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Flamethrower DPS

#  Oct 24, 2008 at 3:10 PM
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Jun 02, 2008
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Numenor 85325
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Specialty: Engineer
Steam ID: Numenor
Clan: {TF2F}
SquigMember
 
I was considering all these arguements flowing about how the pyro has changed since his update, and it got me thinking- pre update, he was supposedly a joke- now he's labelled OP'd, unskilled and the n00b class by many. But this got me thinking... why is he suddenly changed? The general consensus is that all 3 weapons are now balanced, or at least not OP'd, and that the AB is a useful and effective tool, without OP'ing him. All 4 weapons do take skill and thinking to use effectivley. Which brings us down to damage falloff. It was updated to have none, now it's been reduced again.

How much more damage does the flame now do, compared to the old flamethrower? And how come it has made such a drastic change to the pyro's image?


Disclaimer-
This is not disussion regarding the pyro's skill level, n00biness, overpoweredness, or anything else that hasn't been talked about so much that it makes my eyes want to bleed.


Thank you
#  Oct 24, 2008 at 3:23 PM
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Jun 01, 2008
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runtime 85294
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Specialty: Soldier
Steam ID: xruntime
 
Like OMG.... W + MOUSE 1 totally...


On a more serious note, as I understand, damage falloff was first taken off in the original pyro update, then put back in halfway.
#  Oct 24, 2008 at 3:30 PM
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Mar 05, 2008
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Tyrael 83401
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Specialty: Pyro
Steam ID: tyrael64
 
  • Point Blank: 6.8 per particle
    • DPS (damage per second): 153
  • Maximum Range: 4 per particle
    • DPS (damage per second): 90
  • After burn damage: 5-6/sec for 10 seconds on fire (50-60 accumulative)
  • Critical Hit: 20.4 per particle
    • DPS (damage per second): 459

Note: Maximum range DPS assumes all particles find victims. Damages are approximate and determined by community testing.

http://tf2wiki.net/wiki/Flamethrower

#  Oct 24, 2008 at 3:33 PM
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Sep 21, 2007
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Chro 77370
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King Engie
 
Damage for flame thrower at point blank has always be 15 per ammo, 10 ammo a second. (crit flame is 45 per ammo, so ~450 damage per second).  Falloff was horrible before, probly 5 or less damage at the edge of the flame and then scale it up to 15 at point blank.  Valve removed the fall off completely, so it was 15 damage a second at all ranges.  They then took it to above half or close to.  So 8 or so damage per ammo.  The main difference is at first the enemy being hardly hurt before you get close to him and you have to maintain near pb distance to kill, to the enemy being dead before getting really close to a somewhat balanced form of it where you can get close and then run away and still get the kill.
#  Oct 24, 2008 at 3:44 PM
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LandsharK 85406
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Steam ID: landshark9
 
In before someone talks about how the tip of the flame should be the hottest.
#  Oct 24, 2008 at 4:06 PM
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Jun 30, 2008
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Ninjarooster 86252
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Specialty: Scout
Steam ID: Ninjarooster
 

I used to think that the Pyro was OP. But that was before the nerf, now I hate demomen, which need a nerf BADLY.



P.S. Did you know that a Pyro can take out lvl.2 sentry by itself? I just realized that 2 weeks ago.

#  Oct 24, 2008 at 5:25 PM
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Jan 15, 2008
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Majin Vegeta 82190
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Specialty: Pyro
Steam ID: Majin Vegeta
Clan: {TF2F} community, <3
Admin ServersFortcast ContributorSquigMember
 
Quote:
Originally Posted by Ninjarooster

I used to think that the Pyro was OP. But that was before the nerf, now I hate demomen, which need a nerf BADLY.



P.S. Did you know that a Pyro can take out lvl.2 sentry by itself? I just realized that 2 weeks ago.


Yes, all of the "combat" classes can do that, but for the Pyro it's trickier since you have to know the positioning of the sentry and the environment around it. In rare instances it's even possible to take down a level 3 w/o uber as a Pyro, but that's a mix of the placement and where it's facing when you attack it.

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