The Theory of Gaming

June 23, 2008

On the new pyro changes…

Filed under: Patches — Tags: , , , — spotpuff @ 11:34

Ugh. I’m beginning to think Valve does not play test these changes, which makes me wonder why they can’t release more of these things sooner if they’re just cooking up terrible ideas and releasing them.

The pyro is absolutely insane now. You absolutely cannot survive a close encounter with one no matter what class you are. Their high amount of ammo combined with no reload requirement, now instant crits from behind, beyond soldier level HP, excellent speed and “wall of fire so you can’t see shit” weapon means you are basically screwed when a pyro jumps on you. And for those saying get real bounce a pyro away with rockets/stickies/whatever, play some Dustbowl 3. Many maps have tight corridors and you cannot avoid a pyro if he jumps on you… you’re screwed.

Damage has been increased to the point where a pyro can take out a heavy and his medic if he gets the jump on them… in about two seconds. You can kill a heavy now before he spins up the gun if you jump on him, and the medic only has to eat about 1.5s of pyro fire before he is in death range from the burn.

Light classes? Light classes are screwed. Pyros will drop your health into “You’re going to die even if you run away” range within about 1 second now… as a medic or soldier even you’re screwed, so scouts, spies and engineers don’t stand a chance.

Spies have been rendered obsolete by what is basically AOE backstab with the Backburner. Instant crits from behind + no damage dropoff = omgwtfbbq. And for those saying “Well, just face the pyro” don’t forget he runs faster than 8/9 classes in the game if they’re backpedalling, never mind the strategy of having two pyros with backburners pincer a group of enemies… turn this way, you’re screwed, turn the other way, still screwed. The backburner basically amounts to AOE backstab, with range.

At least the Axtinguisher is, for all intents and purposes, totally useless. It’s the last unlock and it’s totally unnecessary; if you’re going to run up to someone and axe them, you might as well just run up and backburner them to death given how much damage it does now. It’s a great idea for a weapon, but also totally unnecessary. Things die so quickly to pyro fire now the axtinguisher is nothing more than a novelty. Again, that’s fine though.

The flare gun makes soldiers lives at longer than medium range hell. Pyros can duck around corners and flare gun you until you are on fire and they’re out of effective rocket range. It also gives snipers fits, but pretty much everyone is affected other than engineers right next to a dispenser.

Pyros have made Critzkrieg basically useless because if you get jumped and you’re on a soldier or demo, you’re both dead unless you bust out the uber, and you’ve wasted the charge. Half the time soldiers are self-rocketing to death on a pyro now because of the increased pyro and self-rocket damage. Makes sense, soldiers were so overpowered before.

Let’s not forget that Valve also released two new maps that are now considered official. Never mind that they are player generated custom maps. It makes total sense it takes this long to come up with map ideas. I look forward to future Valve map packs filled with Castle4, CanalZone, 32smooth and many other original Valve ideas.

Just like Blizzard used to rigorously play test all their new encounters without mods and ensured they were beatable before release, I’m sure Valve is rigorously play testing these new patches before release to ensure damage is reasonable and the pyro isn’t overpowered. Really. We won’t see any patches soon nerfing the pyro. He’s perfectly balanced and doesn’t require any changes to be a perfectly viable and balanced class to play. Valve is infallible when it comes to class balance, and the pyro is another shining example of that.

OK I’m all sarcasm-ed out for the day. I’m sure pyro players are loving the new changes, but it’s not a matter of adapting to the new pyro class… it’s a matter of holy crap everything falls over in 2 seconds now and there are too many hiding places to check while assaulting a base.

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5 Comments »

  1. sounds like fun


    no, seriously: the game won’t be balanced again – until every class gets new features.
    valve overpoweres now each class so at the end everybody can kill everybody in a second.
    i don’t get the point of this …

    Comment by aleggs — June 25, 2008 @ 14:05

  2. Valve should just release all the class unlocks at the same time. Instead of having to balance the game 9 times for each class, and then subsequently rebalancing after each tweak, they can just do it all in one go.

    Instead you have one overpowered offensive class against a bunch of underpowered classes.

    Hopefully Valve just releases all the unlocks at once instead of this staggered stuff that makes little sense from a balance perspective.

    Comment by spotpuff — June 25, 2008 @ 16:31

  3. Well, it makes perfect sense from a business perspective. With every Achievement pack, a new bunch of players join the game and people who dropped it return.

    From a balancing perspective it’s nuts, but that’s not the only factor.

    Comment by Dorian Cornelius Jasper — June 26, 2008 @ 21:19

  4. Fair enough, they’re running a business. Balanced play is a means to that end but not the only factor for sure.

    And yeah the free weekends are hell on people who have been playing for a while, but I guess it gets their user base up.

    Comment by spotpuff — June 27, 2008 @ 13:24

  5. Thankfully the Backburner got nerfed a bit

    Comment by Someone — May 30, 2013 @ 12:37


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