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Post by trog @ 11:44am 19/05/10 | 21 Comments
The official TF2 blog has tantalisingly brief word of updates coming to the Pyro class this week:
We're going to ship an update with another small set of Pyro changes this week. Like our previous update, our goal is to increase the degree to which skill can make a difference between two Pyro players. We received a bunch of useful feedback after the last update, and we think we've managed to address most of it, without removing the skill-based additions. As always, play with it for a bit, and then let us know what you think.
Stay tuned!



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Latest Comments
ravn0s
Posted 11:48am 19/5/10
- Pyro will no longer be capable of doing any damage


yay!
Sc00bs
Posted 11:49am 19/5/10
hahaha wtf
Fuzzy
Posted 12:27pm 19/5/10
- Pyro Backburner and Flamethrower only fire while stationary

Just to be a bit less ridiculous Ravn0s :D
Dazhel
Posted 12:34pm 19/5/10
Like our previous update, our goal is to increase the degree to which skill can make a difference between two Pyro players.


I've always reckoned that if I press w+m1 harder than the other pyro and wiggle the mouse a lot when I'm close by then I win.
Snakeman
Posted 12:51pm 19/5/10
Dunno if this is old but I cracked when I saw this. Its really quite well done :D

Dazhel
Posted 12:56pm 19/5/10
Haha that's awesome Snakeman
DM
Posted 01:01pm 19/5/10
There is a little bit of skill involved when it comes to pyro. Specificly airblasting burning opponents into corners then axing them, (which I do) rocket jumping from enemy rockets (i can't do) and clearing points or carts with your air blasts. You'd be surprised how many people don't do any of that. I'm seeing a growing number of people using the backburner and it always makes me facepalm when I see them.

Also while we are posting TF2 videos!









banjo-kazooie music makes everything awesome
trog
Posted 09:21am 20/5/10
Flamethrower changes
Increased base damage 10%
Afterburn duration increased (from 6 to 10)
Flares that hit a burning player at mid-to-long range will crit
Reduced Backburner damage bonus from 20% to 15%
thermite
Posted 09:27am 20/5/10
damn I was a backdoor pyro, maybe I'll switch to being a blowjob pyro
greazy
Posted 09:51am 20/5/10
hahaha thermite dont change
Dazhel
Posted 10:33am 20/5/10
Flares that hit a burning player at mid-to-long range will crit


Haha sweet. The cries of disbelief when you hit someone with a flare from across a map like watchtower or nucleus are priceless.
Rdizz
Posted 02:24pm 20/5/10
haha same here thermite.. I found if you are quick around a map as a backdoor pyro you can be extremely deadly to the other team. but the flare gun crit will make the pryo a deadly beast now.
CHUB
Posted 02:29pm 20/5/10
There's no possible way they will keep the flaregun crit, WAY too OP.

EDIT: Oh, hit a "burning" player... guess it's still alright.

last edited by CHUB at 14:29:23 20/May/10
ravn0s
Posted 02:40pm 20/5/10
therese some reall good flaregun pyros out there so the new crit is gonna be a b****. im glad they buffed pyro after nerfing it in last patch. you could stay in close combat with a pyro and win cause they did s*** all damage.
Dazhel
Posted 02:57pm 20/5/10
you could stay in close combat with a pyro and win cause they did s*** all damage.

Yeah Pyro felt a bit underpowered when TF2 was first released, then they added goodies like air blast and axtinguisher so I started playing the class a bit more. When they nerfed it I started giving the Heavy a bit more of a workout - the quicker spin up time is much welcome.

Heavy needs an unlockable that speeds him up slightly though, even if just for a limited time or maybe only half the rate between soldier and engineer. Soldiers get equalizer and RJ so it's painful sometimes plodding along.
ravn0s
Posted 03:05pm 20/5/10
give heavy scouts boots which make him run a little bit faster, but they take away his shotgun slot. or maybe just a charge ability like demo

last edited by ravn0s at 15:05:05 20/May/10
CHUB
Posted 03:09pm 20/5/10
The entire point of the heavy is firepower/health at the expense of speed.

Tell your team to build teles :)
greazy
Posted 03:15pm 20/5/10
Scout's should be able to bonk team mates (without killing them of course).
ravn0s
Posted 12:25pm 21/5/10
another update today:

# Added new community weapons and hats
# Updated CP_Gorge

* Added nobuilds to the awnings outside BLU's forward spawn to preventing players building up there.
* More clip work and model collision work based on community feedback.
* Fixed BLU forward spawn door appearing through roof.

# Updated PLR_Pipeline

* Added new stairwell in Stage 1 and window access to both teams’ platforms by main choke point to help alleviate stalemates.
* Reverted the starting position for the cart in Stage 3 if a team had won the first 2 stages to where you no longer get a big cart-start-position advantage.
* Fixed rare cases where stage would break when cart had no nearby capper(s).
* Fixed carts not always moving to their starting locations correctly.
* Fixed respawn times in Stage 3 not being set to the proper values.
* Fixed the map not finishing correctly in Stage 3 if the two teams capture the final point at the same time.

# Removed sv_showhitboxes to avoid players confusing it with the method by which we do hit detection (see http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking for info)
CHUB
Posted 12:33pm 21/5/10
# Updated PLR_Pipeline

* Added new stairwell in Stage 1 and window access to both teams’ platforms by main choke point to help alleviate stalemates.
* Reverted the starting position for the cart in Stage 3 if a team had won the first 2 stages to where you no longer get a big cart-start-position advantage.
* Fixed rare cases where stage would break when cart had no nearby capper(s).
* Fixed carts not always moving to their starting locations correctly.
* Fixed respawn times in Stage 3 not being set to the proper values.
* Fixed the map not finishing correctly in Stage 3 if the two teams capture the final point at the same time.
FFS Valve you noobs.

How about,

*Fixed a boring 30 minute stalemate of fail with 90% of both teams defending by a simple feature called sudden death (might have been available on release).
DM
Posted 04:16pm 21/5/10
I don't mind stalemates all that much really. It only ever happens on hydro for me and even then it's because both teams play defensively

EDIT - turns out today they also brought in a ton of new hats and 2 new weapons

Tribalman's Shiv - sniper melee weapon
Hit does 8 damage per second for 8 seconds. -35% melee damage.
Crits for 125 or so damage so 1 hit = around 100 damage.
Crafted with Huntsman + dead ringer

Battle Axe - Demoman melee
20% extra damage but 15% slower movement speed. Walk slightly faster than a heavy. Kinda gay. If you must try it, craft with Axtinguisher + jarate

last edited by DM at 16:16:20 21/May/10
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