Right, I've given some heavy thought to what the blue-mini-boom-stick-flare-gun might be, and this is my most logical explanation.
Flare Gun:
This does not replace the flamethrower, it replaces the shotgun.
It's use will be placing flares on the ground.
The flares will make cloaked spies in the proximity of the flare (radius maybe 2 Heavies wide?) flicker, revealing their presence, and it will also set fire to any enemy who walks directly into the flare.
Not quire sure how long these flares will last, but I'm guessing around 10-15 seconds, and the pyro only gets 3-4 of these to bring with him.
The real purpose I guess is to plant it infront of doors, in the middle of tight hallways, or maybe even sentries to limit movement for the other players and give spies a challenging job when it comes to disabling sentries or letting them move past the team.
If the flare hits a person mid air, that person will catch fire.
Ahhh... This may be the shotgun one indeed. I thought it might have been a Napalm bomb sort of rocket launcher replacing the flamethrower. Who knows really, your idea sounds kind of plausible.
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If that's what it is, it will definitely give Pyros the tactical side they need instead of being suicidal maniacs, and it would definitely make them viable for team play.
Tbh I kinda doubt thats it. Not only because this isnt WoW but because pyro > spy anyway (generally speaking). Wouldnt really put the class in a different, more important role but instead give spies an even harder time.
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As you may have read, it ingnites enemies from long range.
Hope spy is next. Or atleast "Meet the spy"
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Wed Jun 18, 2008 12:31 pm
BeefWeasel
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Joined: Wed Jan 30, 2008 2:07 pm Posts: 191 Location: North Yorkshire
Re: Pyro weapon?
st_nick5 wrote:
I think it would make it difficult for Spies. At least until they bring the Spy unlockables out. Tbh, this game is getting overly complicated for me.
I disagree. About the overly complicated aspect, I mean.
PROVIDED valve have actually learned something about the medic unlocks (not sure what there is to learn) and it doesn't break the game... and the other classes' unlocks follow in a timely manner, I think it could add a bit more depth to what is essentially a very shallow game. What keeps me playing is that every round is usually different - sometimes it's the same - if you have a really good team vs a dreadful team, then the round is over in as much time as it takes to run from one side of the map to the other.
It does seem, though - at least a lot of the time, that whereas in the past there'd be 2 medics per 12-person team before the medic achievements... it went from 50 medics per team, to just one, or none. It's as if people have given up playing medic now. I don't know why - I'm still only halfway through getting the 2nd 12 achievements and can't find any active achievement servers... and that makes me a saaad panda.
Anyway - yeah, bring on the pyro goodies and then some. I don't know what the poor sniper's going to get.... I hope demoman is next and gets bundles of TNT to lob around.
Blocking off doorways with lots of fire can be very tactical, so can firing a flare off under an enemy engi base, you'd have an engi in the middle of fire trying to heal his burning sentry
Just imagine for example the right-hand tunnel in dustbowl stage 2, with the gate, camp the entrance to that tunnel with flares and barely anyone would want to go in there, let alone spies.
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