anyone without feeling like trash (m1 or flaregun)
Minute 7: I'm better than this time to play demo
yeah its hard for me to not feel like a big clump of stuff on the enemy team's doorstep as the flame blast class

the problem with pyro is that valve gave it way too many High Powered gimmicks
the same can be said for demoman with the whole demoknight subclass but thats far weaker than the pyro gimmicks

the problem with pyro is that valve gave it way too many High Powered gimmicks
the same can be said for demoman with the whole demoknight subclass but thats far weaker than the pyro gimmicks
The Pyro IS an offensive class, and it only does the best damage mid-to-low range, so they thought making his flames stronger would balance that. I have too agree with Valve on that one.

The flames light you up from 30 feet away, dont forget the flare gun too. And theres pretty much no area in tf2 thats "long range" where pyro cant sprint to in a few seconds

Idea for a tide turner name and desc
"Coaltown Traffic"
"I've been accused of crit-and-runs"
Joke explanation for the bigdumbs

The flames light you up from 30 feet away, dont forget the flare gun too. And theres pretty much no area in tf2 thats "long range" where pyro cant sprint to in a few seconds
Don't know about you, but I can just BARELY reach mid-range with the flamethrowers.
And theres pretty much no area in tf2 thats "long range" where pyro cant sprint to in a few seconds
Then blame the maps and not the class...?

In all serious, if there needs to be a change on how the Pyro works, it should be by making a steeper distance-damage ramp for all the flamethrowers. From just barely coming in contact with the flames, the flamethrower should be doing something like 3 damage per particle, not 4, nor should they combust into afterburn from that far away. If not that, make the flamethrower overheat and chew up more metal as it burns.

also make afterburn dependant on how long the target was hit by the flamethrower.

Idea for a tide turner name and desc
"Coaltown Traffic"
"I've been accused of crit-and-runs"
Joke explanation for the bigdumbs
"back in my day we used controllers"

For the first time (that I can recall anyways) I managed to nail 4 Scattergun shots at point blank against 3 different enemies and killed them all(one was a DR spy who fake died and then died for real from the second shot) and they all registered! I have no idea why the Scattergun is near impossible to have register consistently at point blank.