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What do you all want out of the Pyro update?
1
#1
0 Frags +

Now the Pyro Update has been confirmed, what would you guys want out of the update aside from fixing "flamethrower mojo" and all of the associated broken aspects?

For my 2 cents, I think the largest problem with pyro is the fact that all of it's unlocks make it a very scatter-brained class with no real job on the battle field. It's being pulled to be a flanker, a defender, and a supporter all at once. It's basic design points to a flanker playstyle, but it lacks the mobility or raw firepower (pun not intended) of the other flankers. In the current meta, it works as a defender in a heavy uber disadvantage on last.

So if you were in charge of this update, what would your patch notes for pyro look like?

Now the Pyro Update has been confirmed, what would you guys want out of the update aside from fixing "flamethrower mojo" and all of the associated broken aspects?

For my 2 cents, I think the largest problem with pyro is the fact that all of it's unlocks make it a very scatter-brained class with no real job on the battle field. It's being pulled to be a flanker, a defender, and a supporter all at once. It's basic design points to a flanker playstyle, but it lacks the mobility or raw firepower (pun not intended) of the other flankers. In the current meta, it works as a defender in a heavy uber disadvantage on last.

So if you were in charge of this update, what would your patch notes for pyro look like?
2
#2
33 Frags +

new voice lines

new voice lines
3
#3
53 Frags +

Pyro
- Removed from the game.
-All items for pyro have now been changed into various 6's classes weapons.and hats.

On a serious note fix the class flame hitboxes and airblast.

Pyro
- Removed from the game.
-All items for pyro have now been changed into various 6's classes weapons.and hats.

On a serious note fix the class flame hitboxes and airblast.
4
#4
30 Frags +

Exact flamethrower hit reg.

Exact flamethrower hit reg.
5
#5
14 Frags +

Flamethrowers unaffected by ping and airblast that doesn't fully stop you.

Flamethrowers unaffected by ping and airblast that doesn't fully stop you.
6
#6
10 Frags +

Removed from game

Removed from game
7
#7
22 Frags +

lg-esque flamethrower with limited range less damage the farther from the flame's source you are
fix airblast

lg-esque flamethrower with limited range less damage the farther from the flame's source you are
fix airblast
8
#8
0 Frags +

I'm moreso asking about what niche you would give pyro and how so? Also, what would you do to raise the skill cap and not make pyro cancer to fight.

I'm moreso asking about what niche you would give pyro and how so? Also, what would you do to raise the skill cap and not make pyro cancer to fight.
9
#9
4 Frags +

the other day a pyro was on my left in pregame, i rocket jump off a wall on my right with a direct hit, he reflects and the rocket hits me. another time im playing scout running away from one and the airblast actually slows me down. fixing stuff like those two would be a start

the other day a pyro was on my left in pregame, i rocket jump off a wall on my right with a direct hit, he reflects and the rocket hits me. another time im playing scout running away from one and the airblast actually slows me down. fixing stuff like those two would be a start
10
#10
63 Frags +

make airblast a cone so you actually have to aim it
make airblast additve to momentum, so that it doesnt replace your current momentum
make all flamethrowers lightning guns so you have to aim

make airblast a cone so you actually have to aim it
make airblast additve to momentum, so that it doesnt replace your current momentum
make all flamethrowers lightning guns so you have to aim
11
#11
6 Frags +

significantly decrease the ROF of airblast, lower afterburn time to a couple seconds (or scale up afterburn time the longer the target is being hit directly), and buff the detonator so pyros can actually flare jump

significantly decrease the ROF of airblast, lower afterburn time to a couple seconds (or scale up afterburn time the longer the target is being hit directly), and buff the detonator so pyros can actually flare jump
12
#12
-8 Frags +

Airblast cooldown + range decrease

Im fine with literally anything else

Airblast cooldown + range decrease

Im fine with literally anything else
13
#13
10 Frags +

for real though less piss easy combo bullshit and more aimy stuff. If pyro had a halfway decent skill curve then they could actually buff him without worrying about him destroying pubs or being an annoying plague.

for real though less piss easy combo bullshit and more aimy stuff. If pyro had a halfway decent skill curve then they could actually buff him without worrying about him destroying pubs or being an annoying plague.
14
#14
-2 Frags +

bring back the old flamecone, ive had people stand right next to me not taking damage with the flamethrower since the last update, and its pretty fucking retarded

bring back the old flamecone, ive had people stand right next to me not taking damage with the flamethrower since the last update, and its pretty fucking retarded
15
#15
18 Frags +

make the flamethrower like the lightning gun from quake and have bigger airblast cooldown

make the flamethrower like the lightning gun from quake and have bigger airblast cooldown
16
#16
7 Frags +

airblast should push in the same way rockets or pipes do instead of stalling you

airblast should push in the same way rockets or pipes do instead of stalling you
17
#17
-3 Frags +

more hats

more hats
18
#18
14 Frags +

airblasted rockets + grenades shouldnt be minicrits

im already almost guaranteed to be directed with the projectile w/ little effort produced from the attacker, why make it 130 damage

airblasted rockets + grenades shouldnt be minicrits

im already almost guaranteed to be directed with the projectile w/ little effort produced from the attacker, why make it 130 damage
19
#19
5 Frags +

consistent flamethrower (not affected by connection)
performance improvements
an airblast hitbox that is not a square

consistent flamethrower (not affected by connection)
performance improvements
an airblast hitbox that is not a square
20
#20
3 Frags +
ZootSuitRiotermake airblast a cone so you actually have to aim it
make airblast additve to momentum, so that it doesnt replace your current momentum
make all flamethrowers lightning guns so you have to aim
owlsignificantly decrease the ROF of airblast, lower afterburn time to a couple seconds (or scale up afterburn time the longer the target is being hit directly), and buff the detonator so pyros can actually flare jumpGazAirblast cooldown + range decrease

Im fine with literally anything else
Kavfor real though less piss easy combo bullshit and more aimy stuff. If pyro had a halfway decent skill curve then they could actually buff him without worrying about him destroying pubs or being an annoying plague.biskuitmake the flamethrower like the lightning gun from quake and have bigger airblast cooldownpanda106airblast should push in the same way rockets or pipes do instead of stalling youfahrenheitairblasted rockets + grenades shouldnt be minicrits

im already almost guaranteed to be directed with the projectile w/ little effort produced from the attacker, why make it 130 damage

these are the best ideas

[quote=ZootSuitRioter]make airblast a cone so you actually have to aim it
make airblast additve to momentum, so that it doesnt replace your current momentum
make all flamethrowers lightning guns so you have to aim[/quote]

[quote=owl]significantly decrease the ROF of airblast, lower afterburn time to a couple seconds (or scale up afterburn time the longer the target is being hit directly), and buff the detonator so pyros can actually flare jump[/quote]

[quote=Gaz]Airblast cooldown + range decrease

Im fine with literally anything else[/quote]

[quote=Kav]for real though less piss easy combo bullshit and more aimy stuff. If pyro had a halfway decent skill curve then they could actually buff him without worrying about him destroying pubs or being an annoying plague.[/quote]

[quote=biskuit]make the flamethrower like the lightning gun from quake and have bigger airblast cooldown[/quote]

[quote=panda106]airblast should push in the same way rockets or pipes do instead of stalling you[/quote]

[quote=fahrenheit]airblasted rockets + grenades shouldnt be minicrits

im already almost guaranteed to be directed with the projectile w/ little effort produced from the attacker, why make it 130 damage[/quote]

these are the best ideas
21
#21
23 Frags +
  • Fix flamethrower "mojo". This will make pyro less frustrating to play as, and play against, as the damage dealing and range will be more consistent, reliable, and predictable. If this is properly fixed (get sigsegv's approval and testing), the flamethrower's range could then be increased slightly to make the class a bit more dangerous (but not deadly) at mid range.
  • Airblast no longer stops player movement, instead, it adds a new momentum (for instance, if a player is running from right to left on your screen and you airblast them, they will continue moving left, while also being pushed back). This will make pyro less frustrating to play against by allowing skillful movement on your part to be used to escape damage.
  • All pyro melees give the powerjack's movement speed increase while deployed. Pyro is a close range dm and general support class, but is too slow to get in range to do damage and transition between areas of the map. This has been one of the major factors holding the class back in 6s and 5cp play. This will also allow the powerjack to be a stylistic choice with (more than current) healing on kill, rather than a must-equip weapon.
  • Add a new primary or secondary weapon that gives pyro the option to play a heavily support-oriented role, while sacrificing some deathmatch capabilities. DO NOT let this be annoying and frustrating to play against- it should not negate skillful play by the enemy team. Very vague but I think there could be some ways to explore this idea.
  • Add a new primary weapon that gives pyro the option to sacrifice close-range DPS in favor of close-mid range DPS that is only reliably achieved with accurate tracking. A lot of people in the competitive community have talked about the idea of a quake-like lightning gun, this is an idea worth exploring.
  • Add a new secondary weapon primarily for casual play, which is fun to use and rewards creativity, but is not frustrating to play against. This is really vague, but just something fun and interesting for people to play around with, without being so strong it greatly affects competitive 6s gameplay.
  • This: A reskin for either the Sandvich or Dalokohs bar. Vintage quality for players who voted Heavy, regular random drop quality for all players from here on out. Just a nice way to acknowledge people who wanted new stuff for heavy. Reddit will love it.
  • Some awesome new pyro/fire themed weapon skins
  • NEW VOICE CODEC. There is a huge amount of latency that makes the current voice communication almost useless in fast-paced competitive play.
  • More optimization

I know we won't get everything we want, but those are just some ideas and things I want. I'd also strongly urge Valve to consult with MULTIPLE high-level competitive players on any new weapons added to the game, as they could potentially have effects on competitive TF2 that are unforeseen by the development team.

[list]
[*] Fix flamethrower "mojo". This will make pyro less frustrating to play as, and play against, as the damage dealing and range will be more consistent, reliable, and predictable. If this is properly fixed (get sigsegv's approval and testing), the flamethrower's range could then be increased slightly to make the class a bit more dangerous (but not deadly) at mid range.
[*] Airblast no longer stops player movement, instead, it adds a new momentum (for instance, if a player is running from right to left on your screen and you airblast them, they will continue moving left, while also being pushed back). This will make pyro less frustrating to play against by allowing skillful movement on your part to be used to escape damage.
[*] All pyro melees give the powerjack's movement speed increase while deployed. Pyro is a close range dm and general support class, but is too slow to get in range to do damage and transition between areas of the map. This has been one of the major factors holding the class back in 6s and 5cp play. This will also allow the powerjack to be a stylistic choice with (more than current) healing on kill, rather than a must-equip weapon.
[*] Add a new primary or secondary weapon that gives pyro the option to play a heavily support-oriented role, while sacrificing some deathmatch capabilities. DO NOT let this be annoying and frustrating to play against- it should not negate skillful play by the enemy team. Very vague but I think there could be some ways to explore this idea.
[*] Add a new primary weapon that gives pyro the option to sacrifice close-range DPS in favor of close-mid range DPS that is only reliably achieved with accurate tracking. A lot of people in the competitive community have talked about the idea of a quake-like lightning gun, this is an idea worth exploring.
[*] Add a new secondary weapon primarily for casual play, which is fun to use and rewards creativity, but is not frustrating to play against. This is really vague, but just something fun and interesting for people to play around with, without being so strong it greatly affects competitive 6s gameplay.
[*] [url=https://www.reddit.com/r/tf2/comments/4y0qsn/an_item_i_want_added_in_the_upcoming_pyro_update/]This:[/url] A reskin for either the Sandvich or Dalokohs bar. Vintage quality for players who voted Heavy, regular random drop quality for all players from here on out. Just a nice way to acknowledge people who wanted new stuff for heavy. Reddit will love it.
[*] Some awesome new pyro/fire themed weapon skins
[*] NEW VOICE CODEC. There is a huge amount of latency that makes the current voice communication almost useless in fast-paced competitive play.
[*] More optimization
[/list]

I know we won't get everything we want, but those are just some ideas and things I want. I'd also strongly urge Valve to consult with MULTIPLE high-level competitive players on any new weapons added to the game, as they could potentially have effects on competitive TF2 that are unforeseen by the development team.
22
#22
4 Frags +

Make flamethrower an LG

Make flamethrower an LG
23
#23
-9 Frags +

gender reveal xD

gender reveal xD
24
#24
-9 Frags +

'

'
25
#25
3 Frags +

actually good weapon balancing

oh wait they're only balancing the pyro this update

actually good weapon balancing

oh wait they're only balancing the pyro this update
26
#26
8 Frags +

Make airblast not reset momentum but instead add to it.

Also fix flame inconsistency.

Make airblast not reset momentum but instead add to it.

Also fix flame inconsistency.
27
#27
1 Frags +
Bleghfuricactually good weapon balancing

oh wait they're only balancing the pyro this update

I doubt that's true. Some other changes to broken weapons I'd like to see: (obviously there are more weapons that need to have huge changes in order to be acceptable in competitive play)

  • Darwin's danger shield bullet resistance only applies on non-critical hits
  • Pomson no longer has any ubercharge drain effect
  • Sandman takes away even more health, and stuns its targets for much shorter amounts of time
  • Atomizer should gain some sort of passive effect- currently, the -10 health on third jump is laughably irrelevant, as you can use it to avoid 100 damage rockets easily. Instead, maybe with the atomizer equipped (not just active), the scout can no longer receive any overheal? idk. Something is needed.
  • The vita-saw should have a much larger health penalty. 10 is tiny in exchange for free uber advantage
  • eviction notice / GRU no longer stacks with whip AT ALL. Currently, with whip and GRU, heavies can get to mid as fast as scouts lol
[quote=Bleghfuric]actually good weapon balancing

oh wait they're only balancing the pyro this update[/quote]
I doubt that's true. Some other changes to broken weapons I'd like to see: (obviously there are more weapons that need to have huge changes in order to be acceptable in competitive play)

[list]
[*] Darwin's danger shield bullet resistance only applies on non-critical hits
[*] Pomson no longer has any ubercharge drain effect
[*] Sandman takes away even more health, and stuns its targets for much shorter amounts of time
[*] Atomizer should gain some sort of passive effect- currently, the -10 health on third jump is laughably irrelevant, as you can use it to avoid 100 damage rockets easily. Instead, maybe with the atomizer equipped (not just active), the scout can no longer receive any overheal? idk. Something is needed.
[*] The vita-saw should have a much larger health penalty. 10 is tiny in exchange for free uber advantage
[*] eviction notice / GRU no longer stacks with whip AT ALL. Currently, with whip and GRU, heavies can get to mid as fast as scouts lol
[/list]
28
#28
-2 Frags +

A girlfriend

A girlfriend
29
#29
-3 Frags +
CitricBleghfuricactually good weapon balancing

oh wait they're only balancing the pyro this update
I doubt that's true. Some other changes to broken weapons I'd like to see: (obviously there are more weapons that need to have huge changes in order to be acceptable in competitive play)
  • Darwin's danger shield bullet resistance only applies on non-critical hits
    (...)

Valve should take away the bullet resist from the DDS (and reduce the explosive vulnerability I guess) and apply it to the Sydney Sleeper, while taking away the faster charge rate.

[quote=Citric][quote=Bleghfuric]actually good weapon balancing

oh wait they're only balancing the pyro this update[/quote]
I doubt that's true. Some other changes to broken weapons I'd like to see: (obviously there are more weapons that need to have huge changes in order to be acceptable in competitive play)

[list]
[*] Darwin's danger shield bullet resistance only applies on non-critical hits
(...)
[/list][/quote]
Valve should take away the bullet resist from the DDS (and reduce the explosive vulnerability I guess) and apply it to the Sydney Sleeper, while taking away the faster charge rate.
30
#30
-3 Frags +

1)Proper hit reg.
2) Make airblast act like a wall, so it doesn't pop people up in the air, it just stops them from advancing further. This is good for uber denial (especially if it's paired with a slight damage reduced vulnerability for the pyro), but prevents the utterly stupid airblast and easy crit combo.
3) other shit

1)Proper hit reg.
2) Make airblast act like a wall, so it doesn't pop people up in the air, it just stops them from advancing further. This is good for uber denial (especially if it's paired with a slight damage reduced vulnerability for the pyro), but prevents the utterly stupid airblast and easy crit combo.
3) other shit
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