Considering how airblast is so wonky normally, it's extremely suspicious how they managed to perfectly relect every explosive regardless of the situtation. This guild was created February 16th, 2012. Which I think makes me more mad. The Pyro can take advantage of this and separate the Medic from his patient by knocking him or the patient away: This will mean that only the Medic is Übercharged and on his own. I made a minor change now it switches back to previous weapon, when button released.
Great for degreaser, but with the other flamethrowers there will be the weapon switch lag so be careful. Imagine a scenario with a soldier shooting to the left and right of the pyro. Make sure to add a bind mouse2 +attack in your other class. As result, that projectile will deal Degreaser's afterburn damage instead of the projectile's actual damage. If the Pyro is crit-boosted, for example under the effects of the 's , deflected projectiles will turn into critical projectiles. I agree that Pyro needs a rework, but I don't agree with b4nny's suggestions. Additionally, deflected flares can still be remotely detonated by the Pyro that launched them.
However, if the Demoman is dominating the Pyro, a kill from the deflected Stickybombs will reset the counter. This is especially useful when defending the 's Sentry Gun as stickybombs can be difficult to destroy by a single Engineer with his or. They're fine, no big deal on them. This is the only way to join auto-airblast. Valve instead needs to come up with a new way of playing pyro, which is 1 skill-indexed, and 2 as fun to play against as any other well-balanced weapon.
There are many skilled pyros. As a pyro main I was impressed, up until I went huntsman sniper, tossed a jarate, shot an arrow and saw a missile come up behind him and he reflected all three within half a moment without even moving. Likewise, the Crusader's Crossbow's bolts will heal teammates if deflected and the Pyro will be credited with the healing caused. People who mostly use amby are technically visible spies, sure, but I think it's more appropriate to call them french snipers or whatever, because that's what the playstyle resembles. Running into a hacker or a suspected hacker every third or second game is really ruining my experience. Projectile is determined to be reflected by a big rectangular prism surrounding the pyro basically. Called him out but he remained silent and no body seemed to believe me.
Letting people keep aerial control, making sure reflects don't hit the shooter when the pyro is behind him, etc. These people claim that there isnt a hack that tries to predict where people are going to compensate for a projectile. The only change to a deflected stickybomb is that if the who fired the stickybomb detonates it while within its blast radius, the Pyro will be credited for the kill. Its important to note, however, that the current airblast+secondary weapon mechanic is so dominant because its pretty much the only one that's effective in highest levels of play. Let em be gone as far as I'm concerned, or at least make em run stock or something so they'll m1 during ubers or something like that. Nov 2017, 07:17 I can't download chit Mi 1. Extinguishing a teammate will now return 20 health to the Pyro.
That literally just doesn't exist, why are you trying to nerf it? There are definitely many broken things with airblasts: reflected pipes deal mini crit damage to yourself, if you're standing too close someone or a building then the reflected projectile goes in a random direction, and maybe the airblast hitbox is a tad large on the sides. Works regardless of your fastswitch settings! And also have a minimap that shows enemy locations. With that in mind, though, I'll always appreciate a breath of fresh air for my main class, and it'll be interesting to see what valve has planned. Aug 2017, 15:40 Yup, made an alternate account and played about 5 minutes and I get vac banned. That was until there was 30 seconds on the clock and he switched to perfect aim bizarre bargain sniper and destroyed everyone until they won. Deflected projectiles are considered to have been fired by the Pyro deflecting them for the purposes of friendly fire and kill awards. It just is a cone that affects players only, has no bearing on the projectile part of it.
There's so much bullshit that can happen when you press M2, whether it's reflecting rockets from behind the soldier that fired them, or from behind you, or having rockets fly into your own face because you clipped with a teammate. He wasn't your average blatant hacker on a fresh account type, but he's some asshole that tries to hack subtly and only uses it when losing. They really just need to patch in a tweak for players who are still in the process of shooting. I think at least it's a prism. However, if the projectile is too low by the time the pyro is able to get it in airblast range, it would be impossible to airblast it anywhere but into the ground or close walls, which wouldn't be rewarding in a single way given the higher risk of self damage.
There is literally nothing you can do about your movement for that moment, and the airblast can be spammed causing total loss of movement. If she has to aim on the projectiles to reflect them when they reach range, they can't be reflected towards the soldier unless the pyro has the ability to reposition significantly before the rocket to match the angle they're shot at. No matter what angle or direction explosives came from, or if they were in the middle of burning, they'd perfectly reflect the explosive back to its original source every single time. The balance changes, not concerned at all with them. Also, want to tell me how it's legit for a pyro who can't even see the rocket behind him to reflect it perfectly? You can also aimbot with projectiles. Topping his team, played various classes but was subtly too good. I've got my own bag of suggestions and I think they're pretty solid because they address both sides of the equation.
Credits:Dodgeball is a gameplay mod for Team Fortress 2 and was originally Each team of Pyros uses their compression blast ability to reflect the rockets and bombs 22 Jan 2017 Yay an airblasting guide!!! Something needs to be done to make it a more all around fun class while bumping up the skill ceiling, as for what this miracle solution is, I dunno. Nerfing degreaser and doing nothing else to the class will just make it weaker as a whole, which probably isnt necessary. Aiming these deflected projectiles is more difficult, but their trajectory can be controlled by the Pyro's angle and position. I made a little change to it. After being hit by airblast there is a momentary stun on the player.
Please add a suitable video, then remove this notice. I hate to always link this video, but it has literally every point I ever need to talk about with pyro: The scout on the left side tries to double jump away, but since he's still in the airblast stun, it goes straight up. It's a lot easier to remember the times when a pyro gets a good reflect on you than it is to remember the countless times they embarrassingly missed their reflect. Also how is W+M1 during an Uber interesting? He was pyro for a good while and always seemed to get the reflects perfect. Also 50 ammo on airblast isn't going to change your playstyle because you're probably not very good with airblast. Maybe I wasn't clear but i meant that i've seen quite a few people who have over 1500 hours claiming that projectile aimbot in general doesn't exsist. Who plays that fucking Iron Pyros? I suspect much of the frustration with pyros comes from a.