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Thread: Sniping Pyro's Gas Tanks
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07-12-09, 06:30 PM #41
Re: Sniping Pyro's Gas Tanks
This is a cool idea, but would it help with balance between classes? No
The only class that I think could use an update is MAYBE the scout, 25 more hp and that's it, plus the unlocks for the soldier, demo, and engi. But the extra hp for the scout is not really needed.
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07-13-09, 06:00 AM #45
Re: Sniping Pyro's Gas Tanks
Originally Posted by kyle700
How about we start giving the Scout locational damage to his legs? Too many hits to his legs and he suddenly loses his double jump ability and runs around at Demoman speed because of his injuries.
The Scout isn't overpowered but it adds a lot of fun to the game, doesn't it? Doesn't it?
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07-13-09, 07:03 AM #47
Re: Sniping Pyro's Gas Tanks
Certainly you can, but the Soldier definitely has the advantage, and a good Demo can typically get out of a bad situation like that. A Pyro will not win a straight up fight against a Soldier or Demoman at any range - at best, the solly or demo will die to afterburn after they killed the Pyro.
Hence why Pyro is about ambushing and hit-and-run instead of standing around duking it out like a Heavy.
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07-13-09, 08:01 AM #48
Re: Sniping Pyro's Gas Tanks
Originally Posted by PizzaSHARK!
As such I think it would be fine if the pyro death animation were changed on a head shot that would have killed anyway. If the pyro is killed by a head shot it would be cool to see him exploded into giblets with fireball that deals no damage.
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