Recently the Geth Pyro was buffed to increase the range of its flamethrower. Currently the flames only go up to their original range, but the damage exceeds it. The range should either go back or have the flames actually extend to it's current football-field range.
Geth Pyro needs nerf, or a fix
Débuté par
BloodClaw95
, juin 07 2012 01:25
#1
Posté 07 juin 2012 - 01:25
#2
Posté 07 juin 2012 - 01:27
Gotta agree, reduce the range back to original, give the pyro a small speed boost(5-10%) to compensate.
#3
Posté 07 juin 2012 - 01:29
Pyros range has always been the one thing that drives me crazy...prime turret is slowly replacing it tho.
#4
Posté 07 juin 2012 - 01:29
No they dont. They are still one of the easiest enemies. If you are close range, stun them. Otherwise you are a combat roll and back pedal away from being completely safe.
#5
Posté 07 juin 2012 - 01:31
Not every class can stun.Umphrey37 wrote...
No they dont. They are still one of the easiest enemies. If you are close range, stun them. Otherwise you are a combat roll and back pedal away from being completely safe.
Running away from a Pyro doesn't work. When a Pyro wants you dead, you're dead. It's range is abnormally large.
#6
Posté 07 juin 2012 - 01:32
Yeah, It's really annoying when you roll back 3 times and are still in range of a Pyro. They are meant to be strong close quarter units not have the range of a trooper.
#7
Posté 07 juin 2012 - 01:33
I'll tell that to my turian. should end up with me dead.Umphrey37 wrote...
No they dont. They are still one of the easiest enemies. If you are close range, stun them. Otherwise you are a combat roll and back pedal away from being completely safe.
#8
Posté 07 juin 2012 - 01:34
Combat roll and die in a fetal position.
#9
Posté 07 juin 2012 - 01:34
BloodClaw95 wrote...
Not every class can stun.Umphrey37 wrote...
No they dont. They are still one of the easiest enemies. If you are close range, stun them. Otherwise you are a combat roll and back pedal away from being completely safe.
Running away from a Pyro doesn't work. When a Pyro wants you dead, you're dead. It's range is abnormally large.
Well if you cant stun and you cant kill them from far away you should probably find a new strategy.
#10
Posté 07 juin 2012 - 01:35
Agreed. Pyro flamethrower range and Geth Hunter stunlock are ridiculous. Then there's the Prime's cannon and turret. All in all, I have to say that geth have the cheapest kills of any faction. Who needs
instakills when they have pyros and Hunters?
instakills when they have pyros and Hunters?
#11
Posté 07 juin 2012 - 01:35
Best post ever.johnstreetmusic wrote...
Combat roll and die in a fetal position.
#12
Posté 07 juin 2012 - 01:36
Also they still turn really slow so if you cant roll out of range you can roll behind them and give yourself plenty of time.
#13
Posté 07 juin 2012 - 01:38
You forgot to mention Hunters, who stunlock you to death.
#14
Posté 07 juin 2012 - 01:48
Yeah fix the range. They do damage way beyond the length of the flames. Getting downed by what could logically be little more than warm air is kinda silly.
#15
Posté 07 juin 2012 - 01:48
Honestly I am more irritated that the Brute's swipe appears to have much greater range than how it is animated, and on top of that has a quantum phase inverter that allows it to work through solid objects.
#16
Posté 07 juin 2012 - 01:48
The range of the flamethrower makes no sense in the first place, if they keep it like this I want to have that range on my Vorcha and turret flamethrowers, too. I could go sniping with teh flamez.
Modifié par Scam_poo, 07 juin 2012 - 01:49 .
#17
Posté 07 juin 2012 - 01:50
Give the geth an insta kill instead. I just watched a kroguard ram the enemy team melee'd them the entire match but didnt die.
#18
Posté 07 juin 2012 - 01:52
They need to extend the animation to the actual extent of the flame damage.





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