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Old 09-06-2012, 11:38 AM
  #401  
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The rainblower is functionally identical to the stock flame thrower, Sam. It's just reskinned.
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Old 09-06-2012, 12:01 PM
  #402  
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Airblast is a little tougher in the MvM rounds, I think. It seems as though robots are heavier than their meat-based counterparts insofar as the airblaster's effect is concerned, thus the need for the airblaster upgrades.

As for backburner- it is amazing. 100% crits from behind with no ammo penalty (well, airblast costs a lot more ammo, but it's worth it.) This is why, in the MvM rounds, I always start out right at the jumping-off point, so than when the bots enter the arena I'm already behind them. I just wish that the crits were also effective against tanks, which they don't seem to be.
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Old 09-06-2012, 12:07 PM
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Originally Posted by Joe Perez
Airblast is a little tougher in the MvM rounds, I think. It seems as though robots are heavier than their meat-based counterparts insofar as the airblaster's effect is concerned, thus the need for the airblaster upgrades.

As for backburner- it is amazing. 100% crits from behind with no ammo penalty (well, airblast costs a lot more ammo, but it's worth it.) This is why, in the MvM rounds, I always start out right at the jumping-off point, so than when the bots enter the arena I'm already behind them. I just wish that the crits were also effective against tanks, which they don't seem to be.
I wish that the heavy's minigun was effective against tanks. wtf@12-13 damage a hit at minimum range!
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Old 09-06-2012, 12:39 PM
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Originally Posted by blaen99
I wish that the heavy's minigun was effective against tanks. wtf@12-13 damage a hit at minimum range!
This is another reason why I prefer Pyro over Heavy in these rounds.

Pyro has two big advantages. With Backburner, he can crit normal bots at will. And in waves where you have large numbers of relatively weak bots swarming the battlefield, Pyro can just run around like a madman setting everybody on fire, and provided that he's upgraded his burn time and damage, many of them will die from just the afterburn alone. Those who don't will be sufficiently softened up that the second-wave defenders (heavies, engies, etc) will have a much easier time picking them off, and will be able to spread their bullets around much more effectively.


That said, I did play as engie a bit the night before last, and his wrangled sentry sure is a thing of beauty against massive, slow moving opponents such as the tank and the "large" bots.
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Old 09-06-2012, 12:49 PM
  #405  
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Originally Posted by Saml01
Just to clarify, you cannot airblast the bomb as it lays on the ground. You have to airblast an enemy carrying the bomb. This is why sometimes you want to lure the enemy onto a bridge or equivalent to buy us more time. Its risky but if done right really helps.
I needed to know this.

Originally Posted by Saml01
Do you have The Back Burner? I got one in the haul last night, ill trade you.
I don't have the Back Burner. I'll gladly accept the trade, although I don't know if I have anything of value to you to trade back.

Originally Posted by Saml01
As for the error, you should have been given the option to either keep whats on the cloud or push local data. Did you check your back pack and confirm the items are missing?
I don't know what I got from the haul because it burped and kicked me off last night before I could see what was there. There are a few new items in my backpack but I think I acquired them along the way yesterday before going over to mvm and not at the end of the mission.
Originally Posted by Joe Perez
and provided that he's upgraded his burn time and damage, many of them will die from just the afterburn alone.
There are two types of damage to choose from under the flamethrower tab, "damage" and underneath that "burn damage". Which is the one I should concentrate on and what is the difference?
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Old 09-06-2012, 12:54 PM
  #406  
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Originally Posted by sixshooter
I don't have the Back Burner. I'll gladly accept the trade, although I don't know if I have anything of value to you to trade back.
A couple of us have a spare backburner we can just give you no problem, Six.

There are two types of damage to choose from under the flamethrower tab, "damage" and underneath that "burn damage". Which is the one I should concentrate on and what is the difference?
Burn damage is afterburn.
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Old 09-06-2012, 12:58 PM
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Originally Posted by sixshooter
I needed to know this.

I don't have the Back Burner. I'll gladly accept the trade, although I don't know if I have anything of value to you to trade back.
I don't need anything of value back for it. Though I did use my soda popper in a craft, would be cool if you had one.

Otherwise, I want the team better equipped the next time we play.

I also have a brass beast for someone if they want to double as heavy.
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Old 09-06-2012, 01:01 PM
  #408  
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Originally Posted by blaen99
Burn damage is afterburn.
And "damage" is the immediate damage caused to someone while you are actively standing there firing at them.

Both are important, but which one is more important depends somewhat on your style of play.

If you tend to simply "fire and forget", lighting up large numbers of enemy and letting them scatter, then you will want to increase both Burn Time and Burn Damage, so that they stay on fire longer, and take more damage in the process.

On the other hand, fur the purpose of making a sustained assault on a single enemy, such as going nose-to-nose with a tank or circling around a Giant Heavy and hitting him continuously, this where where regular Damage comes into play.
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Old 09-06-2012, 01:59 PM
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Originally Posted by blaen99
A couple of us have a spare backburner we can just give you no problem, Six.
Thank you! What are the advantages of the backburner?
Originally Posted by Saml01
I don't need anything of value back for it. Though I did use my soda popper in a craft, would be cool if you had one.

Otherwise, I want the team better equipped the next time we play.
Thanks to you as well. No soda poppers here, but I got a juicy ribeye steak the last go-around for some reason.
Originally Posted by Joe Perez
And "damage" is the immediate damage caused to someone while you are actively standing there firing at them.

Both are important, but which one is more important depends somewhat on your style of play.

If you tend to simply "fire and forget", lighting up large numbers of enemy and letting them scatter, then you will want to increase both Burn Time and Burn Damage, so that they stay on fire longer, and take more damage in the process.

On the other hand, fur the purpose of making a sustained assault on a single enemy, such as going nose-to-nose with a tank or circling around a Giant Heavy and hitting him continuously, this where where regular Damage comes into play.
Thank you for the thoroughness of your explanation. It helps to know what and why for the sake of strategy on so many levels. BTW, I can certainly tell when I am up against noobs like myself or seasoned players in some of the other games. They know the tricks to playing smart that only come with time in the game.

I hope we start earlier next time because getting finished at 12:30am and waking up at 5:30 for work is kicking my *** today. Let's just say that my mental acuity is a bit weak today.
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Old 09-06-2012, 02:06 PM
  #410  
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Originally Posted by Joe Perez
This is another reason why I prefer Pyro over Heavy in these rounds.
I don't think tanks are necessarily a good reason to go for pyro over heavy. I may bitch about it, but a heavy with brass beast, even on a tank, is still good damage.

Originally Posted by sixshooter
Thank you! What are the advantages of the backburner?
If you hit something from behind, it auto-crits 100%. It can't crit otherwise though.
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Old 09-06-2012, 02:22 PM
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Originally Posted by Joe Perez
That said, I did play as engie a bit the night before last, and his wrangled sentry sure is a thing of beauty against massive, slow moving opponents such as the tank and the "large" bots.
When you have 2 engineers it is amazing. You have 1 of them using the wrangler and the other repairing the sentry so that it has infinite ammo.

I may be on tonight. It depends if coworkers try to get me to play sc2 or not and how late I want to stay up.
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Old 09-06-2012, 02:29 PM
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Originally Posted by blaen99
I don't think tanks are necessarily a good reason to go for pyro over heavy. I may bitch about it, but a heavy with brass beast, even on a tank, is still good damage.



If you hit something from behind, it auto-crits 100%. It can't crit otherwise though.
I carry the brass beast mostly and switch to natasha for missions with big scouts. If there is a second heavy playing usually with Virant, I could play Natasha the whole time. Its invaluable against sentry busters as well since it slows them to a crawl.

I also gave up the sandvich for family business to handle enemies after ammo runs out and its great against spies and snipers. I also carry warriors spirit gloves for a lot more melee against tanks. With the warriors spirit the third punch crit is 253 damage. Yea I lose the run speed from the gloves of urgency but the extra damage is nice.

Though yesterday we had a nice time with the medic before I crashed out, a part of me almost wants to give it a try and see how it lends itself.

Anyone wanna trade me a direct hit?
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Old 09-06-2012, 04:00 PM
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Originally Posted by blaen99
I don't think tanks are necessarily a good reason to go for pyro over heavy. I may bitch about it, but a heavy with brass beast, even on a tank, is still good damage.
Yeah, a Heavy is definately the best class (after the Wrangler Engineer) for going face-to-face with a tank. However the Pyro is a more well-rounded class than the Heavy when you consider all of the non-Tank enemies, especially given the fact that you can't really upgrade two different characters effectively in a single round.

At lest, for me it is. I grant you that I've seen some players who can use the Heavy very effectively in close-quarters combat. I'm just not at that skill level.
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Old 09-06-2012, 04:07 PM
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Originally Posted by Joe Perez
Yeah, a Heavy is definately the best class (after the Wrangler Engineer) for going face-to-face with a tank. However the Pyro is a more well-rounded class than the Heavy when you consider all of the non-Tank enemies, especially given the fact that you can't really upgrade two different characters effectively in a single round.

At lest, for me it is. I grant you that I've seen some players who can use the Heavy very effectively in close-quarters combat. I'm just not at that skill level.
I'm going to have to agree-yet-disagree. I think it depends *a lot more* on class balance as to what class is better.

The best team we've had (IMO at least) was 2x engi, 2x heavy, pyro, and something else.

If you asked me to swap a pyro for a heavy, I'd go **** no. A heavy for a pyro? **** no again. An engi for a pyro or a heavy, or vice versa? **** no.

The reality is you can't have everyone, or even 3 people be the same class, or it seriously penalizes you. I'm slightly confused as to an argument relating to "which is better?" when the argument should be (at least IMO) "which class composition is best?"
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Old 09-06-2012, 04:27 PM
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That's a fair assessment, and I'm largely biased by which classes I'm most skilled at.

I like playing Heavy as offense in payload maps, or in payload races. It's an easy class to play, since you have essentially infinite health and ammo. You just stay behind the cart and kill anything that moves.

By contrast, I'm not very good with Heavy in maps like CTF. I don't know why, I've just not developed the skill for it. I'm much better as Engineer in those.

In some maps, I love Pyro. Special Delivery is a good example here. That game mode tends to attract a lot of snipers who hang back and pick off the opposing team on the elevator, so I can have a ball spending the whole game just ambushing snipers and eliminating them.

Some classes I've never found a use for. Demo, for instance. He's a valuable character in the right hands, but I just seem to suck at playing him. Same goes for Scout.
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Old 09-06-2012, 04:33 PM
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Oh man, I love demo. I ******* love demo.

I can play every class to a certain extent of skill, but Demo and Soldier are my standout favorites. But I never play soldier in MVM typically, and only play Demo rarely.

Demo is incredibly useful in certain situations in MVM, but it's also incredibly dependant on overall class balance on whether it's even worth it to have the demo or not. That's kind of the issue with class balance in MVM - at least 4 classes are totally worthless (Spy, soldier, sniper, medic), and 2 are only situationally useful (Demo, Scout). A soldier can be played in place of a scout if necessary, but a properly equipped scout blows a soldier out of the water.
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Old 09-06-2012, 08:44 PM
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I may spend the cash to equip a Scout for MT MVM.
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Old 09-06-2012, 09:05 PM
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want a smooth gaming experience? go buy my graphics card in sales area
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Old 09-06-2012, 11:02 PM
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Link it beyotch.
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Old 09-06-2012, 11:24 PM
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Originally Posted by triple88a
Link it beyotch.
BAM!
https://www.miataturbo.net/stuff-sal...200-obo-68246/
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