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Idea Xel's Pyro Rework

Discussion in 'Capture the Flag' started by Xelia_, Oct 3, 2015.

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  1. Sir_Inge

    Sir_Inge Well-Known Member

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    I'm 85% sure they do block arrows. Note the 15% unsure though.
     
  2. Xelia_

    Xelia_ (ノ^ヮ^)ノ *:・゚✧

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    Are you so certain? Nom probably knows what he's on about.
     
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  3. obikenobi21

    obikenobi21 Delta Force Jedi

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    Allright, let's say that's true. You still have no time to land 6 shots period. Flag carriers can get out in laike 2 seconds, that's barely time for one shot, let alone 6.
     
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  4. Xelia_

    Xelia_ (ノ^ヮ^)ノ *:・゚✧

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    Like I said, it doesn't have to be on one person.. Say someone tried to steal, you only got one shot on them. That's 1/6 of your XP bar. They get out, another player tries to steal. You shoot them, 2/6 of your XP bar. It doesn't reset per player. You don't have to get 6 shots on one person before they even leave the flagroom.
     
  5. obikenobi21

    obikenobi21 Delta Force Jedi

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    That's my point though. The goal of this game is to capture the flag, or in the pyros case, defend the flag. You aren't going to be running around hitting people with da bow, no, yur trying to kill them. And if it takes 6 people to charge up an aoe attack, it's kind of pointless.
     
  6. Xelia_

    Xelia_ (ノ^ヮ^)ノ *:・゚✧

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    You're probably going to hit someone more than once. Plus, getting 6 hits in general should not be that difficult with a few people on offense. How is it pointless just because it takes effort to charge up the attack? o.o Having the aoe attack permanently defeats the entire purpose of reworking pyro.
     
  7. obikenobi21

    obikenobi21 Delta Force Jedi

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    My point is more along the lines of there's no point for the ability. This pyro would function the exact same without it, especially because you can't control when to use the aoe. If you charge up, and then a ninja comes in and you fire it, then you've wasted it. It would occasionally be useful, but that would depend on everything but the pyros skill.
     
  8. Xelasi

    Xelasi Well-Known Member

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    Too many pyro mains named Xel imo
     
  9. CrystaliteRyuko

    CrystaliteRyuko Well-Known Member

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    @Everyone change ur name and add Xel to the begging.
     
  10. iMuffles

    iMuffles Well-Known Member

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    Forget reworking chemist and soldier at the same time. Anyone on offence that happens to run in can potentially make it out of the flagroom if you miss a single shot. Given the vertical mobility of soldier and elf (which, ideally, would be kept even when reworked), often 50% of the effort in capping is getting out of the flagroom.

    Now let's say we have a coordinated offence - two soldiers now. Pyro can take one out, but without AOE you need to draw the bow back again. Even if you do land two in two direct hits in close range (which is a lot harder than long range because enemies see it coming), the flagcarrying soldier is already out of the flagroom. What does this leave? Recovery classes - one of which can be blocked easily, the other of which is fragile.

    Pyro, even in a nerfed state, needs to have some form of crowd control because it's essentially the only hard counter to tanky (be it armour or health pool) classes. I'm not counting archer because it's too random (like pyro would be, if this is implemented), and assassin goes both ways.

    The Molotov is pretty useless also. You get a chance to deal a whopping 2 hearts of damage every 10 seconds? That's awfully insignificant, and if I were playing this class I straight up wouldn't bother with it. If there's going to be another class ability, it should be a secondary method of lighting enemies on fire.

    If this was a TDM-based game I might agree with this rework. As it is, I don't think it works.
     
  11. NomNuggetNom

    NomNuggetNom Professional Breaker

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    This rework is definitely a step in the right direction. But I don't think it's enough. The fact that it still has an instakill rubs me the wrong way. Even though it is (arguably) designed to be tough to pull off because a direct shot is required, that is only a one-sided skill equation. As in, the pyro must be skilled, but once they set an enemy on fire, almost no amount of skill from the opponent will save them from getting instakilled. It's an extreme all or nothing, just like assassin is right now.
     
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  12. RaZeragon

    RaZeragon TC Co-Leader | Catgirl Enthusiast

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    I beg to differ. If pyros 100% killed everything all the time, no one would cap when a pyro is on defense. It's quite possible to juke a pyro, and many maps allow you to jump in and hit the pyro away from the flagpost and away from killing you. Not to mention, I've been killed numerous times when I'm pyro and the other soldier / heavy / ninja / chemist is on fire. I will also point out that many flagrooms are quite enclosed, and with a very heavy defense, it's a challenge just to directly hit the person, then to try and hit them in the swarming mob. Although the advantage is usually with the pyro, there is still a good chance of being able to cap with a pyro-instakillable class with the right timing, teamwork, and luck.
     
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  13. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    I still think it'd be too easy to set people on fire with this.
     
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