Rarity’s Deluxe Hat Simulator 2

Post » Thu May 03, 2012 3:18 am

homewrecker, as I find myself using my melee weapon to fix sentries rather than kill. Plus, I don't have the degasser (or w/e it's called)
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Brιonα Renae
 
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Post » Thu May 03, 2012 6:52 am

Does anyone use the pyro with the default axe? If not which do you prefer? I prefer the homewrecker and the back scratcher.

http://wiki.teamfortress.com/wiki/Axtinguisher
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Fiori Pra
 
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Post » Wed May 02, 2012 10:35 pm

I haven't played TF2 in quite a while, I don't even have it installed atm.

I love playing Pyro too, and think I play it pretty well; I extinguish teammates, airblast anything and everything possible, defend the sentry nest. I love the airblast, one of the reasons I always roll with the standard flamethrower instead of the backburner. My favorite thing is to airblast ubers. As soon as I see one I run at them as fast as I can; they must be shocked that someone is running at them instead of away because more often than not I am able to ruin the uber without getting killed. I have had more than one teammate yell at me for being so "stupid"

On defense I almost always go with the Homewrecker and camp with the Engy and protect him. On offense I usually use the Axestinguisher, but depending on the game and map may stay with the hammer.

EDIT: I don't think I have a detonator, I always use the standard flaregun anyway, I like that weapon.
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XPidgex Jefferson
 
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Post » Thu May 03, 2012 3:24 am

http://wiki.teamfortress.com/wiki/Axtinguisher

http://wiki.teamfortress.com/wiki/Postal_Pummeler

The best demo loadout is: Sticky Bomb Launcher, Grenade Launcher, Bottle/Pain Train.

Sticky/Grenade/Frying Pan. The extra loud clanging helps immensely.
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Matt Terry
 
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Post » Thu May 03, 2012 1:00 am

Does anyone use the pyro with the default axe? If not which do you prefer? I prefer the homewrecker and the back scratcher.
The default axe is overshadowed by every other option. Heck, Valve didn't even bother giving the third degree a downside so they could pretend the bar hadn't been raised. Same with the bonesaw (which has two direct upgrades).

I had a lot of fun with the backscratcher today - it saved my bacon several times, and I never once encountered an opportunity to remove sappers so I don't feel like I lost out without the homewrecker. I'm sure I'll miss it, likely while knee deep in engie gibs while I helplessly watch his nest get sapped, but I'm happy with the move.

Sticky/Grenade/Frying Pan. The extra loud clanging helps immensely.
While I'm unlikely to give up my caber anytime soon I have to agree about the frying pan clang.

On the subject of grenades, thank you for that extra lift when I utterly failed to jump around that wooden sign blocking the stairs. ;)
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Umpyre Records
 
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Post » Thu May 03, 2012 6:33 am

homewrecker, as I find myself using my melee weapon to fix sentries rather than kill. Plus, I don't have the degasser (or w/e it's called)
It's rare that the homewrecker comes in useful, but when it does it is hilarious. So many spies thinking themselves to clever, running out of range of a vengeful pyro...
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Roddy
 
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Post » Thu May 03, 2012 4:41 am

It's rare that the homewrecker comes in useful, but when it does it is hilarious. So many spies thinking themselves to clever, running out of range of a vengeful pyro...

I wouldn't say rare in my experience, especially if played correctly. A Pyro with the Homewrecker running around the front lines wouldn't be very effective.

Though now that I think about it, it doesn't take long in each game until I don't need the Homewrecker either. After a short time most good Spies realize going after a sentry nest I am helping to protect is a wasted effort, they are going to die and any sappers will be removed before they go off.
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Cathrin Hummel
 
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Post » Thu May 03, 2012 3:55 am

I just picked up the third degree. The ability is pretty neat although I don't expect I'll give up the backscratcher any time soon (unless I return to the homewrecker). I also grabbed a phlog - I don't really like this weapon but I figured I should complete the collection.

Looking through the wiki today I noticed the manmelter had a slower firing rate. It had certainly felt slower but I assumed this was just a perception caused by the faster projectile - now I'm even happier that I switched back to the detonator.

Edit: Actually I could see myself switching to the third degree on payload maps. The decreased health from pushing the bomb would svck, and sappers usually aren't an issue for blu on payload maps.
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Soph
 
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Post » Thu May 03, 2012 7:52 am

I just picked up the third degree. The ability is pretty neat although I don't expect I'll give up the backscratcher any time soon (unless I return to the homewrecker). I also grabbed a phlog - I don't really like this weapon but I figured I should complete the collection.

Looking through the wiki today I noticed the manmelter had a slower firing rate. It had certainly felt slower but I assumed this was just a perception caused by the faster projectile - now I'm even happier that I switched back to the detonator.

Edit: Actually I could see myself switching to the third degree on payload maps. The decreased health from pushing the bomb would svck, and sappers usually aren't an issue for blu on payload maps.

The biggest advantage the third degree has is that it actually sounds like a guitar. The hurting medic/healtarget thing is nice too I suppose.
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NAtIVe GOddess
 
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Post » Thu May 03, 2012 3:10 pm

Apparently yesterday's patch glitched how afterburn was handled, which broke the spy-cicle (to much rejoicing). They fixed this today, but now the sharpened volcano fragment won't light people on fire. Tune in tomorrow for the SVC to be fixed but extinguishing someone with jarate cases a massive explosion.
Fixed the Quick-Fix's 'immunity to movement-impairing effects' attribute not being honored by the Pyro's airblast
I guess I'll have to be on my toes now.

(Who am I kidding, I can't remember the last time I saw this being used.)
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mishionary
 
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Post » Thu May 03, 2012 2:22 pm

I occasionally see the quick-fix used, but no one likes it. I'm starting to hate it too. The only benefit it has is doing well while underfire. But the +300% heal and no overheal is really hurting it. If the movement impairment actually made sure the person didn't fly at all, it wouldn't be as bad. But as of now, it just stinks.

Speaking of the medic, that class could really use more stuff. And this isn't because my #1 class is medic.
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Nathan Hunter
 
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Post » Thu May 03, 2012 6:42 am

(Who am I kidding, I can't remember the last time I saw this being used.)

I am not a fan of the Quick-Fix but holy cow, I was amazed at the hate when all talk was on! In a match with all talk enabled, I was a Spy on Blu and someone on Red repeatedly kept bashing the medic: "Hey, use regular! Stop using the Quick-[censored]!" over and over and over. Glad I use Kritz when I am on Red!

Speaking of the medic, that class could really use more stuff. And this isn't because my #1 class is medic.

I decided to browse the Steam Workshop for TF2 and saw a few Medic items. Some were rather impressive.

EDIT: I would link it but Steam Workshop is down or something...
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mishionary
 
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Post » Thu May 03, 2012 10:40 am

I am not a fan of the Quick-Fix but holy cow, I was amazed at the hate when all talk was on! In a match with all talk enabled, I was a Spy on Blu and someone on Red repeatedly kept bashing the medic: "Hey, use regular! Stop using the Quick-[censored]!" over and over and over. Glad I use Kritz when I am on Red!

The problem with the quickfix is it has no useful uber and it doesn't overheal. Kritz med uber > Quick Fix uber. Reg uber > Quick Fix uber. I think while ubering, the quick fix should overheal the target too on top of the 300% heal rate. It would make it slightly less horrible.(I probably still wouldn't use it) As it is, a crit from just about anything still kills your target, whereas regular and kritz safeguard against random crits and give your target a good chance to defeat someone if they ambush you.
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Myles
 
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Post » Thu May 03, 2012 4:28 am

...........which broke the spy-cicle (to much rejoicing).

I knew it! I kept saying mine was broken and people thought I was making it up or something. They also said things like "maybe they finally fixed it?". I don't see what people don't like about it. It's one of the better additions to the game if I had to pick something that doesn't make me rage. (Like the Huntsman, Phlogistinator, plus others.)

As a pyro, you hear the Spycicle when you hit the spy. 2 seconds of "Fireproof" is not long with a pyro who knows what he is doing. (Some air-blast+puff right away preventing you from getting away, then reignite you as soon as it's over.) The other mentioned weapons are are so rage inducing it's not funny. By the time you realize your being Phlog'd, it's to late to do anything. MMMph'd or not. The Huntsman is an affront to the sniper class. Adding a "spam-able option" to a "precision class" has bothered me since day 1. Spam is the solly, and demo's MO, not the snipers. :dry:
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Brandon Wilson
 
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Post » Thu May 03, 2012 2:57 am

The lack of overheal really hurts it. I think you're right that allowing it to overheal during ubers would go a long way (particularly since it would be much more useful against sentries).

Speaking of the medic, that class could really use more stuff. And this isn't because my #1 class is medic.
The medic, engineer, and demoman are sort of victims of their own success - it's hard to give them equipment that's worth using over the vanilla stuff. I imagine this is why nearly all of the demoman unlocks are for demoknights, the default sticky launcher and grenade launcher are hard to beat.

I knew it! I kept saying mine was broken and people thought I was making it up or something. They also said things like "maybe they finally fixed it?". I don't see what people don't like about it. It's one of the better additions to the game if I had to pick something that doesn't make me rage. (Like the Huntsman, Phlogistinator, plus others.)
I think giving it a bonus against spy checking and silent kill is too much. If they really want to give it so many stealth bonuses they should balance it by taking the spy's offensive capabilities down a notch - say reduced revolver effectiveness. Although I think the best fix would just be removing "silent kill." However you're right that a good pyro is unlikely to be fooled. I've been killed by several spycicle spies, but I've toasted far more.
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lucile davignon
 
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Post » Thu May 03, 2012 2:27 pm

Strange Detonators added, woot!

Arg, and two strange parts for pyros?! I do not have the metal for all of this stuff!
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Prisca Lacour
 
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Post » Thu May 03, 2012 7:42 am

Interesting. It seems that the video for http://www.youtube.com/watch?feature=player_embedded&v=vSilUQg7CZg may have a reference to the Meet the Pyro video. http://www.youtube.com/watch?v=ZwP8U5xuA1E&feature=related.

Although it does look like something that I may have seen before. Meet the Soldier, mayhaps?
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stevie critchley
 
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