|
||
|
|
|||||||
| Welcome to the Exploding Garrmondo Weiner Interactive Swiss Army Penis. |
|
GFF is a community of gaming and music enthusiasts. We have a team of dedicated moderators, constant member-organized activities, and plenty of custom features, including our unique journal system. If this is your first visit, be sure to check out the FAQ or our GFWiki. You will have to register before you can post. Membership is completely free (and gets rid of the pesky advertisement unit underneath this message).
|
![]() |
|
|
Thread Tools |
Well, if something gets set up, I'm down. I've been playing medic almost nonstop (mostly because I like to win, most teams need medics, but no one plays em) so my killing skills are pretty useless unfortunately. I guess I was born to support (my secondary class would probably be engineer).
Need to read up more on the new medic achievements myself. I haven't touched TF2 anything since my trip started last month, but it's back to the same old same old now. Jam it back in, in the dark. |
Part of me feels it has something to do with an uber demo/soldier coming in and destroying all your hard work relatively easily. Something unfulfilling in watching it die because of that. Or the sappers from the spy either =/
Some of the best moments as a engineer I've had though are fending off spies from my SGs and managing to keep it alive. Although, that's more a problem of the team not being around to help >_> There's nowhere I can't reach. |
Blunt Trauma isn't that hard, you just need a heavy that will play along. You'll be surprised how easy it is to do when there are 6 people trying to push a cart in Goldrush.
It just sucks how many crappy medics there are now on the servers. I don't understand why there are bunch of people who didn't play medic before wanting to suck at it until they can get their new weapons, which they'll never use again since they'll stop once they get their precious achievements. *le sigh* This thing is sticky, and I don't like it. I don't appreciate it. |
I've given up on trying to get all the medic achievements for the ubersaw since I'm not a big user of melee attacks anyway. Once I got my +3 needle gun that was all I needed. It has saved me from many a scrape. Although, I know a lot of meds who also are good enough with the ubersaw than they can uber out of trouble in the middle of a firefight with a few well placed attacks.
I can see it having no downside (how much slower can you make a slow melee attack that *needs* to be accurate in the first place), just that I don't want to dedicate my life to a few toy achievements =/ I am a dolphin, do you want me on your body? |
Pyro, in its element, which is close range combat with little hope of escape, is probably the most deadly of all the classes in my opinion. If the flame goes critical, then most anything will burn within seconds. It's like the killing ability of the heavy + mobility. The unfortunate thing is that this situation isn't all too common without some element of surprise.
In my opinion, the best class to combat it would be a soldier, since if they're any good, they can launch a pyro into the air and take his flames out of the equation. Scouts are also okay, since they can run around a pyro, so even with the lack of damage from the farther away scattergun, they can harass a pyro enough to leave or the scout can run away to safety. I've also downed a fair number of pyros who think they can chase a medic (they can't) and run after me in a straight line, which is easy pickings with a scattergun. Of course, medics shouldn't be on the offensive, but just think twice before running after one. How ya doing, buddy? |
I'm very excited just to try out the new push back functionality of the Pyro. I don't play Pyro enough to have a full appreciation of what this may mean, but I can see myself getting more into it now, not just because of the achievements (I promise!) but for the fact that the push back seems to address one of the Pyro's main weak points, which was the long range game.
Could a Pyro possibly be quick enough to push that ground rocket back in a soldier's face? And if this thing lets me push around stickies on the ground, then Pyros will be ridiculously invaluable now on Payload and CP maps. I guess we'll have to wait and see tomorrow during Pyro Fest 2008. What kind of toxic man-thing is happening now? |
The compression blast seems to be useful since it's relatively quick, not *too* much cost of ammo, although I guess a pyro would have to be daring enough to get up close to the stickies. In any case, I haven't really tested out its effectiveness in this regard, since everyone and their mother is playing pyro right now. EDIT: Bah, not as great as I hoped I guess. Looks like the spread isn't that big (makes sense) so you're pretty much only pushing one sticky at a time still. However, since we had 6 pyros doing it at one point, we guarded the area right after CP1 in Stage 3 of Dustbowl (the little open raised area) pretty well for much longer than we should've, bouncing away stickies from the SGs. How ya doing, buddy? |
Each weapon definitely has its own situation, which all play to different pyro styles. You have Backburner for the sneaky surprise pyro and Axestinguisher for that insane pyro who charges right at you. And I guess the Flare Gun is just a nice little toy apparently (whoever heard of a long range pyro). How ya doing, buddy? |
I haven't seen any pyro madness on random servers since the day after it came out. Most things seem to be settling down yes, thanks to achievement servers and the fact you don't need all of them to get all 3 weapons (still haven't got my ubersaw). Pyro is back settling down to the 1 or 2 people per server who play it (feels like it anyway).
However, there is nothing more satisfying right now to me than separating a heavy or a demo from their fresh uber with some well/luckily placed air blasts. Usually dooms you to death personally, but take one for the team when you can. Jam it back in, in the dark. |