![]() The Heavy Shield people are saying would happen would be really cool if they made it similar to the Medic's Shield in MvM but smaller and maybe doesn't destroy projectiles but rather has them stick to the shield when active so things like Rockets and grenades will still hurt the heavy but protect those behind him.Īlright, that's a fair argument, if that hasn't been the case for every argument I've seen. Also, give the user a buff on fully eating the Sandvich like a 5 HP per second for 10 seconds after fully eating it. A good fix in my opinion is to remove the switch speed nerf, give it a 50% damage boost vs burning target rather than Crit or Mini-crit damage, However, being hit extinguishes enemies, no random crits nor can gain crit or mini-crits from other sources (Kritzkrieg, Buff Banner etc.)ġ) Miniguns are ALL more accurate, this pretty much makes the "Rage Heavy" A thing of the past while rewarding good tracking, even at further rangeĢ) Return of the Sandvich Drop, The heavy used to be able to drop the sandvich and then walk over it for a quick heal and In my opinion it should return, however, only heals 100 HP when done this way and heals the full 300 HP when eaten normally. It's an interesting mechanic I feel barely rewards the player for pulling it off but also forces the patient to protect the medic from the second shot rather than being ignited and doing fuck all damage so they can walk it off.ġ0) Fix the Axtinguisher, The slower firing speed I understand but the switch speed was pretty brutal and has curb stomped it into the ground, which is a shame. Essentially this gives the Scorch shot viability vs Med combos where you can launch a scorch shot off the patient and then it bounces off to ignite the medic. Pyroland was an interesting gimmick but now it's pretty much dead, Valve should make the Lolichop and Rainblower it's own weapons with their own stats nowĦ) Reserve Shooter only Minicrits targets that YOU launchħ) Backwards reflecting THANK YOU FOR FINALLY FIXING THISĨ) Half the flame tick time but reduce the flame tick damage to 50%ĩ) Scorch Shot crits if the flare hits multiple targets. Also have it so it detonates on contact tooĥ) Pyroland weapons. Maybe Mini-crit flames if you hit someone again. The detonator should have similar jumping abilities as the rocket jumper but remove all damage in general but rather all the detonator can do is ignite, that's it, no extra damage. Allowing the Pyro to shut out certain flanking routes or to secure areas and lock down enemies more than he does currently.Ĥ) Detonator Detonator Detonator, how I love thee but it's still shit. Give every flamethrower (maybe barring the Phlog because fuck the Phlog) the ability to create lines of fire on surfaces that linger for 2 seconds before fading out. A simple fix is to make the flamethrower similar to a hitscan weapon where it relays information to the server saying "Is there an enemy in front of me? If yes then set them on fire, how far away is said enemy? Well here's how much damage it deals" but have the damage fall off much more brutal at a set range.ģ) Lingering Fire. The flamethrower generates multiple boxes that move randomly and if those boxes hit an enemy player then they're ignited, however, the range and direction of these boxes are also random meaning you can have instances of where you've got your degreaser up a Scout's ass but still not igniting him. Even if they made the Pyro move at the same speed as the Medic, I feel this would cover itself in terms of movement.Ģ) Fix the fucking flamethrower, The physics of the flamethrower is utterly fucked and from trying to reverse engineer the flamethrower coding, the main problem is that it's overly complected. Complaining aside, the Pyro needs a boost in speed to cover it's biggest weakness that is, being unable to do anything at long range unless you can get a lucky flare or something. I do not for the life of me understand why the Spy can now Outspeed the Medic normally. The Heavy on the other hand, I feel only needs a few changes to actually make it as Solid as the other classesġ) Movespeed boost in general. For a class to be based around offences the Pyro is pretty much been shoved to Support due to the other class changes. ![]() Things like the Airblast, Powerjack and what have you and to put it bluntly, The Pyro is now a Frankenstien's monster of balancing and bugs. ![]() That and honestly? The pyro is a balancing mess right now where Valve has tried and given up numerous times to keep the Pyro up to speed with the other classes. As a now ex- Pyro player, I'm naturally biased towards the Pyro. ![]()
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