View Full Version : Polls on Respawn Timers and Pyro improvments (or not).
Blashy
September 20th, 2007, 10:11 AM
Those are the two biggest discussions on the steam forums so one person made a Respawn poll.
http://snappoll.com/poll/220285.php
It gave me the idea to make a Pyro poll.
http://snappoll.com/poll/220324.php
Questions 2-3 are not showing properly.
Question 2: Increase the Pyro's speed
Question 3: Decrease the enemy speed when on fire
beano
September 20th, 2007, 10:14 AM
i dont know why people are 'petitioning' to change the pyro... he is more than fine with what he has in the game... hes faster and more powerful.
Blashy
September 20th, 2007, 10:17 AM
The vote no change on the poll.
Tone-Loc
September 20th, 2007, 10:20 AM
I agree with extending his flame range, though I have noticed that people are becoming much better at pyro's flaming-melee with each passing day.
Aside from that, I see no reason to increase his speed, he's already pretty quick... he's pretty much the second fastest isn't he?
As for the seeing when an enemy is on fire, MAYBE, but only if they don't increase the flame length. The obfuscation of vision by the flames works both ways as far as I am concerned.
HellFire
September 20th, 2007, 10:30 AM
Respawn timers are needed to balance gameplay (can you imagine the defense spawning instantly on CP3 in dustbowl?), but they are definitely too long in some maps. 5-7 seconds max sounds reasonable, so it punishes a player for dying, but it doesn't slow down the game.
resyeK
September 20th, 2007, 10:48 AM
Yeah, its pretty simple, make them a server setting. For CTF maps, they should be about 3-5 seconds, and for CP maps, they can be a bit higher.
As it is now, it seems to range from 0 seconds, to about 23 depending on when you die.
Yukfo0
September 20th, 2007, 10:57 AM
pryos are fucking amazing in small hallways. They are also the best class to kill spies. I think they are fine
By the way do you guys notice when you call for medic as a pyro its all muffled through the gas mask, pretty cool I though.
caedere
September 20th, 2007, 11:35 AM
Most of my friends can't stand playing pyro, but I'm loving the class. Yes it can be difficult to get close enough but it is possible. And you don't have to torch someone for long to kill them, even soldiers and hwguys.
I think the biggest change that needs to be made is the power of sentry guns. Getting shoved away a mile from it as hwguy with ubercharge is kinda ridiculous.
Frag
September 20th, 2007, 11:40 AM
i wouldnt say double the flame length. more like +50% in length. +100% would make pyro op (we've never seen an OP pyro before ingame!)
tyson^cool
September 20th, 2007, 11:41 AM
I agree with the respawn time but I love the pyro how it is, no need to make it overpowered.
Ignatz
September 20th, 2007, 11:44 AM
I don't think it's necessary to totally kill the respawn timers, but 20 seconds is just waaaay too long. On Dustbowl I've noticed that the O usually spawns in 5 seconds or less, and the D can actually go over 20 seconds. That's crazy.
Sutterkane
September 20th, 2007, 11:58 AM
I think 20 seconds is definitely too long, but I wouldn't want to see it shorter than 10. If it's any shorter than that, you can forget all-capping on Well...like ever. 10 seconds max is not a big deal.
I have spawned faster than 20 seconds on occasion though, not sure how that is calculated.
hames
September 20th, 2007, 12:07 PM
At first I thought it would suck to have respawn timers. Then I started to play and if you get unlucky, ya, it sucks balls. But....
I dunno, my mind works a certain way. More tactical. This game is more tactical then TFC was. So because my mind is this way, I hardly die unless it was a cheap sniper shot LoLzz or a lucky critical or I am being swarmed by 3-4 people. Other than that, I don't die very often because I play smart and can make better decisions and benefit from them. Where in TFC, it was based on grenade spam and crazy movement and I guess I do not do so well with that sort of gameplay at my age. So anyways, my point is, I don't mind it because it rewards good gameplay. "Ok, I just killed 3 guys myself, now I get to reap the benefits of not seeing them for 10-20 seconds. SWEET! Let's capture this point or push ahead even further.".
Though, it does suck if you keep getting sniped or 1 shotted over and over again.
Jarek
September 20th, 2007, 01:15 PM
are you guys kidding me, pyro is perfect you just need to know how to play it
cp_gravelpit halfway up tower cap C, you + ng = easy hold.
Cobalt
September 20th, 2007, 11:46 PM
I would push for 10, myself.
Klone
September 21st, 2007, 01:11 AM
The respawn timers are related to who is winning the match, if you control more command points on well, or on granary, you're teams spawn timers will be lower, and the losing team will have long respawn timers, making it even harder for the losing team to comeback. Same idea on 2fort, if you are winning the round 2-0, your teams spawn timers will be shorter, making it easier for your team to get to 3 and win the round. The farther your team is behind, the harder it is to come back. I think they did it this way so every round wouldn't end up in sudden death. I'm not sure exactly how the spawn timers on dustbowl/gravelpit work.
Janus
September 21st, 2007, 11:25 AM
Meh, playing on 2fort as offense is just infuriating especially when the other team has 2 or 3 snipers. You try to cross the bridge... die... then have to wait 20 seconds to respawn.
vBulletin® v3.7.4, Copyright ©2000-2008, Jelsoft Enterprises Ltd.