+Here are some of my quick thoughts about each weapon/taunt to be released:
Thermal Thruster-
Wow.. so there actually is a jetpack for the pyro now, it says "Fires a short-duration blast", I guess this is like a rocket jump now for pyro? I hope it's at a reasonable speed. Otherwise I'm just worried about multiple back cosmetics for the pyro but obviously TF2 already has enough glitchy combinations of hats.
Dragon's Fury-
The Dragon's Fury looks like a really cool concept, only concern for me is how fast the projectile will be and how it works once reflected. I'm hoping it's splash damage in a small area and doesn't explode on impact of a wall, only a player... Seems like it would only be a primary scorch shot if it exploded on walls.
The Gas Passer-
Gas passer is going to cause some fps lag for me... My computer never does well with flamethrower/fire/gas particles. Also wondering how long it'll last, probably like madmilk & jarate where you can wash them off but it also lasts for a certain amount of time. Also... might be a viable thing but... I really hope the gas cloud that it leaves behind only lasts for around 10 seconds or so... it's a pretty strong area denial against spies if they just walk through it. (Assuming that it will create... green? drops off the spy once he passes through)
Hot Hand-
Obviously a troll weapon, seems like just a fun poke like the holy mackerel. (Maybe it could be used for chasing down a DR spy?)
The Second Banana-
Poor heavy... At least this somewhat provides an alternative to the sandvich being the ONLY VIABLE HEALING SECONDARY in the game. I think second banana actually might come in use for more aggressive heavies. It's a decent way to heal yourself up after taking 2 rockets & the halved recharge time is certainly an upside to making heavy more active.
Taunt : Gas Blast-
Another kill taunt... oh boy... can't wait to see every pryo sitting at the gates spamming this. Just a bit worried about how far the taunt goes. Otherwise seems good.
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+Thoughts on each change:
Flamethrower-
Particle effects seem nice... hopefully I don't lag as much fps when I see them compared to the old particles. More consistency is the best thing the TF2 team can do for pyro right now.
AfterBurn-
Definitely a major improvement. Though I do hope that there the afterburn duration is capped at 10 seconds rather than stacking infinitely. (Also can the same thing be applied to scorch shot? Like if you get hit by splash it's only 5 seconds of burning not 10?)
AirBlast-
Once again, consistency is good. As for factoring the momentum of pyro and the target... does this mean if the pyro is running at someone and that same person is running away from the pyro and he airblasts him, does he get airblasted further away? And if pyro is running at someone and the other person is running at the pyro, the knockback is reduced? Allowing target to actually have footing & air control after airblast definitely helps as well. As for airblast strength increased? I want to test see how strong it is before I make an opinion.
Thermal Thruster-
Wow.. so there actually is a jetpack for the pyro now, it says "Fires a short-duration blast", I guess this is like a rocket jump now for pyro? I hope it's at a reasonable speed. Otherwise I'm just worried about multiple back cosmetics for the pyro but obviously TF2 already has enough glitchy combinations of hats.
Dragon's Fury-
The Dragon's Fury looks like a really cool concept, only concern for me is how fast the projectile will be and how it works once reflected. I'm hoping it's splash damage in a small area and doesn't explode on impact of a wall, only a player... Seems like it would only be a primary scorch shot if it exploded on walls.
The Gas Passer-
Gas passer is going to cause some fps lag for me... My computer never does well with flamethrower/fire/gas particles. Also wondering how long it'll last, probably like madmilk & jarate where you can wash them off but it also lasts for a certain amount of time. Also... might be a viable thing but... I really hope the gas cloud that it leaves behind only lasts for around 10 seconds or so... it's a pretty strong area denial against spies if they just walk through it. (Assuming that it will create... green? drops off the spy once he passes through)
Hot Hand-
Obviously a troll weapon, seems like just a fun poke like the holy mackerel. (Maybe it could be used for chasing down a DR spy?)
The Second Banana-
Poor heavy... At least this somewhat provides an alternative to the sandvich being the ONLY VIABLE HEALING SECONDARY in the game. I think second banana actually might come in use for more aggressive heavies. It's a decent way to heal yourself up after taking 2 rockets & the halved recharge time is certainly an upside to making heavy more active.
Taunt : Gas Blast-
Another kill taunt... oh boy... can't wait to see every pryo sitting at the gates spamming this. Just a bit worried about how far the taunt goes. Otherwise seems good.
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+Thoughts on each change:
Flamethrower-
Particle effects seem nice... hopefully I don't lag as much fps when I see them compared to the old particles. More consistency is the best thing the TF2 team can do for pyro right now.
AfterBurn-
Definitely a major improvement. Though I do hope that there the afterburn duration is capped at 10 seconds rather than stacking infinitely. (Also can the same thing be applied to scorch shot? Like if you get hit by splash it's only 5 seconds of burning not 10?)
AirBlast-
Once again, consistency is good. As for factoring the momentum of pyro and the target... does this mean if the pyro is running at someone and that same person is running away from the pyro and he airblasts him, does he get airblasted further away? And if pyro is running at someone and the other person is running at the pyro, the knockback is reduced? Allowing target to actually have footing & air control after airblast definitely helps as well. As for airblast strength increased? I want to test see how strong it is before I make an opinion.