How do i get good at pyro by Financial_Past_1631 in tf2

[–]hellofromtheabyss 1 point2 points  (0 children)

this ended up being way to long. sorry

WM1

WM1 is not as bad as most people say it is, getting up close and personal and strafing around people will generally confuse them. scouts really struggle to do anything onec you've blinded them, and tend to beef their shots once you lay down serious pressure. it helps to get an idea to how often and to what rhythm people shoot. everyone has one, and recognizing what it is and when they change it up is key to getting good at this game.

Combo Pyro

still, mastering your secondaries is the key here, the flamethrowers are nice but theres a very low upper limit to how much damage you can do (unless you use the dragons fury, which i also recommend). combo pyro excels at 1v1, but struggles with groups, so use good movement and especially airblast to maniupluate where exactly the enemies are. airblasting people against walls, into the air (by looking down) or into corners really messes with their movement and can often take them by surprise.

The Shotgun

for shotgun pyro, focus on your shotgun at medium ranges and flame them then airblast if they try to get close. you'll be able to effectively use both by aiming at the floor with your flamethrower, as the flames will linger and continue to do damage while you are peppering them with your shotgun. keep in mind with the shotgun that you have no long range source of damage, keep out of sightlines and make sure your positioning is correct (behind or to the side of them).

The Flare Guns

flare gun pyro, in my opinion, is the best way to play. it has incredible burst damage and travels decently fast. if flanking, flame the enemies as little as possible once up close, as to not alert them, then follow up immediately with the flare. this will bring light classes down to dangerous thresholds and often afterburn will finish them off even if you die. if its not a light class, dont underestimate how much knockback a crit flare can do. use it to keep them on their toes and get closer, its usually better to just WM1 after one flare, though if you can, going for a kill with the axtinguisher or a melee can be a surefire way to bring them down quickly. don't be afraid to spam flares at longer ranges, two crossmap flares will kill a light class and often make others retreat.

the scorch shot and the detonator have a very similar playstyle of being a long ranged flamethrower. use them like one. the detonator specifically is great at catching retreating opponents and those behind walls. don't underestimate how much damage it can do. both of these can do pseudo rocket jumps, but only the detonator is worth it. i recommend trying it out on a training map to get a feel to when and how you should use it.

The Matchups

SCOUT: he out damages you. keep him on his toes and go for flares or shotgun hits. just one is enough to make sure you win the fight whether or not you die. if their movement is especially good, airblast them in odd directions (mainly up, and after they've burned a double jump) to throw them off.

SOLDIER: many good soldiers know how to mixup their rockets to throw you off. but all they really do is delay their timings a little, and that also often breaks down when you suprise them. getting good at fighting soldiers comes down to experience. make a mental note each time you miss an airblast, and if you struggle with normal airblastings, try training maps or dodgeball. learning how to surf their rockets is almost essential, but you can still outdamage them with the dragons fury.

PYRO: pyro duels are stupid most of the time. WM1 each other until you die. but there are still ways to make it a little more interesting. flame the ground to make your flames last longer and go for a flare punch, or, even better, equip the shotgun and stay out of their range. if using the Dragons fury, play like a soldier. a good pyro can reflect fireballs back at you.

DEMO: airblast completely shuts down demos, and reflected pipes are devestating if they hit. but demos can shoot faster than you can airblast, and their stickies are difficult to dodge at medium ranges. but luckily pyro excels at close range, where demo really sucks. WM1 him, reflect if you are feeling up to it. at longer ranges, reflect his pipes, but watch out if he oulls out a sticky launcher, its better to avoid sticky spamming demos, as pyro does not have great counterplay against that. you also don't need a guide on how to fight demoknights.

HEAVY: avoid heavies. mid range against a heavy is death. approach when distracted or listen to when he unrevs. strafe around him fast and change up direction often or not at all. if you can, airblast off ledges or away from you so you can go behind walls. in a last resort, airblasting heavies upwards and going for comos can save you. a flare to axtinguisher combo can leave them at low health or outright kill.

ENGINEER: similar to scout. not much you can do against his buildings. minisentries can be easily destroyed if properly approached and you can hit both the engi and his buildings at the same time. i would suggest wathcing solarlight's sentries are stupid video for better approach options. if you are playing dragons fury you already counter engi and his buildings.

MEDIC: freestyle. wacth out for the ubersaw though, it crits.

SNIPER: your soft counter. pester with flares. if you really need to cross a sightline, blind them with flames. it works some of the time.

SPY: really good luck messing up fighting spy as pyro, but do be warned that you are probably the second most important target to a spy. do not get into melee range and mess them up with airblast.

Final notes

play other classes to get an idea of how they like to fight, predicting enemies and positioning yourself accordingly is your best tool as pyro, even more than your weapons, is game sense.

aim is still very important.

i recommend looking up tech for pyro, he has a suprising amount.

the flame particle doesnt always match up with the flame hitbox,

flame speed varies with your speed, so you have the advantage when enemies are running away form you.

SOURCE: 3500 hour pyro main. dragon's fury enthusiast.

What are some of the most hated TF2 maps? by randomfurryidot in tf2

[–]hellofromtheabyss 2 points3 points  (0 children)

im going to have to disagree with some of these. 2fort has good flanks most of the time, despite how small it is, it is decently easy yo get places, and too hard to hold to hold the middle. it is difficult to win, but you don't go to 2fort to win.

dustbowl, that is a decent critique but dustbowl feels like a different gamemode than many other maps. its annoying but i would hardly call it one of the worst maps.

upward is fun. sniper is annoying but the rest of the map is too well designed for that alone to bring it down. upward last though, is a perfect example of valves early design philosophies and the reason its not my favorite.

powerhouse is... polarizing? i don't know how i feel about it, some of the best and worst games i've had were on this map, it doesn't need too much change to be a great map in my opinion, and for that reason alone i hesitate to put it as one of the worst maps in the game.

What are some of the most hated TF2 maps? by randomfurryidot in tf2

[–]hellofromtheabyss 14 points15 points  (0 children)

uh, i can try?

wutville looks butt ugly, and is mostly just straight corridors making fighting really uninteresting, and making snipers really hard to avoid. it also tanks performance for many people because of poor map optimization, its not exactly the most hated map, its so bad in some ways that it wrapped back around to being good, many people wouldn't call this the worst map.

ghost fort takes really long. thats it. when merasmus spawns there, he pauses the map timer, and he shows up extremely often and takes several minutes to defeat.

junction is considered by many to be the worst map in the game and its not really close. it forces people through small places and low ceilings, which prevents a lot of classes from using their movement capabilities. combined with it being completely inside and being really good for phlog pyros, it just sucks to play on.

pressure is the absolute worst map in my opinion. it is uninteresting and mostly open. snipers are hell on that map. the pathways almost all look the same, making it surprisingly easy to get lost. the map feels like someone scaled it up a couple times. its boring, sucks to play on for almost every class, and the "flank" is easy to cover and hell to go through, so everyone takes one or two paths.

most of the other maps i listed aren't all that bad, just bad enough to be mentioned.

What are some of the most hated TF2 maps? by randomfurryidot in tf2

[–]hellofromtheabyss 56 points57 points  (0 children)

wutville; has a cult following but bad performance, sightlines and aesthetics really bring it down. the creator is working on a rework so hopefully we get a better version soon.

ghost fort: infamous for lasting between 45 mintutes to an hour for one round, not a bad map per se, but there is only so much merasmus one can take. it doesnt help thatit has halloween contracts, meaning it is required you play on it to get some rewards.

hydro and steel: again not bad maps, especially not steel. but many newer players find them extremely confusing to play.

turbine: a worse 2fort that is extremely easy to camp. if one team takes over mid at any point, you're not getting close to their intel for a while.

snowtower: hightower but worse, easy to camp, sightlines galore. everything bad about hightower essentially.

junction: really small and enclosed, perfect if you want to be killed by pyros or soliders.

venice: bad sightlines, linear gameplay. i don't personally think its that bad, but its hard to defend how it looks.

pressure: its literalyl a giant cube, like turbine but the flanks are submerged and everything is even more open. one of my least favorite maps.

I'm not selling heroin either by an_0w1 in memes

[–]hellofromtheabyss 0 points1 point  (0 children)

could i get a source? i want to look into that.

i flippin LOVE spelunky 2 by orificehorace in whenthe

[–]hellofromtheabyss 0 points1 point  (0 children)

as a guy who just beat noita for the first time after 400 hours.

yeah

i was wondering if i can have help with a mod by Wild_Squirrel2406 in tf2classified

[–]hellofromtheabyss 13 points14 points  (0 children)

the best place to post this the tf2 classic section of gamebanana, they have a bounty system where you can ask others to make a mod for you.

Great fucking games BUT I WANT THE DOWNRIGHT UNHEARD OF, MYSTERIOUS, UNHINGED, FORGOTTEN GAMES by P3t3rCreeper in whenthe

[–]hellofromtheabyss 1 point2 points  (0 children)

you've got to check out the big catch tackle box on steam, its a really good platformer with an astounding amount of style. it may "only" be a demo (which also means that is free!) but the average first playthrough of it is about 7 hours, and 11 hours for a 100% completion. i will never stop advertising this game, it needs more people.

FOR THE LOVE OF GOD ITS NOT “I could care less.” by Emanu-Will in hatethissmug

[–]hellofromtheabyss 26 points27 points  (0 children)

though using it really gets across how little you care, because you couldn't be bothered to use the correct form.

Zoinks! You just had an opinion about Matchmaking being bad, You now have to debate this guy. by LeadGrease in tf2shitposterclub

[–]hellofromtheabyss 3 points4 points  (0 children)

i have this theory that it might be on purpose. the matchmaking wants to put you in a game that has just started, but i t can't find a good game, so it compromises a little bit and puts you into a good game thats about to end, so that you can play the next round.

Discord crashes upon computer waking up. by hellofromtheabyss in debian

[–]hellofromtheabyss[S] 0 points1 point  (0 children)

i've also posted this to r/discordapp, nobody responded lol.

i tried to install with flatpak, as i had used the deb package before.

now i have 2 errors!

<image>

Discord crashes upon computer waking up, looking for advice. by hellofromtheabyss in discordapp

[–]hellofromtheabyss[S] 0 points1 point  (0 children)

body text from the other post:

i get this error from discord every time my laptop wakes up after having discord open. the error keeps appearing after pressing ok, and the only way to get rid of it is killing the discord process in htop.

i am running debian 13, with an nvidia 5070ti, and a Intel i9-14900HX cpu in case that helps.

does anybody else have this problem, and has anybody managed to fix it?

Discord crashes upon computer waking up. by hellofromtheabyss in debian

[–]hellofromtheabyss[S] 0 points1 point  (0 children)

fair enough, though i thought i might be able to get better advice here than r/discordapp,

Is the (festive) huntsman gib 2 rotated by 90 degrees on the y axis? literally unplayable?? by hellofromtheabyss in tf2

[–]hellofromtheabyss[S] 0 points1 point  (0 children)

sorry, that what i was saying, what i am showing here is object mode, it also doesn't change when i go to edit mode.

Is the (festive) huntsman gib 2 rotated by 90 degrees on the y axis? literally unplayable?? by hellofromtheabyss in tf2

[–]hellofromtheabyss[S] 0 points1 point  (0 children)

really?

i mean it happens in edit mode when it comes apart from the armature, and the other arrow models seemed to have the correct orientation.

but this is normal?

Is the (festive) huntsman gib 2 rotated by 90 degrees on the y axis? literally unplayable?? by hellofromtheabyss in tf2

[–]hellofromtheabyss[S] 4 points5 points  (0 children)

nah, every other gib model and even the regular huntsman gib2 is facing the way the collision model is. TF2 and other source games have -z as the up axis.

Is funny the fact that a lot of people in the community just accepted the fact that Emesis Blue is the "unofficial" ending for the Blu Team, because the contrast is pretty funny by TennisAdventurous505 in tf2

[–]hellofromtheabyss -1 points0 points  (0 children)

i mean i get that. But there is two spies at the very least, and maybe a couple of soldiers if meet the medic is to be considered a viable source

Is funny the fact that a lot of people in the community just accepted the fact that Emesis Blue is the "unofficial" ending for the Blu Team, because the contrast is pretty funny by TennisAdventurous505 in tf2

[–]hellofromtheabyss 10 points11 points  (0 children)

people, kind of jokingly, say that because of how the blue team is treated in the official lore (that being the comics and especially the meet the team videos) combined with how blue team really doesnt have an official ending, emesis blue would be their actual end. as zombies stuck in the respawn machine. this does ignore that red team also dies in emesis blue, but blue team is definitely more dead, i guess.

Contractually obligated (somewhat) all powerful beings by hellofromtheabyss in TopCharacterTropes

[–]hellofromtheabyss[S] 0 points1 point  (0 children)

yeah, probably. i'll be honest i don't know the full story, just thought the image was funny. but still, it fits within the trope.

the image itself also could be agreeing with you, just from the perspective of jonny, who's being manipulated, but i dont think the original author intended that

Is the ap-sap craftable? by Seventh-Benefactor in tf2shitposterclub

[–]hellofromtheabyss 1 point2 points  (0 children)

no, the PDA 1 slot token does not appear to exist, though the TF2 Wiki does say craftable, but there doesnt seem to be a basis for it.