Morning Discussion

Friday, hey there, good to see you. So the Team Fortress 2 Pyro pack was released yesterday, making the servers nearly uni-class for a bit. Watching all the granular changes to the game on the PC, it'll be interesting to see if/when all these updates come en mass to the consoles. Also saw that Atlas announced Master of Monster Lair, if you're hankering for Dungeon Keeper 2 this might scratch the itch. And if you love it, set it free? That's what Take2's Elizabeth Tobey says in regards to BioShock PC no longer having DRM. Just who does she think she is?

ps. Don't forget it's a free Team Fortress 2 weekend!

From The Chatty
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    June 20, 2008 5:30 AM

    I love the pyro now :(

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      June 20, 2008 5:31 AM

      Same here, I had a lot of fun playing the class on pubs last night after I unlocked the weapons.

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        June 20, 2008 5:33 AM

        that compressed air blast is so refreshing to see. No FPS in my mind has made a weapon like that.

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          June 20, 2008 5:39 AM

          Unreal Tournament's Air Hammer?

          The problem was, it was near useless since you had to switch weapons. But since the Pyro's air blast is integrated into the main weapon, you always have that ace up your sleeve.

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          June 20, 2008 5:43 AM

          How exactly does it work? How effective is it? Does it consume ammo? Is there a "cooldown"? etc.

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            June 20, 2008 5:45 AM

            no, it's the 2ndary fire on the regular flamethrower (ie, it doesn't work with the Backburner weapon) and you can use it about every 2 seconds. There's no ammo used. The flare gun, on the other hand, has about... 17 shots? and it has about a 2.5 second reload time?
            As for the airblast effectiveness, you could definitely send a person flying.

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              June 20, 2008 5:47 AM

              Are you sure? I thought it used 15 or 25 ammo from the flamethrower.

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              June 20, 2008 5:48 AM

              air compression takes 25 ammo

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              June 20, 2008 6:02 AM

              What's the effective range on the air blast?

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                June 20, 2008 6:08 AM

                hey why don't you try playing the game 4eyes

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                  June 20, 2008 6:20 AM

                  My source games have been jacked for a while now, not sure why.

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                    June 20, 2008 6:26 AM

                    Have you tried uninstall + wipe + steam reinstall?

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                      June 20, 2008 6:33 AM

                      Not yet. Too lazy (did reinstall local files on the games). I'll get more in-depth with it this weekend.

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                        June 20, 2008 7:54 AM

                        the range is pretty impressive. at least as far as the flames, if not farther.

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            June 20, 2008 5:46 AM

            25 ammo off the flamethrower. There's a bit of a cooldown, like a sec or two so you can't spam it. It's really easy to move people with but takes fairly good timing to reflect a rocket. Otoh, reflections when they work, work really well. I absolutely cannot wait to see this in tourney play, it adds a ton of tactical depth to the class... perhaps more so than any other.

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            June 20, 2008 7:38 AM

            It seems to be hugely effective against demomen (based on the half hour I spent trying to throw grenades and stickies at pyros at lunchtime).

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          June 20, 2008 5:45 AM

          I think the back burner is more useful personally. More health + all back hits are crits? I haven't played too much with the air blast but I bet it will be only marginally useful in real game play.

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            June 20, 2008 5:50 AM

            [deleted]

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            June 20, 2008 5:50 AM

            The back burner is easier, but I think the blast could be better with someone that is really good at it. Blasting an uber'd medic away from a heavy is an amazing ability (assuming you don't get filled with bullets before you can do it).

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              June 20, 2008 7:21 AM

              yesterday I had a lot of fun kocking the medics off the bridge on one of the new maps.

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            June 20, 2008 5:51 AM

            I agree with the back burner being very useful, especially in maps where you can set up ambushes easily, or when it will be used defensively.

            The air blast is an excellent offensive tool. I can see pyros becoming much more effective at "spearheading" offenses and helping to reduce grenade and rocket spam (point 6 of dustbowl, anyone?)

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          June 20, 2008 5:46 AM

          I made an Unreal mod with a friend like that once. It was the shock rifle but every shot blasted you back. The levels were precarious platforms and walkways over lava and shit. Wonder if I've still got it around somewhere actually. It was rough but kinda fun. :)

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          June 20, 2008 5:54 AM

          Thunderwalker for quake 1 had an airfist, I'm not sure how that compares, but it sounds very similar.

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            June 20, 2008 5:55 AM

            The airfist was awesome. It could move everything, even weapon spawns. Not sure if it worked on projectiles though.

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              June 20, 2008 5:57 AM

              It definitely worked on rox, I remember that distinctly.

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            June 20, 2008 6:07 AM

            I miss Thunderwalker so very much

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              June 20, 2008 7:02 AM

              I still keep in touch with a ton of those guys, and am still in my thunderwalker clan.

              Even the TW mailing list has activity once every few months, tho that kinda fell off.

              They actually started putting together weekly games as far as I can tell. Thursday and Saturday nights. I haven't yet played, but it's pretty cool to see.

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          June 20, 2008 7:08 AM

          Painkeep for quake1 had it.

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          June 20, 2008 7:18 AM

          Jedi Knight with force push?

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      June 20, 2008 5:34 AM

      pyro powa!!!!!!

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      June 20, 2008 5:48 AM

      [deleted]

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        June 20, 2008 6:01 AM

        Seriously then I won't feel guilty for playing pyro since it is by far my most played class.

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          June 20, 2008 6:09 AM

          [deleted]

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            June 20, 2008 6:29 AM

            man, you people... I would say that I play "a lot" of TF2, and I haven't even passed 100 hours on my most-played class (sniper). I saw a few with over 200 hours at their respective class!

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        June 20, 2008 7:12 AM

        Don't fan the flames then.

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          June 20, 2008 7:12 AM

          GET IT! FAN THE FLAMES!!!! AHAHAHAHAHAHAHAHAH

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      June 20, 2008 6:03 AM

      I plan to push being a pyro to grind achievements till at least the free weekend is over. It isn't like the pubs will have a good game anyway.

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        June 20, 2008 6:05 AM

        The thing I love about the pyro achievements is that almost all of them are able to be gotten just by playing the game.

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          June 20, 2008 6:07 AM

          Thats why I am even bothering. I use to play the medic a lot but stopped since I refuse to farm achievements and planing a plain medic is just week these days.

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          June 20, 2008 7:13 AM

          The thing I love is that you can get to level 3 in like 15 minutes working with people.

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      June 20, 2008 6:11 AM

      The Hadouken taunt kill is pretty good. It's great fun to try and sabotage people from around corners, especially if they are chasing you.

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        June 20, 2008 6:25 AM

        yes, they need more killing taunts. Nothing more humiliating.

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        June 20, 2008 6:25 AM

        I discovered it doesn't work on turrets. I tried timing it against a level 3 just as the gate opened. It was more like a Hadu-KABLEWEH. I wish i had a movie of it.

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          June 20, 2008 6:26 AM

          It does so, I got my achievement by killing an engie and his turret as they were upgrading

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            June 20, 2008 6:29 AM

            Hm. I guess I'll have to be ubered next time.

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      June 20, 2008 6:28 AM

      flare gun needs a bit of splash dmg, the backburner can be influential, especially in pubs, and its very true to the pyro; the compression thing is a good way to clear stickies -- great idea valve, very fitting -- etc and the axe is deadly if coupled with another pyro, though I'm unsure if the effort and waste of defense or offense is worth it.

      it'll make the tournament interesting. I don't know, I may play pyro, I can adapt pretty easily as all fps's are the same.

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      June 20, 2008 6:28 AM

      can you jump with the compressed air?

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      June 20, 2008 6:48 AM

      Will peeps be doing achievements again on Shacknews Chicago tonight? I came late and was only able to grind out 2-3 achievements before I had to go to bed.

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        June 20, 2008 7:15 AM

        Doing it with 24 people is not wise. Get a group of 6, 3 pyros on one team and 3 other people who are helping get the achievements (helps to get people with the ubersaw to help the uber achievements go faster). Then pick the easy ones, level 3 in 15 minutes.

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          June 20, 2008 7:20 AM

          [deleted]

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            June 20, 2008 7:32 AM

            It was pretty good later on in the evening after 8:00 PM PST. Big thanks to Xevo, Confusion, Head Rush, dumb, proclone, skancore and all the others actually asking what people needed help with instead of just running around burning and axing shit.

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      June 20, 2008 6:57 AM

      I think some points on some pub maps will be come impossible to take with a dedicated engy and pyro combo. Points where you basically had to uber a demo to take them out can now have a pyro just blowing the stickes away before they can do their damage. It will be interesting to see how it changes gameplay.

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      June 20, 2008 7:00 AM

      I got front-burned critical with the backburner several times.

      It's like the front-stab spy thing.

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        June 20, 2008 7:03 AM

        [deleted]

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          June 20, 2008 7:20 AM

          As I said last night in-game, I want face-to-face with a pyro a few times in a row and got crit'ed from a backburner each time from the front. Either the detection is off (face-stab), or I was really unlucky.

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          June 20, 2008 7:39 AM

          I thought the rule for the gun was it can't crit at all from the front. But whatever. I just chalk it up to netcode issues and live with it.

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      June 20, 2008 7:09 AM

      me too. the backburner will mess you up!

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      June 20, 2008 7:13 AM

      the airblast is so FUN. reflecting a crit nade and scoring a kill is the most awesome thing ever.

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      June 20, 2008 7:26 AM

      God Valve is sooooo close to making this game fun, pls just fucking turn the corner and put the gernades back in.

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      June 20, 2008 7:41 AM

      anyone wanna hop on chicago and do some achievements?

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      June 20, 2008 7:45 AM

      backburner = new frontstab, and really, in a game with ridiculously bad melee hit detection why would you have the axtinguisher.

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        June 20, 2008 8:07 AM

        Bad hit detection in a Valve MP game? Say it isn't so!

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          June 20, 2008 8:09 AM

          Its hard to do melee hit detection in any Client-Server MP engine.

          Whatever you do you have problems because of lag or if you try to reduce those lag issues you introduce easy ways to hack the game. Its a lose-lose situation

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            June 20, 2008 8:17 AM

            then dont encourage more stupid melee nonsense.

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            June 20, 2008 8:21 AM

            I think Valve's hit detection has a long history of problems, not just melee weapons.

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              June 20, 2008 8:26 AM

              Quite true. Sniping is a shining example of that =/

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                June 20, 2008 8:32 AM

                I've found that the higher my ping is, the bigger people's heads become.

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                  June 20, 2008 9:43 AM

                  everything gets bigger. the game is easier, I think, with a ping of 140 than it is with 34.

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        June 20, 2008 8:10 AM

        The Backburner doesn't eliminate normal crits which is probably what you're seeing. The back crit detection is quite unforgiving for the Pyro, actually. You really have to be square behind someone to get it.

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          June 20, 2008 8:29 AM

          yeah ive noticed that. the hitbox is like right between the shoulder blades if you can imagine it. There's no diagonal or side to it...you have to be practically running away or unawares of the pyro.

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      June 20, 2008 8:16 AM

      Soldier nerf hijack. Does anyone honestly believe that removing the damage reduction from hitting the ground near yourself as a soldier was actually needed? I just don't get why they would throw this in along with all the pyro updates. It has many more ramifications of just soldier vs pyro balance...

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        June 20, 2008 8:30 AM

        Wait I didnt know anything about this....wait, you mean it hurts less to rocket jump and such?

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          June 20, 2008 8:33 AM

          No. There used to be a damage reduction for soldiers so that if they shot a rocket at the ground near them, it wouldn't hurt them the full amount. It now does. Somehow they managed to keep rocket jumping the same as it always was, so with rocket jumping you still have a damage reduction. But if you were to shoot the ground in front of you to try and kill a scout running around you, it is now going to hurt you much more.

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        June 20, 2008 8:33 AM

        Is that how it works? I thought it said rocket jumps weren't changed, but if you shot an enemy point blank in the face the damage reduction was gone.

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          June 20, 2008 8:34 AM

          This is correct, rocket jumping is NOT affected. Shooting at enemies near you, or the ground near you (while not jumping) is affected. I still don't understand why this was needed though.

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            June 20, 2008 8:43 AM

            [deleted]

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              June 20, 2008 8:46 AM

              That's a good comparison. Setting this whole "fair" business aside, what it should come down to is "Is this change necessary for balance?" I would think that the answer to that question is a resounding NO.

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                June 20, 2008 9:25 AM

                Fully agreed, rocket damage is minimal from a distance so it's clear that the soldier is a short-range opponent. Add this to the newly rocket deflecting ability of the pyro and this change is a bit much. Now, with a future soldier update this may totally flip, but currently this is an unnecessary balance tweak.

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        June 20, 2008 8:36 AM

        damage reduction was removed for the reflected rockets most likely. it doesn't really effect hitting the ground.

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          June 20, 2008 8:39 AM

          Shooting at the ground near you = half your health gone now. If what you say is true then they should have just somehow removed the damage reduction after a rocket gets deflected by a pyro. Not just remove it entirely.

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      June 20, 2008 8:28 AM

      i started playing Pyro as a change up to Medic and started to love the class. even if you are dieing over and over due to the nature of the class, i still loved it.

      i loved going into the thick of the fight and lighting up the crowd to help my team push into the area, only to get the gank about 5 secs into the fight. it was amazingly fun.

      now with these changes, it will be hard to continue to play medic knowing and watching pyros just rip shit up.

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      June 20, 2008 8:36 AM

      I have yet to try it in an actual game, but it looks promising...

      I came back to PC TF2 as a Pyro, I just got to like the class so much when playing the game on the 360. I still pull out the Heavy every once in a while when needed, but the Pyro is my favorite class and I think I will like it even more with these new weapons.

      The airblast is what was sorely needed in the class. Before it, you had no defense if you found yourself in the middle of a long corridor facing an incoming demo man or soldier. It's a wait and see in regards to the backburner, the extra health will come in handy.

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        June 20, 2008 9:14 AM

        I'll say it again, the biggest change to the class was the +50 health. It's makes such a huge difference.

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          June 20, 2008 9:44 AM

          does the backburner do normal damage to other areas? i dont recall the item info saying anything about it.

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            June 20, 2008 11:01 AM

            slightly gimped to the front, massive damage from behind, and extra health

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              June 20, 2008 11:09 AM

              If it's gimped, it's not by a lot because I haven't noticed it at all.

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