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Backburner Upgrade?

#  Nov 20, 2008 at 10:46 AM
Join Date:
May 31, 2008
Post Count:
1576
 
WarningSDE 85254
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Specialty: Spy
Steam ID: WarningSDE
 
Since the overpowed Backburner got it's well needed nerf, if has since been looked at as a useless n00b weapon. I originally used it, even after the nerf, but have now gone back to the Airblast side.

The Backburner is designed to help the Pyro for ambushing, so here is a topic idea. What ability could be given to the Backburner to assist him in ambushing, but wouldn't make the Pyro too powerful on a regular basis...only ambushing.
Any Ideas?
#  Nov 20, 2008 at 11:21 AM
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Jul 10, 2008
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277
 
Jäger Zero 86541
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Steam ID: Jäger Zero
 
The Backburner is very powerful if you can sneak up on your foe. Any useful, apt upgrade would help make this happen.
#  Nov 20, 2008 at 12:03 PM
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Aug 04, 2008
Post Count:
231
 
Drake Matter 87141
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Specialty: Medic
Steam ID: drakematter
 
CRAZY IDEA!!!

What if you did more damage depending on how many enemies and allies were in the area? If you're truly ambushing, why would you have many allies around? Also, if there's less enemies, you should do more damage. I like it, but I guess I've been playing too much L4D...
#  Nov 20, 2008 at 12:05 PM
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Nov 21, 2007
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913
 
NEKPED 80542
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Specialty: Heavy
Steam ID: 1hitblunder
GamerTag: NEKPED
Clan: {TF2F} Community
 
I think you might be missing the point.

The backburner, is already an overpowered weapon. It can do everything the butterfly knife can do, is easier to aim and time, has a faster rate of fire, and does waaay more damage. The only major differense is that the Spy can cloak to get behind his enemy.

Before the Pyro update, the class had a very low priority as far as being a target was concerned. Most classes could DM a Pyro with little difficulty, so in the midst of battle they can be easily ignored. This gives the player an incentive to flank the enemy or attack from behind: where they least expect it to happen.

But now that the flamer just does so much damage, no matter what range or angle or class targeted, he is now the highest priority target to seasoned players, moreso than any other combat class. Even when I play Heavy, when I see a Spy and a Pyro, I go for the Pyro first. This means that players have a harder time "sneaking around" because, once noticed, they will be called out and hunted down. No one wants a Pyro to kill off four people in less than 3 seconds after flanking them, coming out unscathed, getting buffed, and then doing it all over again. They can already do that from attacking head on.

The best way to solve this problem is not to buff the weapon, but nerf the damage. It will give the class a lower target priority, meaning he can go back to being sneaky like the class was meant to be played. It will actually encourage players to sneak from behind because, right now, the damage you do from critting and what you do normally is practically negligible, only when fighting the heaviest of classes (buffed soldiers/heavies) does it actually make a difference. If the damage was nerfed, they would have to go for the BB crits in order to earn kills.
#  Nov 20, 2008 at 12:09 PM
Join Date:
Apr 30, 2008
Post Count:
1059
 
Specialty: Medic
Steam ID: Jordan_Slaveman
 
I think Nekped pretty much got it. I also choose the airblast over the BB because of it's defensive capabilities. If you want offensive power, go with the BB.
#  Nov 20, 2008 at 1:16 PM
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Mar 17, 2008
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686
 
Frost Army? 83647
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Specialty: Pyro
 
Regarding the pyro class as a whole, I think we should increase damage falloff and afterburn damage. Since crits aren't affected by damage falloff the backburner would be a more viable alternative and the increased afterburn will make the flaregun actually worth the difficulty in aim. Also, the pyro will be less of a direct combat class like the heavy or demo and more of a support/ambush class, relying either on the backcrits to kill unsuspecting enemies or the afterburn to weaken enemies to help teamates finsih them off. My $0.02.
#  Nov 20, 2008 at 1:33 PM
Join Date:
Apr 23, 2008
Post Count:
86
 
Steam ID: master_bungle
 
I don't think the pyro needs any kind of damage buff. That would be ridiculous to be honest. Longer afterburn would be brutal too, the pyro would then be far too good at hit and runs, especially against weaker classes like scouts, cause they could happy leave them after flaming them for a second knowing they would die, while having taken minimum damage from doing so (unless it's in an open area ).

I agree with a lot of what NEKPED said. I think the backburner's ability to crit from behind should be increased by making the part of the hitbox that cause the crits to be slightly inceased in size. However I think that would call for a slight reduction in damage overall for the flamer.
I do however think the impact damage from the flare gun should be slightly increased, but still not enough for it to cause a significant amount, because it is meant to be a weapon for harrassment. Considering that if you fail to find e med kit or medic if hit by one flare shot, you could probably lose up to 80 health (I think).
#  Nov 20, 2008 at 1:37 PM
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Mar 17, 2008
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686
 
Frost Army? 83647
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Specialty: Pyro
 
I didn't say damage buff, I said increased damage falloff as in less damage at a distance. But otherwise you have a good point.
#  Nov 20, 2008 at 1:40 PM
Join Date:
Apr 23, 2008
Post Count:
86
 
Steam ID: master_bungle
 
Oh yeah, sorry Slightly drunk... What is the damage falloff now? I would say around 50% would be ok. But I don't play the pyro all that much. Have about 40 hours or so.
#  Nov 20, 2008 at 1:44 PM
Join Date:
Oct 16, 2007
Post Count:
1088
 
Boney526 78504
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Specialty: Spy
Steam ID: Boney526
GamerTag: Ronizzle526
 
CLOAK.

J/k.  Really, a speed boost, or something minor.  Actually, the Pyro in general should have a speed boost, like medic speed.
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Team Fortress 2


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