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Published: 2022-06-07 18:47:43 +0000 UTC; Views: 2168; Favourites: 2; Downloads: 0
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I've got no funny thing to say, so lets just jump into it.Shotgun: The standard. Stock shotgun honestly works best on pyro, as pyro has just enough of a good balance between health and speed to make the weapon pretty effective. However using a shotgun locks you out of longer ranges in combat. Although you can play around that issue, by getting the jump on enemies.
Panic Attack: Honestly pretty great. It works very well with pyro's flank playstyle. However aside from some combo stuff. Just spewing flames will get the job done just as well most of the time, and you still lose out on long range combat. With this, even more heavily.
Fire Axe: Believe it or not, I don't think the stock axe is 2nd worst. No he's 4th place, since scout and soldier are honestly worse. With pyro, the issue isn't that he lacks good options, or has some class flaw that makes melee combat a bad idea. But just that the flamethrower is better 80% of the time. It can still get kills though.
Flaregun: Flareguns are pretty much the only way to light people on fire at long range. And the stock flaregun is amazing in of itself. You can kill a light class in 2 shots, and a soldier in 3. +about 5 seconds.
Flamethrower: Limited range. But very consistent damage. Airblast is also a powerful utility, that is most useful for moving people into positions that they can't escape from. >:3 While some people like to make the argument that having two extra airblasts makes stock better than the degreaser, I'd generally argue against that. If your running out of ammo on the degreaser consistently, then you're either getting into an extreme amount of fights, or you're not moving around enough.
Third Degree: I mean it's technically objectively better than stock. But not by enough for it to really be worth it. Simply just giving some extra benefit to hitting players connected by medibeams would fix most of the problems with this weapon. No self respecting pyro is going to go for a melee hit against a medic combo if it isn't to finish the fight quickly.
Detonator: You get both a mobility tool, and a long range weapon. At the cost of some damage. I say it's a fair trade, and a solid ass weapon. Especially good for getting into vertical hiding spots as a flank pyro.
Man Melter: The Man Melter suffers heavily from bloat. Too many stats which don't connect to eachother in any meaningful way. And that's mainly because everything they put on this doesn't really work out. Not needing ammo isn't very useful, because ammo shouldn't be very scarce for you most of the time. And the benefits from extinguishing are only useful if you can extinguish people in the first place. I would say get rid of the extinguish benefits. And redesign the weapon to be easily spammable, but not good for much else. At least then it has a use.
Homewrecker: I wish that the destroying buildings part was more powerful on this weapon. Maybe give you a speed boost when an enemy sentry targets you??? I don't know, but I never pick this over the Neon Annihilator because why would I give up a potential one-shot on certain maps, or certain scenarios. For removing sappers one hit faster.
Neon Annihilator: Usefulness is limited by map selection. Or by specific scenarios. The most powerful cross map idea I can think of, is teaming up with a scout with madmilk. Since both of you are flank classes. But honestly all you would need to do to make this weapon good is just make the gas passer make people wet. (and then not give it a 60 second recharge timer)
Powerjack: You take slightly more damage, but you move slightly faster which means you don't take as much damage. Hmmmmmmmmmmm...
Thermal Thruster: I literally forgot what this was called, which just goes to show how memorable this weapon is. It's technically a better mobility tool than the Detonator, but it's switch speed is so slow and it's movement is so loud, that it just doesn't matter. It's like trying to buff the caber by making it so you take less self damage. That's not the problem here.
Back Scratcher: Honestly do any of you actually give a shit about the damage bonus outside of medieval mode? Cause I don't. The Back Scratcher is a great utility for flanking pyros, as it lets you get more health from each health pack. Meaning you can roam in places with less health packs more easily. Honestly just replace the damage bonus with more ammo from ammo boxes and this weapon would be awesome.
Axetinguisher: How to make a weapon concept 101. Seriously this thing just makes sense. You deal less damage than normal, but deal massive damage against players who are on fire. It deals more damage to players who are more on fire, so that you light them up with your flamethrower more to get them closer to one-shot territory. You extinguish the player you hit because they should be dead by then. As such you also shouldn't need to get a new weapon out, thus the slower holster speed. And if you do get into a dicey situation, you get a speed boost on kill, so you can get out of there. Honestly my only suggestion is that you could lower the damage penalty from 33% to 25%. Then you could one-shot demos. And it would offset how much time you have to spend lighting people on fire with your flamethrower or other weapons.
Phlogistinator: Phlog is not OP, it's not even that great honestly. Yeah you can melt an entire team in seconds, but only IF you get the meter full. If you spam flares, then you need to get closer to the enemy to pull off a phlog taunt. And you're much more fragile without airblast. So much so that you can often die even if you have a pocket medic up your ass 24/7. And if you don't want to use a flare gun? HA! Good luck with that! And even if you wipe an entire enemy team. That just means they're all gonna respawn at the same time later on. Phlog is usually a desperate last resort for blu team to try and make a push, like 75% of the time.
Dragon's Fury: Pyro's only "Skill based flamethrower." And also the only Jungle Inferno weapon which doesn't completely fucking suck. You can clear through a group of enemies if you can get some early hits in and not suck at aiming. And the more enemies there are, the more enemies you can clear. But you do have to be pretty good aim though. Honestly I wish the projectile size was a bit larger. I'd even take a minor downside for it, like 10% slower holster speed, or 33% afterburn damage penalty or something like that.
Sharpened Volcano Fragment: Stock fire axe taken to the extreme. I mean, you could combo this with a flare gun and/or dragon's fury. But why would you want to do that when you could just puff and sting???
Degreaser: You can switch weapons far faster, which allows you to combo much easier. That's basically it. Honestly I'm having a hard time even talking about this. And just as an aside. Have you noticed that literally all of the flamethrowers have basically the same stats, just with different mechanics. All of them give you some combat advantage. In exchange for weaker airblasts. The degreaser is the only one that's unique in that it also hurts your afterburn damage. Which doesn't hurt the weapon very much. Probably why this weapon is so good. Pretty solid upsides, with not much of a downside.
Gas Passer: Yeah it's bad. We all know it's bad. Zesty made an entire video about how bad it is. Ok how can we fix this piece of shit? Well for starters, as mentioned before. Make it make enemies wet, and not have it be 60 seconds to recharge. Make it at least 20 seconds or at least 40. Secondly, afterburn is a shitty status effect. And the fact that's basically all the gas passer does, is a big part of what hurts it for me. Perhaps also marking the enemies for death would work alot better. At least then the afterburn damage would be significant enough to scare people out of a fight. Or maybe make it so the enemies attacking lights them on fire. Either of these would make the weapon at least do... something, anything.
Back Burner: Simply too buggy to be useful most of the time. That and pyro is much more effective at vertical drops as opposed to sneaking up on people from behind. If they just reworked this around rewarding stealth in general, as opposed to specifically sneaking up on people from behind, this would be much better. Like for instance it gains mini-crits but only for 6 seconds after drawing it. And it has a slower draw speed.
Reserve Shooter: You aren't really going to have enough time to unload into a guy launched by your thermal thruster landing. So this is literally just stock but with two less shots. You can only take advantage of this by teaming up with a soldier or demo. The only ways to balance this weapon are to either give pyro an explosive weapon to launch people into the air massively. Or make it work with airblasts again.
Scorch Shot: While I'm primarily a proponent of splitting the weapon in two, equalizer style. Really any rework that gets rid of the lingering flare will fix this weapon. As the lingering flare is the problem. Allowing you to hit an enemy twice for one shot. Add on the mini-crits on burning players and it's pretty obvious why this weapon is OP.
Hot Hand: One thing about the Jungle inferno pyro weapons is that they are all based on things people in the community kind of thought would work for pyro as weapons. The Gas passer is similar to something Jerma suggested. The Thermal Thruster is a straight mobility tool, designed specifically for vertical mobility. And the dragon's fury is the single shot, burst of fireballs, sort of weapon. Something even I made a concept for with the Over Heater, which was actually the first weapon concept I ever made for TF2. The big Exception here however... Is the Hot Hand. This was some nonsense that valve themselves thought up. And they still managed to fuck it up completely. It does less damage than stock, even if you land both hits. And the only compensation for hitting an enemy is a speed boost. OH WAIT! THIS IS JUST THE FUCKING EVICTION NOTICE AGAIN!!! I wouldn't really be so mad except that these are some of the last weapons we ever got. On an update that was supposed to be a big class themed update, where one class would get massive changes and a bunch of weapons to change up gameplay and round out balance. And they gave us this piece of shit instead. They couldn't even give us the "better airblasts" flamethrower most people had been wanting for a long time. And heavy, who was technically the loser. Got the best weapon in the entire update. Which just feels insulting. Like how the writers of Family Guy deliberately made Brian a huge asshole after everyone cried for him to come back. And the worst part is, is that this weapon could have been cool. They could have done a martial arts thing, and make pyro a cool karate master. But instead they made the fish for scout, but with stats. And that's just insulting honestly.
Ok I went on a bit of a rant for the last one there. But I regret nothing. Next time I will do whichever class I feel like because why not.

























