TF2 Pyro Update Includes Significant Class Changes; First Unlockable Weapon Unveiled
by Aaron Linde, Jun 06, 2008 8:46pm PDTThe upcoming Pyro update bound for Valve's multiplayer shooter Team Fortress 2 is "almost completely wrapped" and will include changes to the core class beyond the addition of unlockable weapons and achievements, the company revealed in a Steam client update today.
One of the new weapons, dubbed the Axtinguisher, does about half the damage as the standard axe but will guarantee a critical hit when striking enemies set ablaze by the Pyro's flamethrower. The update included concept art of this new weapon.
The post added that the class will see "significant changes" that will be enacted for every player, regardless of whether they have unlocked any of the new weapons via the accompanying Pyro-specific achievements. No further details were offered as to what those changes might be.
The company noted that player feedback from the Medic update, which added three new weapons unlockable via 36 total achievements, was incorporated into its plans for this latest tuning of Team Fortress 2.
"We've spent time looking at how the recent Medic release went, and have rolled feedback from that release into the new item designs for the Pyro and into the design of the achievements required to unlock those items," the company stated.
The new Pyro content marks the second major update to Team Fortress 2, and Valve plans to expand the seven remaining classes with new armament in due time.
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Comments
Any class that is ambushed by a pyro is already close to the pyro, so it will be simply a case of a short blast of flame to light up someone, then just bash them with your axe for a quick kill.
Its going to make the pyro ridiculous to fight as a heavy, or any of the slower classes. On the open maps it wont be much of a problem, but on the tighter ones with more routes, it will just be pyro heaven.
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maybe the extra weapons could also unlock after playing x amount of hours of that class? something, anything in addition to the goofy achievements that ruin games enough that people made special maps and mods and servers just to farm them.
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But having them as non-random (ie, with this axe and the kritzcrieg) is a much better way to go about it. They become something you can actually use, and that dosent piss you off when killed by them like the utterly random ones do.
I hope valve eventually removes the random crits and just has them like this. Currently, the game is all about heavy/soldier/demo crits utterly dictating how a fight goes, and it really harms my enjoyment of the game (as do spawn timers, but that's another kettle of fish altogether)
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I'm just wondering how long we have to wait
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I would assume that if you can get someone on fire as the pyro, and you are close enough to hit them with an axe, then you might as well not bother to switch to the axe and just keep burning them, because it does good damage as far as I know and they should be easy to keep the flame on.
So what is the point of taking the risk of switching weapons?
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The pyro's axe is actually the longest range melee weapon. So, in terms of a melee upgrade that pushes you towards wanting to actually kill someone with the upgraded weapon (unlike the ubersaw, where the 25% ubercharge is more important than getting the occasional serendipitous kill as well), having the Pyro's axe be guaranteed a hit is really quite helpful.
And if you don't believe me that the pyro's axe has the most range, just look at the stats page for TF2 and scroll down to "average damage distance" for weapons: http://www.steampowered.com/status/tf2/tf2_stats.php The Pyro's fireaxe not only has a MUCH longer average distance than the other 8 melee weapons, which are all at the bottom and very close to oneanother, but it even has longer average damage distance than the Pyro's FLAMETHROWER.
So yes, if anything, I think this stat can help to prove the "you're doing it wrong" theory that most people have with people that complain about Pyro, and Valve made this upgrade with the hope that it would convince more people to "do it right."
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Just wondering since they slashed the normal damage in half.
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Most people run away or at least back away as soon as they're set on fire, and since the flamethrower does bugger all damage at any kind of range (especially if they're backpedalling), the axe can be more effective... and it often makes the opponent panic a bit (they don't want the embarrassment of the axe kill) so that works in your favour as well.
Nice to see that this behaviour is going to be encouraged and rewarded, it fits perfectly with the reckless kamikaze nature of the pyro.
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