I thought they were talking about making the charge faster.
Anyway, one thing we had done on Tightrope was to switch the Booties and Persian Persuader's stats, so that Boots halved your recharge time and Persuader made you turn faster. I could see changing the Persuader into something else entirely and giving boots +25 HP, half charge recharge, and HP from ammo packs, even.
I make video games! Or plan to, anyway.Dear Soldier. If you see that an enemy Pyro is reflecting your rockets back, stop spamming at him and use your shotgun.
...particularly so when there are your teammates between him and you. I swear to God, I got like four or five kills on people that were between me and that poor sap.
grahActually, please do.
Pyros need all the help they can get. Engineers, Adopt a Pyro today!
I don't know if bad players are what Pyro needs. I don't think it should be chained to a sentry nest either.
Like I said, upping Pyro's health to 200 would do wonders and people wouldn't complain as much as they usually do when it comes down to buffing it.
grahI'd make the airblast's hitbox, fire rate and area effect better, personally. It hardly makes you Soldier-proof, as some people seem to think.
Dopants: He meant what he said and he said what he meant, a Ninety is faithful 100%.Well golly gee, my very own doublepost. Might as well use it productively: forget Demos, minis need a nerf like yesterday. To turn speed, methinks. Also, buff the air strike.
edited 28th Aug '14 1:40:20 PM by Ninety
Dopants: He meant what he said and he said what he meant, a Ninety is faithful 100%.Sadly, Valve seems to be heavily opposed to directly modifying anything base about the classes themselves, and only buffing/nerfing weapons.
And I don't think it should be chained to a sentry nest either. But that's what I end up doing most of the time, because the pyro, well... Fire isn't exactly discreet.
edited 26th Dec '14 3:38:08 PM by ultimatepheer
Unless it's Hightower or KOTH map I'm not that bothered with mini-sentries. They're annoying to deal with, but I usually can either ignore them or destroy them before they do any significant damage.
@On topic of Pyro: I honestly think that changing base would be miraculous. Right now Pyro is supposed to be a middle-of-the-road, but it lacks Soldier/Demo's mobility and burst damage, Heavy's resilience, Scout's swiftness and ambushing potential and in a game filled with so heavily specialized classes it just doesn't do if it's only gimmick is "lit Spies alight". Doubly so if their weapons get nerfed with each consecutive patch - even though Axtinguisher probably deserved that nerf.
Speaking of Spies, oh dear God, can Spycicle be nerfed already? That weapon has no downside whatsoever. Well, no real downside - missing a knife for a couple of seconds why you can basically get away with shit you wouldn't be able to with any other knife - at least.
edited 28th Aug '14 1:49:24 PM by FergardStratoavis
grahThe spycicle's downside is supposed to be the fact that it leaves a frozen statue behind to alert the enemy team that there is a spy. Which honestly doesn't amount to much.
edited 28th Aug '14 2:12:53 PM by Spirit
#IceBearForPresidentWell, it is a backstab. So yeah, leaving a statue behind your team doesn't help when the Spy's still there, picking off people one by one.
grahSee, in all non-KOTH (or Hightower) maps the mini-sentries will only ever need to point one way. So nerfing their turn speed in order to make them not broken on KOTH would be perfectly fine.
Dopants: He meant what he said and he said what he meant, a Ninety is faithful 100%.The Pyro's biggest problem in competitive is that he doesn't have reliable mid-range damage. Yeah, you can reflect projectiles but there's not much you can do against scouts unless you pull out your secondary. Even with reflects, it's not consistent enough. Unfortunately, there's not much you can do to help pyro without changing his core design philosophy or making him ridiculously powerful close-range, which is no fun.
But that would make the pushing back ability better as well, which is already good enough. I think it would be better to instead make the deflection "stay around" in the area for like half a second to make it easier to deflect, especially at close range.
Runs the risk of making them OP against Soldiers and Demos, though. HAHA WHAT THE FUCK AM I SAYING
Dopants: He meant what he said and he said what he meant, a Ninety is faithful 100%.This can only be a good thing. Something needs to be able to stop a soldier/demo spam.
edited 29th Aug '14 11:41:27 AM by Spirit
#IceBearForPresidentI'd still like to see my idea of the Pyro having an inherent "Mmph" meter as a class feature, though not as powerful as the Plog's. Something where the more fire damage you deal, you build up the meter of course, and upon activating it, you get... like, some regenerating health during the Mmph, and mini-crits for a few seconds. Maybe even an upgrade in speed, or better yet, your Flamethrower is given an extended reach during that time.
The Phlog would have to change a little, though I'm not sure if it'd have to be nerfed or powered up, depending on how similar it would be to the "stock" Mmph.
I'm pretty sure the concept of Law having limits was a translation error. -WanderlustwarriorI played for the first time today. It's a lot of fun and much easier than I thought it would be. I don't have a favorite character yet.
Looking for some stories?Have fun.
"Monsters are tragic beings. They are born too tall, too strong, too heavy. They are not evil by choice. That is their tragedy."Need any tips?
Dopants: He meant what he said and he said what he meant, a Ninety is faithful 100%.Not at the moment. Shooting at whatever moves and is dressed in the opposite colors seems to be working well enough.
Looking for some stories?You need to shoot at the same color pretty often too. Damn Spies.
You cannot firmly grasp the true form of Squidward's technique!"Shoot anything that moves" is pretty good basic advice. But you should also shoot things that don't move, like Snipers.
This place is careless.Oh, and stay the hell away from Pyros. I got killed by one of those three or four times in a row.
Looking for some stories?If you have problems with Pyros, I believe Heavies are their biggest counter (that said, it's not foolproof).
You'd have to be careful increasing the Demoknight's general speed. In my opinion the Demoknight should be underpowered, at least compared to better "ambushing" classes, like Spy or Pyro. If you make Demoknight too fast, you've really hurt classes like Pyro who already have some decent trouble warding off Demoknights - bad enough that almost half of them have complete afterburn resistance, even worse if they can (possibly/nearly) keep up with you in a footrace.
Besides, that's what charging is there for, to catch up with classes you can't reach. And wouldn't slapping metal to your feet only make you slower?
Maybe the Booties could add extra damage reduction, but I wouldn't want to see that in a world where the Tide Turner already has any damage reduction as it is. (In my opinion, it shouldn't have any, considering how offensively powerful it is, and how it often means quick escapes.)
I'm pretty sure the concept of Law having limits was a translation error. -Wanderlustwarrior