bananabread
Member
How else is the Pyro supposed to be useful? In a 6v6 or 8v8 5CP match (which is what the base game is supposed to be balanced around) he's used on Gullywash and Badlands last to shove Ubers around. He's never used outside of that context, and it's generally accepted that running a Pyro to stop their uber makes you completely useless at everything else.
Take away the airblast, and he's never used. Increase the cooldown so he can't keep up the the rocket launcher's firing speed, and he'll never be used. You could compensate it by increasing his flame damage enough that it's actually a threat in high-level play, but then the class would literally burn through low-level play because running at a dude while holding M1 doesn't require any mechanical execution. With airblast, there's an actual difference between a UGC Platinum Pyro and a UGC Iron Pyro. If you make him reliant on actual flamethrower difference, you just have a class like Heavy where there's almost no difference between a bad player and a good one.
Sandman was a different ballgame (HAHAHAHAHAHAHAHAHAHA). Scouts would run out of spawn and then lob a baseball across the map. If it hit the enemy's Medic or something, suddenly the other team is standing around for ten seconds while you guys get mid for free. I also think there's inherently a difference between an already extremely powerful class that's far better equipped to peak corners than anybody else being able to stun an uber from literally any range, and an extremely weak class being able to stun uber if you don't know he's coming and he's able to get right up to the combo.
Disclaimer: Pretty much everything I'm saying here is relating to pub because no one really cares about competitive TF2.
My feeling here is that they should have left the class as it was because it was doing it's job perfectly in the pub scene by acting (alongside heavy/engy) as a cool/fun class to play as an introduction to the game or if you were more of a casual gamer. People still had great fun playing the classes, but the stronger players would still transition into playing soldier/demo if they wanted to carry their team in a pub game. I knew one girl who played pretty much nothing but pub Pyro for 5 years between 2007-2012 because she had limited movement in one hand, and the class was perfect for her. Goofy but fun. When she became able to hold us in place by right clicking in our general direction, it stopped being fun for the rest of us.
The fact that a Scout/Soldier/Demo is always going to be more use than a Pyro/Heavy/Engy outside of occasional utility roles purely because of their basic design (and the types of maps played competitively) means that trying to balance them for competitive play is a mistake and you shouldn't even bother.
If more people played the class by using the shotgun and focusing on setting players alight and retreating without taking damage as opposed to approaching every fight as separate 1v1's that they feel they need to be able to win in order to have fun, you'd see the Pyro settle into the comfortable place it should be as a damaging utility class, rather than the frag monster everyone seems to want every class to be. You don't need to be able to stun people in order to be effective.
As for how I'd re-balance the class?
- Airblast back to old cooldown (retain lower ammo cost)
- Reflected projectiles no longer mini-crit
- Flaregun no longer crits burning targets
- Reserve shooter removed from Pyro loadout
- Keep current flamethrower damage/range
- Afterburn damage starts higher and ramps down over time, starting at 5-6/sec and slowing down to the current rate over the duration. More damage overall (65-75 instead of the current 50). This also helps the flaregun stay relevant without it doing silly levels of burst damage and making the Pyro a longrange kill threat.
Idea being that setting people on fire should be your main goal and that some flames + one or two decent shots with the shotgun should be enough to deal with light classes before they can get to a health pack, while also allowing the Pyro to ambush heavies by setting them on fire and then retreating.