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Meet the Broken Flamethrower
1
#1
0 Frags +

An overview of flamethrower issues mostly related to the ramp-up system which was introduced in the Blue Moon update

https://www.youtube.com/watch?v=JqaI5LhNalk

An overview of flamethrower issues mostly related to the ramp-up system which was introduced in the Blue Moon update
[youtube]https://www.youtube.com/watch?v=JqaI5LhNalk[/youtube]
2
#2
6 Frags +

new jediflamaster

new jediflamaster
3
#3
6 Frags +

but everyone was so happy when the update came out, the flames were shinier, couldn´t and cant see shit with them, the jetpack was game changing (by that i assumed the shitty movement was a thing never before seen in this game), the dragon fury was a mini rocket launcher that was so fun to play with, despite completely destroying frametimes and fps, the airblast inconsistencies were almost fully gone, i´ve lost count to the amount of times ive seen pyros airblast rockets with their backs turned to them and the overall opinion was that the class was so much better
but everyone was so happy with valve with the update for a througly remarkable effort
theres always hope in this community, maybe next update is the one ...
glad to see shit like this exposed with details

but everyone was so happy when the update came out, the flames were shinier, couldn´t and cant see shit with them, the jetpack was game changing (by that i assumed the shitty movement was a thing never before seen in this game), the dragon fury was a mini rocket launcher that was so fun to play with, despite completely destroying frametimes and fps, the airblast inconsistencies were almost fully gone, i´ve lost count to the amount of times ive seen pyros airblast rockets with their backs turned to them and the overall opinion was that the class was so much better
but everyone was so happy with valve with the update for a througly remarkable effort
theres always hope in this community, maybe next update is the one ...
glad to see shit like this exposed with details
4
#4
-7 Frags +

Honestly can't agree with anything except the wall related stuff.
I clearly remember patchnotes indicating that damage would depend on how many flame particles hit a target in a tick, which is the recurring problem you meet in all of your points.
There's no way to have the source engine manage hundreds of short-lived slow particles and be consistent about it.
The last bit where you compare flailing mouse vs almost not hitting a target was even more frustrating because VALVe did take care of the issue that would appear if you flailed your mouse.
You compared extremes, aka always half-missing and dealing 6/tick or flailing and dealing ~8/tick. There's nothing broken in this scenario, you can't maximize damage by flailing but you can by tracking properly. On average, tracking will always let you deal more damage.
I don't understand why you get upset at a -6 appearing in your damage numbers when you clearly do miss the target when those appear.

The issues of flames hitting the wall and not dealing damage are shitty but I don't expect them to fix it.
The issues of flames not hitting a player that's too close have always plagued every other class and weapon (and at much worse outcomes) and they have never been fixed.

It's the flamethrower, for god's sake.

Honestly can't agree with anything except the wall related stuff.
I clearly remember patchnotes indicating that damage would depend on how many flame particles hit a target in a tick, which is the recurring problem you meet in all of your points.
There's no way to have the source engine manage hundreds of short-lived slow particles and be consistent about it.
The last bit where you compare flailing mouse vs almost not hitting a target was even more frustrating because VALVe did take care of the issue that would appear if you flailed your mouse.
You compared extremes, aka always half-missing and dealing 6/tick or flailing and dealing ~8/tick. There's nothing broken in this scenario, you can't maximize damage by flailing but you can by tracking properly. On average, tracking will always let you deal more damage.
I don't understand why you get upset at a -6 appearing in your damage numbers when you clearly do miss the target when those appear.

The issues of flames hitting the wall and not dealing damage are shitty but I don't expect them to fix it.
The issues of flames not hitting a player that's too close have always plagued every other class and weapon (and at much worse outcomes) and they have never been fixed.

It's the flamethrower, for god's sake.
5
#5
-2 Frags +

So your point on the "-4" damage showing up in the ~4 min area actually has nothing to do with base flamethrower damage that's afterburn tick damage which on stock flamethrower happens to be 4 damage. You do take your crosshair off the enemy quite often so some of those damage numbers are probably similar to the wall bug damage you showed. That and when you're above a player and the flames are bouncing off the ground...

Plus what about the bug where you only need to keep your crosshair on someone for ~5% of the time to do ~75% of the DPS???

https://clips.twitch.tv/EnthusiasticOpenAlmondKappaPride

So your point on the "-4" damage showing up in the ~4 min area actually has nothing to do with base flamethrower damage that's afterburn tick damage which on stock flamethrower happens to be 4 damage. You do take your crosshair off the enemy quite often so some of those damage numbers are probably similar to the wall bug damage you showed. That and when you're above a player and the flames are bouncing off the ground...

Plus what about the bug where you only need to keep your crosshair on someone for ~5% of the time to do ~75% of the DPS???

https://clips.twitch.tv/EnthusiasticOpenAlmondKappaPride
6
#6
3 Frags +

ye pyro's fucked no shit. before update it was random flame distance. now its random flame damage.
maybe send this to delfy so he can make a video and valve will fix this in 3 days. otherwise its years of waiting.

ye pyro's fucked no shit. before update it was random flame distance. now its random flame damage.
maybe send this to delfy so he can make a video and valve will fix this in 3 days. otherwise its years of waiting.
7
#7
3 Frags +

At least this guy gives a visual reminder of how this thing works again

At least this guy gives a visual reminder of how this thing works again
8
#8
4 Frags +

delet pyro

delet pyro
9
#9
0 Frags +
yahooye pyro's fucked no shit. before update it was random flame distance. now its random flame damage.
maybe send this to delfy so he can make a video and valve will fix this in 3 days. otherwise its years of waiting.

Why do you think i stopped liking pyro as much post blue moon, my retard way of waddling forward on upward last knowing flame mojo pre-jungle inferno was more reliable and effective, than getting ubered and retard waddle post blue moon and not being able to kill anything because every particle was hitting a wall as well. i brought it up post blue moon update, but most players in general ignored it becuase they got rid of the one particle doing gazillion damage, which was what most players had an issue with.

[quote=yahoo]ye pyro's fucked no shit. before update it was random flame distance. now its random flame damage.
maybe send this to delfy so he can make a video and valve will fix this in 3 days. otherwise its years of waiting.[/quote]

Why do you think i stopped liking pyro as much post blue moon, my retard way of waddling forward on upward last knowing flame mojo pre-jungle inferno was more reliable and effective, than getting ubered and retard waddle post blue moon and not being able to kill anything because every particle was hitting a wall as well. i brought it up post blue moon update, but most players in general ignored it becuase they got rid of the one particle doing gazillion damage, which was what most players had an issue with.
10
#10
1 Frags +

a broken shooting mechanic in tf2?

*laughs in staircase*
*laughs in sparks*
*laughs in pan sound*

a broken shooting mechanic in tf2?

*laughs in staircase*
*laughs in sparks*
*laughs in pan sound*
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