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 Post subject: Re: Flaregun minicritz!
PostPosted: 16 Jul 2009, 00:07 
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Has learned to write! (188)
[SpA]Tpyo wrote:
:20 The way I see it, As you charge somebody (non-pyro mind), flaregun them, swap to flame thrower and benefit from the minicrit for the duration of the burn. Should help kill medic-ed heavies a lot faster (especially if backburner crit/minicrit can stack). I think the flaregun needs some buff (as the pyro has probably suffered most from everyone else's updates - they didn't mention the heavies sandvich which saves them from burning and the medic's kritz taunt which can (with repeat use) do the same). However, why should the flames minicrit from the flare and not the thrower? I'd probably just prefer greater flame based damage on impact with the normal burn.

My other thought on all this is that whilst the pyro is the one who has been suffering in the kills stakes, the medic is the one losing out on the assists. Yes I know it was annoying when a medic "stole" your assist before (you did 90% damage and a final shot from someone with medic denied you the benefit) but the medic's entire game is in the assists (In before combat medic and ubersaw medic pairs) and several of the updates are starting to take priority for assists even over the medic (like the jarate, the sandman and soon, the flaregun). On pipeline I saw a sniper just repeatedly using the jarate and achieving a respectable score because he got the assists on a significant percentage of everyone's kills, especially irksome for the medic who kritzed a soldier and lost 5 assists to him at the very start.

Yes I'm whining as someone who regularly plays medic but it is things like this that make many people quit being medic when the team needs it to get some points as a combat class the team doesn't need.
/rant
Now that you mention this, I do notice that sometimes when you expect to have an assist, you do not get it however, if you are the only medic and are able to stay alive a bit while healing, I still have not difficulty at ending somewhere in the middle/top of the score board.

Most frustrating element which made the medic a bit weaker is the fact that pyro's can now blast away their ubers...

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 Post subject: Re: Flaregun minicritz!
PostPosted: 16 Jul 2009, 18:42 
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Has learned to write! (173)
Points in game are easy to come by (for simply healing damage/ubering even if nothing is acheived). Points for Psychostats are based on the kills/assists.

Also, I never minded the pyro airblast - the poor pyro has to be close and is usually un-ubered so at great personal risk. Yes they block the uber but it is surprising how few pyros play the team game not for themselves. I REALLY hate the sandman - no risk uberblocker with no delay.

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 Post subject: Re: Flaregun minicritz!
PostPosted: 16 Jul 2009, 19:05 
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Has no REAL life! (1715)
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Quote:
Also, I never minded the pyro airblast - the poor pyro has to be close and is usually un-ubered so at great personal risk. Yes they block the uber but it is surprising how few pyros play the team game not for themselves
That is why I dont like ( to say the least ) backburner pyros, they're so much useless in terms of helping your team :|


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 Post subject: Re: Flaregun minicritz!
PostPosted: 17 Jul 2009, 00:25 
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Has learned to write! (188)
Bartg wrote:
Quote:
Also, I never minded the pyro airblast - the poor pyro has to be close and is usually un-ubered so at great personal risk. Yes they block the uber but it is surprising how few pyros play the team game not for themselves
That is why I dont like ( to say the least ) backburner pyros, they're so much useless in terms of helping your team :|
Indeed, the airblast is ideal to save sentries or other vital points.

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 Post subject: Re: Flaregun minicritz!
PostPosted: 17 Jul 2009, 16:02 
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Has no REAL life! (1168)
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DoubleJ wrote:
Bartg wrote:
That is why I dont like ( to say the least ) backburner pyros, they're so much useless in terms of helping your team :|
Indeed, the airblast is ideal to save sentries or other vital points.
and annoy soldier with :ugly:

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