![]() ![]() ![]() The Thermal Thruster is a good idea, but limited by its holster time. Decreasing the projectile size, adjusting the position, and offering a more significant reward for skillful plays (shortening afterburn time) should make this balanced. This means the weapon is a lot more forgiving than it should be, and again lowers its skill cap. However, the depressurization time is still not enough to match the afterburn dealt, however short. The "gimmick" of the Fury is to essentially allow an instant flare punch for successful aiming. Perhaps the biggest issue, however, is the balancing. Additionally, the particles originate behind the user, meaning he/she can hit players behind them. This is a weapon that should reward precision as a plus compared to other primaries. The projectile is not particle-based like the other Flame Throwers, and has an unnecessarily large AOE, and as a result requires little aiming skill to land a hit. The Dragon's Fury suffers from several problems. It's essentially a backstab, and there really isn't anything the victim can do about it. The vector-based flame detection system recognizes Backburner crits when the player quickly snaps his/her vision in the opposite direction after applying flames. I don't know what could be causing this bug. For instance, when one flame particle touches a player's hitbox, the afterburn would last for much, much longer than the suggested time. The new afterburn is an excellent idea, but it often applies it for longer than it should. The particle sizes also result in a lot of hitbox clipping, meaning spam deals as much damage as aim. Flame particles should disappear almost instantly after reaching their peak range. This means you can die of afterburn from a Pyro that was killed near you, long after he/she died. ![]() A simple opacity change should fix this.įlames persist in the air after firing, and for a needless amount of time. Here are the major issues that NEED to be addressed:įlame particles are impossible to see through if on the hot end of a Flame Thrower making it unnecessarily difficult to target any enemies behind them. The Thermal Thruster was designed to make Pyro more mobile, but the switch time makes it immediately underpowered. Afterburn is rarely a deciding factor in games, and Scout still provides more agility. Now, as many competitive players have noted, despite the massive close-range damage output, Pyro is still underpowered. The hitboxes used are so imprecise that aiming is literally unnecessary the same damage output can be achieved by wildly turning back and forth as it would be from focus fire. Inexperienced players have no motivation to use any weapon combos in favor of the massive damage output of the Flame Thrower particles. Pyro is now more broken and has a lower skill ceiling than ever before. While these issues were addressed, they were certainly not FIXED. This update is centered around our flamey friend, and was intended to not only fix most issues with the old flame physics, but also to make him more viable in competitive. ![]()
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