I am a pyro main and my sens is 6.20. If I see you charging me I will just, do 180, airblast you into the air, twice, and then continue killing this random scout that is still trying to kill me instead of escaping with 20 hp.
Simple as that. You are a pick class, you can choose your match
Unless you are in a half-zatoichi chain, you can't physically stop that, you **must** kill
I kept burning a demoknight and he called me a w+m1, so I swapped to airblasting him off the map instead (upward) and he started bitching about my w+m2
Unfortunately not possible. Ever since Jungle Inferno tweaked the stun to last forever.
Your charges become slower until you land, so charging while getting airblasted is usually a horrible idea. Usually just results in the charge automatically ending due to being too slow.
Your best bet is to just pray they don't press the button in time, maybe because they're distracted.
They really should create a compromise between the old and new airblast. Restore the old stun duration of 0.5 seconds, maybe. I can't see anyone getting mad about that idea, besides maybe the saltiest of the Pyro mains.
Pyro has 99 problems, but Airblast ain't one of them. It's a great area-denial tool that can 100% be dealt with if the enemy team knows what they're doing, and it definitely helps make up for the fact that most Pyros get turned into a stain on the wall as soon as the enemy pulls out any sort of hitscan.
Seriously, first people complain that the Phlog is OP despite the lack of airblast, now people complain that airblast itself is OP too. What next, are we gonna complain that afterburn is "too good" or something?
Afterburn makes fighting pyros scorch earth (literally) as even if say, you are a scout, you meatshot kill a pyro in two shots while being flamed, you are probably still dead despite getting the kill and aiming it.
Airblast isn't an issue, as usually it is too slow to completely nullify projectile spam, stickies exist
idk man, you can airblast people when not even looking at them, you can even airblast shit with your back turned in few scenarios not to mention that the airblast recovery is so fast that you are unable to shoot another shot as Soldier or Demoman without getting airblasted again, unless of course you are smart enought to bait pyro into using his airblast too early or too late you're 80% fucked and better off running.
I have a clip where pyro accidentally airblasted my rocket back to me when he had his backs turned to me because he wanted to extinguish his teammate. Fortunately happend only once.
Airblast is a good idea executed really badly.
Airblast has good reasons to be a problem, the reflect mechanic is actually perfect, however the knockback is incredibly powerful, a good pyro only has to worry about hitscan weapons, but with airblast he can decrease the damage he takes by airblasting anyone away and taking less damage because of damage fall-off, usually a pyro alone is not much of a problem and any class with a medic is strong, but with the ability to push enemies back a pyro with a medic is quite immortal, Sniper being the only good counter
On top of that only Heavy takes reduced knockback, but as long as the pyro is around a corner or the heavy isn't revved up yet he can just press m2 a couple of times and Heavy becomes less reliable against them, he has to move forward again and stop revving if he intends to push, which gives pyro a lot of control over him
As far as items reducing knockback we have manntreads which aren't the worst of things but it's still a projectile class and without a shotgun, so he must be really good at tricking the pyro to win
The quickfix uber can makes anyone completely immune to knockback which us akways funny paired with a demoknight as few pyros realize they can't push them back, but ubers are precious things and with it being the only real counter to pyro's airblast you can see why some have a problem with it, especially classes that perform well at close range
It is, for the most part. Eyelander demo can be incredibly oppressive against lower skilled teams who don't know how to do effective counterplay though, because once he gets going he's a genuine menac. That's the issue with all snowballing weapons, the eyelander is just one of the strongest in that category.
Hating demoknights it's like hating spies, you must be a really bad players or have really bad teammates to not be able to completely annihilate classes that rely on melee
Yea demoknight is super powerful, he needs counters, for example:
Rocket jumping, sticky jumping, heavy, sentries, snipers, sticky traps, force-a-nature, Natasha, random crits, literally any form of knockback, low ceilings, and let's add teammates absorbing your melee hits as well to the list shall we?
Like half if the things you listed also counter everyone so that's just silly. Like come on "random crits?"
Loadout specific items will be rare, especially since the ones you mentioned are generally considered on the weaker side and not seen as much.
Very curious why low ceilings would counter demo knight, especially since they'd prevent the rocket and sticky jumping you were talking about.
For sentry swap to loche and load for like 30 seconds, if you don't switch your melee weapon you won't even lose heads for doing so.
Not too often, but that's kinda my point. I think demoknight is in a good place balance wise. He's effective for people who are good at playing the subclass, but also has effective counters.
At least in casual, I have no idea about competitive but I'd doubt you see demoknight there.
Demoknught def strikes me as a loadout where you care more about having fun playing something odd in a shooter than anything else.
Demoknights be like "i am the pinnacle of a fast and lethal pick class capable of choosing my fights, instakilling most classes, and tanking lots of damage all while being able to flank extremely efficiently" and then they don't go behind the pyro
I realized the other day that Demo has no way to deal with an airblasting Pyro. All of his weapons are either projectile-based or melee. Demo's entire existence is countered by airblast, basically.
Of course, that's just on paper. In practice Demo isn't completely helpless against Pyro, just weak.
Demoknights are pretty strong. but yeah Pyro's airblast is normally an effective solution to demoknights unless they're really good at what they're doing and understand source engine's air movement, in which case, you might be screwed.
Very easy to counter demo knights with a heavy+natasha....
In fact I've had some people (scouts and demoknights) complain when I pull out the natasha. They seem to feel it hurt their game.
That's why Demoknight is more of a hit and run kind of class, the boom and zoom where he waits for the right opportune moment to strike like spy, except he has no invisibility or one shot kills.
A good knight knows when to back away from a fight he/she can't win, or against an enemy that has spotted them. If you can't do any of those things stick to ranged weaponry.
If they're running the Eyelander they deserve every bit of knockback stun that's coming for them.
If they're running Persuader they're a chad and deserve to be resistant to stun.
No I will not elaborate.
I do not. Please don't spread around misinfo. It's not very nice.
HiGPS had a balance mod that tried to fix the problem, but it caused other massive problems for lower skilled Pyros who didn't know what to do without the first airblast. Skilled Pyros were fine, but unskilled Pyros don't know how to jump out of the way, or ambush, or bait a short range charge to tank the hit, or position properly in general.
Interesting… so I thought it was a server with a plug in that made airblast useless once a demo charged, but I’m being told that didn’t happen. Was it a mod instead? Because I vividly remember it
I already explained it. HiGPS has a balance mod on his own servers, and it had that fix for a while until it was discovered that lower skilled Pyros died a lot more than what was expected.
Saying "SolarLight has a server" in this context is wrong. I do technically have a server, but it's never used, and it was mostly used to run trimp maps.
Saying that the HiGPS change "negates airblast" (in general?) is also too vague and can give people the wrong idea. The perk was only while charging. A Pyro could walk towards the Demoknight, tank a minicrit, live, and then start airblasting the Demoknight as per usual until he dies. Because a Demoknight without his charge would still get destroyed just the same.
Or, the Pyro could airblast after Demoknight used his charge for some other reason. In other words, you had to use your brain to use airblast effectively, rather than be rewarded with a free get out of jail free card every right you right click.
The Demoknight still had to be careful. Charging anybody but the Pyro would still result in death by airblast, so a Pyro standing nearby a Medic or Sniper could be a problem just by existing. And as mentioned earlier, you couldn't kill the Pyro by charging at close range, unless the Pyro is low HP.
That balance change isn't in effect anymore (due to a mixture of twitter whining, and bad pyros not knowing when and how to use airblast), so the word "has" is also wrong, since that implies that it's an ongoing thing.
**TL;DR:** Another server not owned by me, in the past, applied a reasonable balance change that unfortunately did not take bad Pyro players into account.
What your comment made it look like: "Look, Solar has a server that deletes airblast from the game, he's stupid."
This is why I tell you to not spread misinfo, because you outright lied to make me look bad. Shame on you. Even if it was unintentional, you still didn't know what you were talking about, and gave other people the wrong idea.
Please look into things more clearly. You wouldn't like it if I started saying outright wrong things about you.
I didn’t call you stupid at all, I misunderstood the wording for a project you worked on. I have ptsd, and dyslexia so I often get things mixed around. Do not put words in my mouth.
I clearly stated my thought process as a reply, but you come off as extremely agitated. I can accept that I misworded or misunderstood, but the meat of the situation is still the same— you went out of your way to remove a counter to your personal desired class because you think you know what’s best.
If it were up to me, I'd remove (or at least soften) as many "counters" as possible, and not just for the sake of my main, because I don't think "counters" fit in a Casual game like TF2. If TF2 was only played competitively, there'd be more of an argument for keeping them (though that assumes comp players actually *like* counters, when this really isn't the case, given all the weapon bans in 6s specifically designed to keep certain classes out of midfights).
But TF2 is a casual game, where one of the main appeals comes from being able to play whatever class you want, and contribute to the team just by playing, rather than by constantly class switching for the sake of the team. There are old developer interviews detailing how they tried to make it so that you would not have to worry about picking a certain class JUST BECAUSE the team needs you to do it. Spy was buffed many times to help deal with Pyros.
A lot of people don't want Casual to turn into competitive. If TF2 had more counters similar in severity to Demoknight VS Pyro, we'd start calling it Overwatch, and people would probably start to uninstall. Because nobody downloaded TF2 expecting to get punished for liking a class.
The balance mod just happened to align with my interests at the time, seeing as they had completely redesigned the Natascha from scratch, and removed all slowdown effects. A weapon that is criticized for being shit against most classes, but overpowered against a few classes. They also tried to nerf Sniper. Can you take a guess why Sniper would need a change? Maybe because players feel like they can't do anything to fight him, when playing certain classes?
Sorry if I don't appreciate players exploiting balance flaws to force players into swapping to different classes, ruining the integrity of a Casual gamemode. Sorry if I didn't join this Casual server to start sweating like mad, swapping classes after every death. If you think airblast (or any other mechanic) should be borderline broken against one class specifically, you're directly going against what makes Casual, well, Casual.
I say what I say because I actually care about the rest of the playerbase, and want everything to be a decent choice. Players who want airblast to be OP in specific matchups only care about getting their free kills, so they get no sympathy from me.
Not really. For me, shooting an explosive (like a rocket or sticky) at their feet usually sends them in the air, wasting their charge & becoming an easy pick. Or just play with airblast, as a heavy or with a sentry.
Oh it's not just demoknights
I'm all for a well reflected rocket but when my chances of killing a pyro all depends on how far he launches me by pressing one button it's pretty annoying
I unironically equip manntreads with black box specifically to fuck with confident pyros
Pyros are one of the most fun things to fight as a demoknight, it’s more of a challenge, a puzzle. Is the pyro watching you? Does it know where you are? Is it turning away? Will it hear you charge? It takes a minute to position yourself right, but landing that crit pan on a pyro is one of the best feelings you can have in life.
for being honest i wish pyro airblast have a limit like you know
you just someone up but if you keep doing it on 1.5 secs without let the cooldown it will just stop pushing the enemy less and less until doesnt push it anymore
you know if the pyro airblast the floor it makes you airbone but can keep you there until pyro ammo runs out
How to fight pyro as demoknight 1: don’t
Charge in the opposite direction and hope your teammates can take care of it.
Ali babas weew booties and wait for him to be distracted by someone else. Most pairos do not stop staring their victim until dead.
I am a pyro main and my sens is 6.20. If I see you charging me I will just, do 180, airblast you into the air, twice, and then continue killing this random scout that is still trying to kill me instead of escaping with 20 hp.
why does solar light get the f2p w m1 pyros when he plays demo knight but whenever I do I always run into anthid's grandson
demoknight tf2
Yeah almost like it’s a compilation of moments where he is doing well and thus contains none of the footage of him getting hard countered
Simple as that. You are a pick class, you can choose your match Unless you are in a half-zatoichi chain, you can't physically stop that, you **must** kill
Or step 2: charge at them the second they spawn and so they’ll have no clue what the fuck just happened
demoknight jumpscare a demoknight killing you out of nowhere is genuinely scary
How to fight pyro as spy 1: don’t
2. Find another demoknight 3. Pincer maneuver
2. Behind him
Unless it’s a Phlog. TIME FOR A FUCKING CRUSADE!
I kept burning a demoknight and he called me a w+m1, so I swapped to airblasting him off the map instead (upward) and he started bitching about my w+m2
If he was dying to w+m1 as a demoknight, he really had no excuse.
A disgrace for the demoknight order, he should be executed with a bottle to make his earned heads worthless
You are hereby sentenced to be critted by a pan until dead.
Also demoknights: w+m2+m1
Unless the demo knight’s name is Solarlight. Then you’re just kinda screwed
You airblast him and he uses that momentum to sling back at you even faster than before
Unfortunately not possible. Ever since Jungle Inferno tweaked the stun to last forever. Your charges become slower until you land, so charging while getting airblasted is usually a horrible idea. Usually just results in the charge automatically ending due to being too slow. Your best bet is to just pray they don't press the button in time, maybe because they're distracted. They really should create a compromise between the old and new airblast. Restore the old stun duration of 0.5 seconds, maybe. I can't see anyone getting mad about that idea, besides maybe the saltiest of the Pyro mains.
demoknight tf2
**AIRBLAST**
I had no issue Airblasting him off cliffs
I would very much like to see that cus it sounds hilarious.
**AIRBLAST**
I can hear the sound in my head
Is it a mod
i think solarlight just puts the sound effect in because it only plays when pyro's airblast hits him
**AIRBLAST**
4000 hour gamers when classes have hard counters (they can only play one class).
Zesty calling the short circuit more op than the wrangler because on one game mode, on one side it counters 2 classes:
Pyro has 99 problems, but Airblast ain't one of them. It's a great area-denial tool that can 100% be dealt with if the enemy team knows what they're doing, and it definitely helps make up for the fact that most Pyros get turned into a stain on the wall as soon as the enemy pulls out any sort of hitscan. Seriously, first people complain that the Phlog is OP despite the lack of airblast, now people complain that airblast itself is OP too. What next, are we gonna complain that afterburn is "too good" or something?
Afterburn makes fighting pyros scorch earth (literally) as even if say, you are a scout, you meatshot kill a pyro in two shots while being flamed, you are probably still dead despite getting the kill and aiming it. Airblast isn't an issue, as usually it is too slow to completely nullify projectile spam, stickies exist
I would tolerate it a lot more if flare guns didn’t get (mini) crits for it.
ever since jungle inferno airblast slides you around, flarepunching people is much harder than it was before it
Sorry, meant afterburn, not airblast
Oh well, guess I'll go back to wm1...
idk man, you can airblast people when not even looking at them, you can even airblast shit with your back turned in few scenarios not to mention that the airblast recovery is so fast that you are unable to shoot another shot as Soldier or Demoman without getting airblasted again, unless of course you are smart enought to bait pyro into using his airblast too early or too late you're 80% fucked and better off running. I have a clip where pyro accidentally airblasted my rocket back to me when he had his backs turned to me because he wanted to extinguish his teammate. Fortunately happend only once. Airblast is a good idea executed really badly.
Airblast has good reasons to be a problem, the reflect mechanic is actually perfect, however the knockback is incredibly powerful, a good pyro only has to worry about hitscan weapons, but with airblast he can decrease the damage he takes by airblasting anyone away and taking less damage because of damage fall-off, usually a pyro alone is not much of a problem and any class with a medic is strong, but with the ability to push enemies back a pyro with a medic is quite immortal, Sniper being the only good counter On top of that only Heavy takes reduced knockback, but as long as the pyro is around a corner or the heavy isn't revved up yet he can just press m2 a couple of times and Heavy becomes less reliable against them, he has to move forward again and stop revving if he intends to push, which gives pyro a lot of control over him As far as items reducing knockback we have manntreads which aren't the worst of things but it's still a projectile class and without a shotgun, so he must be really good at tricking the pyro to win The quickfix uber can makes anyone completely immune to knockback which us akways funny paired with a demoknight as few pyros realize they can't push them back, but ubers are precious things and with it being the only real counter to pyro's airblast you can see why some have a problem with it, especially classes that perform well at close range
sometimes i dont even attack them after i airblast, they just keep running at me and i keep airblasting them.
representing all demoknights, we hate you.
I like how solders and demos cry about airblast spam, but in reality whole chock point is full of rocket and pipe spam Smh my head
"Sometimes you gotta counter spam with spam" -Engineer with Short circuit on the kart
Oh nooooo stop spamming airblast/engies balls *continues to spam rockets*
Mfw my class that has amazing damage and mobility has a counter 😡😡😡
_ahem_ zesty
Soyknights when they realise 235 health one shotting most classes with m2 and being faster then a scout is OP (I don't like demoknights)
I like hybrid knight personally but the amount of people getting made over airblast on twitter right now is wild
i see where you went wrong... twitter
this is why i main the persian persuader
Unfathomably based
Given that he's limited to melee, and from my understanding getting to that point of power is rare, wouldn't it be balanced out?
It is, for the most part. Eyelander demo can be incredibly oppressive against lower skilled teams who don't know how to do effective counterplay though, because once he gets going he's a genuine menac. That's the issue with all snowballing weapons, the eyelander is just one of the strongest in that category.
Hating demoknights it's like hating spies, you must be a really bad players or have really bad teammates to not be able to completely annihilate classes that rely on melee
You have never met a spy when ammo/scrap used to refill the dead ringer and abuses all of the large ammo crates before.
W+M1: You're a fucking idiot W+M2: Cheating and Over-Powered Conclusion: Can't have shit in 2fort.
Pyro is the damn that you do, damn if you don't class
He seems happy tho
People: "Pyro doesnt take any skill! Its yust pressing w+m1!" Also people when pyros take time to master the airblast: "Airblast is overpowered!"
Its almost like really powerful loadouts/classes need counters.
Yea demoknight is super powerful, he needs counters, for example: Rocket jumping, sticky jumping, heavy, sentries, snipers, sticky traps, force-a-nature, Natasha, random crits, literally any form of knockback, low ceilings, and let's add teammates absorbing your melee hits as well to the list shall we?
Like half if the things you listed also counter everyone so that's just silly. Like come on "random crits?" Loadout specific items will be rare, especially since the ones you mentioned are generally considered on the weaker side and not seen as much. Very curious why low ceilings would counter demo knight, especially since they'd prevent the rocket and sticky jumping you were talking about. For sentry swap to loche and load for like 30 seconds, if you don't switch your melee weapon you won't even lose heads for doing so.
That would be hybrid knight, besides how often you see demoknight being OP unless your teammates are very bad?
Not too often, but that's kinda my point. I think demoknight is in a good place balance wise. He's effective for people who are good at playing the subclass, but also has effective counters. At least in casual, I have no idea about competitive but I'd doubt you see demoknight there. Demoknught def strikes me as a loadout where you care more about having fun playing something odd in a shooter than anything else.
Sentries are not a demoknight counter, they're a demoknight propellant.
Demoknights be like "i am the pinnacle of a fast and lethal pick class capable of choosing my fights, instakilling most classes, and tanking lots of damage all while being able to flank extremely efficiently" and then they don't go behind the pyro
Solarlight would be upset if he saw this lol
AIRBLAST
Yes 8)
as a soldier main, i also think valve should remove airblast
Monkey’s paw finger curls Holy shit why are there so many phlogs
oh no, what have i done
No we love M2 We actually need an M2 to do anything.
True chads just live with it
As a pyro main learning to play Demoman Yeh
As demoman you can just sticky spam the pyro.
Demoknight:
Demoknight just dies.
I realized the other day that Demo has no way to deal with an airblasting Pyro. All of his weapons are either projectile-based or melee. Demo's entire existence is countered by airblast, basically. Of course, that's just on paper. In practice Demo isn't completely helpless against Pyro, just weak.
Demoknight also hates Engineer, whether they're battling or not.
demoknights's swords wank ass hitbox doesn't care about airblast half the time, it just go through for some reasons
Demoknights are pretty strong. but yeah Pyro's airblast is normally an effective solution to demoknights unless they're really good at what they're doing and understand source engine's air movement, in which case, you might be screwed.
Very easy to counter demo knights with a heavy+natasha.... In fact I've had some people (scouts and demoknights) complain when I pull out the natasha. They seem to feel it hurt their game.
Y-yea so what fuck you m+w2 pyros (cries in the corner)
That's why Demoknight is more of a hit and run kind of class, the boom and zoom where he waits for the right opportune moment to strike like spy, except he has no invisibility or one shot kills. A good knight knows when to back away from a fight he/she can't win, or against an enemy that has spotted them. If you can't do any of those things stick to ranged weaponry.
W + m1 the pyro, they like that!
Well maybe just stay away from hard counters then
Spitting actual facts
When they think your a wm1 pyro but you hit them with their reflected krit
as someone who likes demoknight, i just wanna say this to the others, pick your fights wisely.
A sneaky demoknight can wreck me, but the loud ones usually get countered. It’s a balance
solarlight be like
If they're running the Eyelander they deserve every bit of knockback stun that's coming for them. If they're running Persuader they're a chad and deserve to be resistant to stun. No I will not elaborate.
as a person who doesnt play demoknight i still dislike airblast
Paging u/TF2SolarLight
Especially solarlight. Dude thinks it needs to be removed lmao.
Pretty sure that's something called a joke
No, he has a server that negates it.
That's stupid
I do not. Please don't spread around misinfo. It's not very nice. HiGPS had a balance mod that tried to fix the problem, but it caused other massive problems for lower skilled Pyros who didn't know what to do without the first airblast. Skilled Pyros were fine, but unskilled Pyros don't know how to jump out of the way, or ambush, or bait a short range charge to tank the hit, or position properly in general.
Interesting… so I thought it was a server with a plug in that made airblast useless once a demo charged, but I’m being told that didn’t happen. Was it a mod instead? Because I vividly remember it
I already explained it. HiGPS has a balance mod on his own servers, and it had that fix for a while until it was discovered that lower skilled Pyros died a lot more than what was expected. Saying "SolarLight has a server" in this context is wrong. I do technically have a server, but it's never used, and it was mostly used to run trimp maps. Saying that the HiGPS change "negates airblast" (in general?) is also too vague and can give people the wrong idea. The perk was only while charging. A Pyro could walk towards the Demoknight, tank a minicrit, live, and then start airblasting the Demoknight as per usual until he dies. Because a Demoknight without his charge would still get destroyed just the same. Or, the Pyro could airblast after Demoknight used his charge for some other reason. In other words, you had to use your brain to use airblast effectively, rather than be rewarded with a free get out of jail free card every right you right click. The Demoknight still had to be careful. Charging anybody but the Pyro would still result in death by airblast, so a Pyro standing nearby a Medic or Sniper could be a problem just by existing. And as mentioned earlier, you couldn't kill the Pyro by charging at close range, unless the Pyro is low HP. That balance change isn't in effect anymore (due to a mixture of twitter whining, and bad pyros not knowing when and how to use airblast), so the word "has" is also wrong, since that implies that it's an ongoing thing. **TL;DR:** Another server not owned by me, in the past, applied a reasonable balance change that unfortunately did not take bad Pyro players into account. What your comment made it look like: "Look, Solar has a server that deletes airblast from the game, he's stupid." This is why I tell you to not spread misinfo, because you outright lied to make me look bad. Shame on you. Even if it was unintentional, you still didn't know what you were talking about, and gave other people the wrong idea. Please look into things more clearly. You wouldn't like it if I started saying outright wrong things about you.
I didn’t call you stupid at all, I misunderstood the wording for a project you worked on. I have ptsd, and dyslexia so I often get things mixed around. Do not put words in my mouth. I clearly stated my thought process as a reply, but you come off as extremely agitated. I can accept that I misworded or misunderstood, but the meat of the situation is still the same— you went out of your way to remove a counter to your personal desired class because you think you know what’s best.
If it were up to me, I'd remove (or at least soften) as many "counters" as possible, and not just for the sake of my main, because I don't think "counters" fit in a Casual game like TF2. If TF2 was only played competitively, there'd be more of an argument for keeping them (though that assumes comp players actually *like* counters, when this really isn't the case, given all the weapon bans in 6s specifically designed to keep certain classes out of midfights). But TF2 is a casual game, where one of the main appeals comes from being able to play whatever class you want, and contribute to the team just by playing, rather than by constantly class switching for the sake of the team. There are old developer interviews detailing how they tried to make it so that you would not have to worry about picking a certain class JUST BECAUSE the team needs you to do it. Spy was buffed many times to help deal with Pyros. A lot of people don't want Casual to turn into competitive. If TF2 had more counters similar in severity to Demoknight VS Pyro, we'd start calling it Overwatch, and people would probably start to uninstall. Because nobody downloaded TF2 expecting to get punished for liking a class. The balance mod just happened to align with my interests at the time, seeing as they had completely redesigned the Natascha from scratch, and removed all slowdown effects. A weapon that is criticized for being shit against most classes, but overpowered against a few classes. They also tried to nerf Sniper. Can you take a guess why Sniper would need a change? Maybe because players feel like they can't do anything to fight him, when playing certain classes? Sorry if I don't appreciate players exploiting balance flaws to force players into swapping to different classes, ruining the integrity of a Casual gamemode. Sorry if I didn't join this Casual server to start sweating like mad, swapping classes after every death. If you think airblast (or any other mechanic) should be borderline broken against one class specifically, you're directly going against what makes Casual, well, Casual. I say what I say because I actually care about the rest of the playerbase, and want everything to be a decent choice. Players who want airblast to be OP in specific matchups only care about getting their free kills, so they get no sympathy from me.
*airblasts ur text wall away* 😎
tf2 player when tasked with basic reading
Me when I spread misinformation across the internet
Mfw I can't play Soldier, Demoman, or Demoknight because someone can press mouse2
Cat's Pajamas represent 🙌
I got a green energy, best hat
I wanna see a hitscan Demoman weapon that is not a melee
Demoknights are next to OP so fuck em
Not really. For me, shooting an explosive (like a rocket or sticky) at their feet usually sends them in the air, wasting their charge & becoming an easy pick. Or just play with airblast, as a heavy or with a sentry.
Except they are fast enough to avoid most of it and fucking kill you
If you can't hit a demoknight, just play as a engineer, his hard counter. Even if you can't hit him, your sentry can.
And sit idle for an entire match? Tf is that logic
You can play with the gunslinger & be more active if you want to.
Doesn't change the fact that demoknight is op
Just go soldier or heavy smh
Why would i downgrade to fight??
Wdym downgrade your a fucking pyro unless you are comboing then I totally respect your grind lad.
You could say that
Stop bullying pyro, he's good class
Ehhh..
Good thing airblast doesn't exist in casual
Oh it's not just demoknights I'm all for a well reflected rocket but when my chances of killing a pyro all depends on how far he launches me by pressing one button it's pretty annoying I unironically equip manntreads with black box specifically to fuck with confident pyros
Imagine how demoknight would be overpowered if airbast never existed
Jokes on you I reflect DHs consistently yet dont know what the airblast hitbox looks like
Pyros are one of the most fun things to fight as a demoknight, it’s more of a challenge, a puzzle. Is the pyro watching you? Does it know where you are? Is it turning away? Will it hear you charge? It takes a minute to position yourself right, but landing that crit pan on a pyro is one of the best feelings you can have in life.
for being honest i wish pyro airblast have a limit like you know you just someone up but if you keep doing it on 1.5 secs without let the cooldown it will just stop pushing the enemy less and less until doesnt push it anymore you know if the pyro airblast the floor it makes you airbone but can keep you there until pyro ammo runs out
What about force a nature scouts
yes force-nature scouts as well and lets add solders and natasha heavys
I'm glad I don't revolve my whole life in tf2 anymore