Updated the Sapped Unusual effect to fix visibility issues in bright environments.Updated the Dell Dynamic to fix issues with the materials, rigging, and LODs.Updated The Masked Fiend to fix a problem with the materials.Fixed missing prefix when the Strange Filter: Lava Pit (Community) item is applied to a weapon.Fixed missing prefix when the Strange Filter: Sandcastle (Community) item is applied to a weapon.Fixed Celestial Summit and Stellar Ascent Unusual effects not following moving players.Fixed the Grounded style of the Power Spike using an incorrect LOD model.Fixed hiding the Pyro's head when using the Friendly style for the Fiercesome Fluorescence.Fixed the Clown's Cover-Up always showing the Red team skin.The update will be applied automatically when you restart Team Fortress 2. It mostly depends on how long you expect to live, and how soon before your attack you were detected.An update to Team Fortress 2 has been released. You might be more productive if you focus fire a key target, like the Medic, before moving on to his allies. However, flamethrowers deal more damage against individual targets if you track, due to a damage ramp-up mechanic introduced in the Blue Moon update. So if you spazz out against 3 targets, and do roughly 100-125 damage to them, there's a strong chance the afterburn will be just enough to finish them off. This is particularly effective with the Stock flamethrower, because while damage ramp-up mechanics will reduce your direct fire damage to individuals, hitting damage ticks constantly will build your afterburn duration. This allows you to spazz out and effectively multiply your damage several times over so long as your enemies are within a 250 HU radius. Flame damage is calculated by time spent in contact with a flame particle, and flame particles are large enough and emmit fast enough that you can distribute them over a wide area without losing contact at any one point. Flames mechanics right now allow for you to deal damage to multiple enemies simultaneously without having to line them up in a single cone of fire. When you finally get within range of a group of enemies, consider the following: If you're too far to get in there before he lays stickies down, you'll simply have to retreat. Demo is unlikely to be patrolling the flank because he lacks mobility but if he is, and he catches you out, the only chance you have of continuing on your flank is if you can quickly close the distance and nullify his stickies as a self defense weapon. If the Soldier's team is in your line of sight, you might benefit more by redirecting rocket spam at them, as they aren't expecting a Pyro from across the map to deal over 100 damage splash rockets at them. Meanwhile, you have 8-10 airblasts to work with, so if they heckle you from afar, you don't need to be aggressive to gain ground, you just need to kite them while redirecting the rockets away from you. Soldiers only have 4 rockets in a clip and one of the slowest reload times in the game. Try to be at least on an equal level with them. Soldiers become a lot more difficult to fight if they have the high ground, due to the fact that your reflects are much less likely to hit them, because you can't utilize the splash damage. If you encounter either of the 2 explosive classes on your way, keep a few things in mind: When there isn't a major hitscan threat in your way, you can go for a flank. After your medic pushes with their uber there's a strong chance you'll have a good opening to do some damage. As Pyro you're a great companion for Medics, as your flames and airblast are ideal tools to protect them from Spies, Soldiers, Snipers, even enemy ubers. Play with your team until they provide an opening for you to flank. If the enemy has any of the following things directly in your way:ĭo not try to get close. Originally posted by The Perfect Pyro!:Do you have any tips on flanking, ambushing, or getting close to the enemy without dying?
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