Last time I wrote, I mentioned that the ramps on cp_orange_x3 were unevenly spaced apart from the spawn rooms, allowing BLU team to jump back into spawn from the railing but not RED team.
Well, I’ve since learned about a number of other extremely small differences between sides of supposedly symmetrical maps that favor one team over the other. Let’s go over some.
Heights and ledges are a major part of any map. Everybody who isn’t a scout, soldier, or demoman is going to find something that limits their movement, and learning to find a way around that is a part of every learning curve.
Except when it isn’t. Sometimes there is a trick to reaching faraway places. Here’s a few of them.
Welcome to this, where I take a couple of community-suggested changes and discuss about how they could either slightly unbalance a weapon, completely break a weapon or even ruin a weapon.
Ah, pyro. Pyro pyro pyro. How SPUF can’t seem to make up its mind about you.
On one hand, even pyro mains think he needs a buff. His weapons are all incredibly close-range save the flare guns, his primary only seems good at inconveniencing the enemy, to the extent that the Degreaser is far more popular because it allows combos with afterburn (often touted as the only thing afterburn is good for.)
If it’s not that, its the ability to remove sappers from friendly buildings, or the ability to gain full health+crits with Phlog, or the ability to…basically do anything. If Soldier is TF2′s jack-of-all-trades, Pyro is its master-of-none.
So I’m here to end all that. The reason nobody thinks pyro is balanced…is because they aren’t using the right loadout. I present to you; the Degreaser-Manmelter-Sharpened Volcano Fragment-Jingle Belt.
Seriously. I’ve NEVER seen this loadout in years of TF2. Must be a well-kept secret.