#Make Flamethrower damage scale with target health

1 messages · Page 1 of 1 (latest)

lean cave
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Ranting:
Because the flamethrower has easy aim and consistant damage, pyro's ability to kill an enemy is directly related to how long a fight lasts. This makes him especially weak to overhealed players. Another problem with pyro is that all his weapons are close range which makes no sense. Pyro's unique gimmick is afterburn which is easily negated and killing people quicker is usually more effective than leaving them to die. At a competitive level, nobody uses pyro because scouts are so much better at finishing people off.
Proposal:
Increase the base damage of flamethrower by +33%
Fire damage decreases the more injured an enemy is to a minimum of -67% (overheal is same as full health)
Effects:
The flamethrower becomes much weaker at finishing enemies off forcing the pyro to rely on his shotgun, afterburn or teamates.
The pyro gets a distinct team role acting as a spearhead, running in first and softening them up.
Pyro takes more skill to play.
Pyro's weapons make more sense.
The attitude of a pyro becomes more team focussed yet also suicidal.
Pyro doesn't get countered by medics.

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pls don't just thumbs down. tell me why 😢

steady mortar
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uh

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that's called a soldier civilian_megabastard

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and is it really not obvious why suicidal pyro would suck ass to play with and against

misty idol
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this sounds like itd make pyro really bad with how inconsistent your flamethrower damage would be

misty idol
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and idk what u mean by pyro not being used at a competitive level, if ur talking about sixes then thats not fair to balance the game around because its a vastly different experience from the normal game, and in stuff like highlander he has uses in the form of defending via airblast and such, he might not be as revelant as say scout in those formats but thats not how it goes in normal gameplay

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and i really really dont get what u mean by saying his weapons make 'no sense' for being close range?

steady mortar
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guys casual should have a class limit on demo demoman_smart

misty idol
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pyro is already encouraged to attack with both his primary and secondary a lot as is, putting an arbitrary damage reduction on weakened enemies just to force u to switch to ur secondary is pretty dumb

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and i really dont see how this makes pyro take more skill, at least not in a good way

lean cave
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not sure what you mean by "that's called soldier"

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shouldn't dot be the whole point of pyro and what mechanic synergises better than good at injuring, bad at killing

misty idol
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why should the combat class be bad at killing

lean cave
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cause if they die to direct damage, what is the point of dot?

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might as well add bleed to spy's knife

misty idol
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afterburn makes pyro more interesting, and it makes sense because you'd expect a fire weapon to deal damage over time

steady mortar
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and it helps with the flamethrowers short range

misty idol
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it also makes pyro more threatening, since even if u kill him u have to keep in mind that the afterburn could finish u off

lean cave
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if you injure a guy to 60 health left, do you run towards him to kill him quicker or run away and hope its enough

misty idol
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also makes it harder for people to escape from you

misty idol
lean cave
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But i think that's wrong, the flamethrower should be a hit and run only

steady mortar
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it isn't 😭

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well it can actually work as hit and run on weaker targets

misty idol
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so u want the flamethrower to be a completely different weapon?

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u can absolutely do some hit and run tactics with pyro using the flamethrower and shotgun

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not to the same degree as scout, but its possible

teal plume
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"at competitive level nobody uses pyro..."

I don't think it's a good idea to buff pyro based on the argument he's worse scout on deathmatch

Pyro already has way better defense when holding a point than scout ever will

It's also silly to add % based damage because at the end of the day what's the benefit of having more HP as a class if the damage is gonna be based on how much % of your HP you currently have

teal plume
misty idol
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also i think the main reason pyro isnt picked as often in competitive formats is that you have way fewer players than a normal match so you gotta pick the most essential classes, and often times the team cant afford to run a pyro instead of something like a scout

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in a normal 12v12 match you have enough players filling different roles so you get to run pyro more often

simple scarab
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Wow this is awful in every way

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I’ll revisit on my break to explain why

ember ravine
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using 6v6 comp to ballance bad
it would make pyro EXTREMELY frustrating to play as you struggle to finish off opponents so it will end up with a 1 k/d because you get them low enough for them to die to afterburn but since you can't kill people with low health well they have enough time to kill you
afterburn is there to finish off low opponents that either were able to get away and to make going in for the kill on you dangerous. not do the killing for you which contrary to what you are saying isn't particularly skillfull
and it also forces everyone to play the exact same way (combo pyro)
and pyro isn't that bad against overhealed targets to begin with unless it's a heavy
you look like you have 0 clue what you are talking about because fun fact people like getting kills

simple scarab
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Okay so