Back to the days when setting someone on fire was actually a good idea.
When you could reliably score kills once you managed to get into melee range with enemies.
When Pyros were dangerous chaos-spreaders.
Wait, when did the Pyro have the Flamethrowers' damage lowered? That was two years ago, right?
I have a message from another time...Flamethrower major changes went like this:
- June 2008 (Pyro Update): Airblast was added (30 ammo) and damage falloff was reduced, giving it better range.
- April 2010: 20% damage decrease, afterburn reduced from 10 seconds to 6, airblasting cooldown time reduced by 1/4, airblasted projectiles started mini-critting
- May 2010: Half of previous damage decrease restored, afterburn decrease completely negated
- September 2010: Airblasting moves stickies twice as far
Cycling through stranges is about what I expected, but I'm surprised they're doing this when there are 5 default* and 6 achievement* weapons left. At least the shotgun was a multiclass weapon.
edited 23rd Feb '12 6:54:27 PM by thatother1dude
Flame shield, activate!
I really don't care for Fire and such in TF 2. There, I said it.
Afterburn is not reliable, in any way shape or form. Ambushing People with the flamethrower and just straight up burning them to death is mindless to me, for the most part. I much prefer setting somebody ablaze, juggling them about, and then crit flaring them. Those are some of the best feeling kills. Their some of the few that I feel I truly earned instead of just mindlessly going at it or relying on muscle memory.
I like being able to negate an Uber, especially Soldier and Demomen Ubers, and saving a Sentry Nest/Farm in the process. I feel like a real credit to team having done that. If I didn't have airblast, I wouldn't of been able to do a damn thing to save my team's ass.
Plus, being able to kill a Soldier with his own damn spam makes me happy.
...I just like my Strange Flamethrower and Strange Shotgun-combo. I Axtinguish when I can, but I have much more fun with harassing people with flames.
Join us in our quest to play all RPG video games! Moving on to disc 2 of Grandia!Pyros need a better secondary.
Like, a Enforcer/Shotgun hybrid.
edited 24th Feb '12 10:10:53 AM by Vorpy
Troper PagePEOPLE. Click this.
edited 24th Feb '12 1:05:59 PM by LongShortBrownHairedBoy
Drew my avatar myself on Paint. Clearly I am PROUD -_- Got a YouTube

Well, That's how I know it's done in a lot of areas of math. It has to be specifically programmed so that it works like that, otherwise it WOULD round down.
Also, I don't think it's worth it, ever. The pistol fires fast as shit, so the 'burst' damage is pointless. If you have decent aim, you can get 10 or so shots into an enemy in just a few seconds. So your just forced to reload more, and do less damage OVERALL, which is usually a bad thing.
A Scout with the Winger can pick off that Medic in his five shots, sure. Put he doesn't have anything to scare off that spamming Demoman with, at least without a reload. If he picked off the Medic with the default, he would a couple rounds to plug in the Demoman, which, believe me, is usually enough to make them fallback, even if just so.
Also, who uses the Pistol for burst damage? You use it to pick off distant enemies or defend yourself when your out of bullets in your clip. These are all hindered by having to reload more.
edited 23rd Feb '12 3:35:57 PM by MrMorg