
Mad Milk and Jarate (maybe Bonk! and Crit Cola too) function like the Gas Passer starting with no charge with the ability to quicken the charge through damage. In 12v12, players are kind of forced to stay closer together, as there is less space, regardless of player skill TF2 should be balanced for 12v12, but assuming all the players are competent and trying. This isn't a Casual vs Competitive thing. Of course, this makes Pyro a lot stronger in a 12v12 setting than in a 6v6 setting, as it's more likely for a bunch of people to be close to each other, but I still believe TF2 should be balanced for 12v12. Playing Pyro in casual, and there's 4 people on the point, you can burn through all of them in the same time it'd take you to burn through one of them Even if his damage isn't amazing, his ability to do that damage to potentially a lot of people at once more than makes up for that. If you can just tone it down a bit, say 25-35%, you can cement Pyro's role as an AOE damage class. Currently it can melt through light classes in no time. What I think should happen is Pyro should do less damage. So if you want to do it, and you have a few enemies in front of you, it should be an option Shaking the mouse isn't something you want to be constantly doing, as it leaves you more or less blind.
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I don't mind that pyro can do his full dps to everyone in front of him, even if the means of doing this is just shaking the mouse. While 3 might be a sensable solution, I kind of like how it currently is. Not sure how many would be ideal, but having less would help fix the problem This would make it less likely to hit anyone if you're just shaking your camera around, but would also mean you need better tracking to deal with anyone, which probably isn't a bad thing It would also make Pyro's damage less consistent, which was the main reason for the change This would mean you'd need to constantly track in front of the player you want dead in order to get your full dps, which would greatly affect your 1v1 potential. Considering how many particles he fires now, each projectile would need to do very low damage. Revert back to the old "damage per projectile hit" system. This'll reduce the effectiveness of shaking the cam, without affecting 1v1's

Limit the total damage he can do at one time, either by only letting him damage 1 enemy at a time, or by deviding his damage by the total amount of enemies he's damaging. I see a few possible solutions to this problem: Thanks to Klanana for our community banner!


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