The Problems with Pyro, and a Few Potential Fixes

In honor of the incoming Pyro rework, I’d like to discuss the shortcomings of the class, and the shortcomings of Valve’s previous attempts to “fix” him. Oh, Pyro. You’ve been a mediocre class from launch, and nobody at Valve ever really took the time to fix you. From the lowest levels of “I just installed yesterday” pubs, all the way up to invite play, few would debate the statement that “Pyro is a broken, poorly balanced class”. Fewer still could (or would care to) describe exactly why Pyro is broken to begin with. SECTION 1: WHY PYRO BREAKS PUBS At… [Continue Reading]

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Malicious Multiplayer

Rainbow Six Siege is a game I picked up on the promise of tactical, slow-paced gameplay and then I sold it for lying. But I’ll save my quarrels with its gameplay for another time, because instead I wanted to focus on a few things that curse multiplayer titles in general, and Siege is the perfect scapegoat for demonstrating those points. So without further ado~ Player Visibility and Colour Simply put, a player should NEVER fade into the environment. They should pop against their background, but with more games leaning towards the duller, realistic washed out colour palettes, this becomes an… [Continue Reading]

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The Great Pyro Rework by Someone Who Doesn’t Play Pyro

Yes, that title is stupid, yes, that is what I am about to do. I play Pyro a little, but I can’t say that I am a Pyro main. Then again, neither can the TF Team. But don’t worry, I’m not going to do anything dumb. Overall Changes Pyro’s base speed and health are fine. He’s supposed to be in the middle, and since every other >150hp class runs slower than 100% move speed, I don’t see why Pyro should get any more mobility, running-wise. The main changes here are to how his weaponry should work. Afterburn Pyro keeps his… [Continue Reading]

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MeeMs Thoughts On The Balance Of Power

After the recent update (Or if you’re reading this in the future the MyM update) many of us are left questioning two things. Firstly, what the hell are the TF team doing and secondly, do they actually play this game? Well from recent discussions it seems pretty clear that Valve would likely try to break down weapon stats into more logical data. So to begin with we must query what actually makes a weapon. For most weapons in TF2 we can split it up into it’s effective range and its DPS. If we look at a simple example say… the… [Continue Reading]

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Meet Your Match Weapon Rebalances!

There are so many new weapon changes that came out with Meet Your Match, and for the most part I’d say the changes are a net positive. I’m not even sure where to begin, so I’m just going to go through the list and highlight the weapons I care about, and say my piece. First of all, the Sydney Sleeper is awesome! Two huge changes that buffed this weapon while raising its skill ceiling and its support capabilities, now it can extinguish teammates with scoped friendly-fire and deal area-of-effect jarate splash on scoped headshots. The former ties in with the… [Continue Reading]

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Concepts

Valve doesn’t like adding new concepts to the game, which is why there are so many +/- weapons, even the ones that don’t look like they are. The Airstrike for instance, is entirely +/- but the description doesn’t show it as such. Anyways Valve occasionally figures out they can change around a concept for new weapons and balancing, and then do it to a bunch of weapons (cough, switch speeds in tough break getting added to like 30% of melee weapons, cough). This seems like a new thing but switch speed has been around for ages in the Degreaser and… [Continue Reading]

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Overwatch comes out today!

Get hyped, Overwatch comes out in just a few hours! Imma buy it the second it comes out because I promised myself I’d never preorder again after the colossal disappointment that was Killing Floor 2, but if you’re hoping to score the Noir Widowmaker skin, you have a very brief window of time to obtain it right now. And this is a game to get in on the ground level, because I have a feeling this one’s gonna stick around for a long time. It took most of the good stuff from Team Fortress 2 and added things that make… [Continue Reading]

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The Current State of Demoknight

Alright, so its been a good 5 or so months since Tough Break at the time of writing this article. It’s no news flash that Tough Break severely crippled Demoknight like a sledgehammer to the kneecaps. The Tide Turner went from being amazing and threatening to mediocre and a joke, since it can no longer get those precious charge crits. And the Claid, bless its soul, lost its ever-so-valuable charge duration increase, and fell from stardom, into the realm of obsolete weapons. Not to mention how the dear Persian Persuader, one of the more fun and unique melees, went from… [Continue Reading]

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MeeM’s thoughts on difficulty and continuity

Often, I find myself asking: “why are you still doing this” or “your team isn’t trying, why should you”. And nearly every time I fail to answer, and then consequently die for not paying attention. But that’s the thing. Why did I die? I died because I made myself die. Not directly, rather I made the decision that I should die a couple of hours before playing. Now, I’m fairly certain most people, at some point in any game, get to a point where they no longer feel challenged and quickly after they become bored. At least this was true… [Continue Reading]

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Why have we not fixed the Vita-Saw yet?

The Vita-Saw has gone unchanged for a very, very long time. Apart from bug fixes and being added in collector’s form, it has seen nothing what so ever in terms of anything interesting. It’s a boring, ugly, dull weapon. No one cares about it apart from Medics. You can speculate forever as to why Valve won’t change the Vita-Saw, but I feel it’s for two reasons. First, it’s a community weapon, which isn’t much of a reason, but Valve has a thing about accepting community changes, they’ve only recently been accepting them for hats only. Second, it’s very reminiscent of… [Continue Reading]

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