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File: 1429951456815.webm (7.6 MB,640x360,16:9,chemohat.webm)

 No.2841

In the video, I misspelled it. Sorry. I'm currently working on making a pyro hat out of 75 phlogs.

This weapon is, as far as I'm aware, the most stupidly overpowered thing ever to disgrace the good name of pyros. Perhaps the very worst-balanced weapon Valve has ever implemented, direct upgrades included. For those of you who don't know or don't see what all the fuss is about, allow me to pontificate.

First off, we'll go over the disadvantages, almost none of which impact a bad player in any meaningful way:

- No airblast whatsoever. This is the big one. You can't put out teammates (selfish pyros don't anyways). You can't reflect projectiles (unskilled pyros can't anyways). You can't push enemies off cliffs on the few maps that feature them (dumb pyros don't anyways). You can't do that dumb, cheesy reserve shooter combo (the one good thing about this weapon). Compare the former most OP flamer, the backburner's penalty (3x airblast cost)

- 10% damage penalty. Compare the Degreaser's similar penalty (10% damage penalty + 25% afterburn damage penalty.)

- No random crits. We'll see more about crits in advantages.

- Doesn't flame someone close enough to bump into you (as much), so if a scout drops down directly on your head or you're enough of a noob to get outstrafed, you have to switch to melee. This means that in some ways the best way to kill a phlog user is to go Pyro. I mentioned in another thread that the biggest hallmark of being OP is when the best way to counter a class is to become that same class. Not in the same way, but the phlog does make pyros OP.

Let me briefly mention the advantages of the weapons compared above. The backburner gives you mini-crits on flame damage just for getting behind someone (which adds up to a lot of low-damage mini-crits in a few seconds), and is undeniably cheap but takes a small amount of skill. The Degreaser lets you switch weapons way faster, which can be manipulated for crit combos of varying cheapness but requires you to have some skill and timing and work with your enemy as they change ranges.

Phlog advantages:

- Needlessly arcane and unique backend math so it takes more effort to determine exactly how OP it is

- Less damage falloff due to distance compared to regular flamethrower

- Longer range than regular flamethrower

- Particles begin spaced away from actual weapon for no overlap with melee range and a much further max range. Max range of flamer, for Pyros, is pretty much everything and it's surprising enough that they would ever make a weapon that allows you to continuously flame from further away. The limited range is what makes the W+M1 complaints stupid. In this case it's totally justified.

- The Taunt. Filling your "Mmmmphhh" meter requires that you deal 225 damage (two spies/scouts essentially). I don't know if afterburn damage counts. Doesn't really matter either way because look how retardedly OP this is. Taunt to gain superpowers, like it's VSH or some shit. Just standard flamer taunt, like a second and a half at most.

— Instant full health recharge. Say you badly damaged a heavy (225 damage) and are near death yourself, and you both retreated. You taunt behind something and there, you're ready to go again. Full health. But that's (for some reason) not all!

— 75% damage resistance! If you have a medic overhealing you, you can survive a goddamn telefrag! It's almost an uber but with no medic, let alone a full charge! This DR lasts only for the duration of the taunt, and is essentially a way of saying "no, fuck you, that pyro dealt 225 damage and DESERVES both a guaranteed full heal and the fuckery to follow regardless of how much you attack. This taunt activation is just for style, we don't want them to actually have to be vulnerable for a second."

—- 10 second crit buff. Not mini-crit, full crits. Minus the second it takes to taunt, so, 9 seconds of crits with a phlog after the full heal.

No medic, no Kritzkrieg, no charging time. Just 225 damage. Do 50 more damage than you have health and you get a Rambo powerup with no chance of anyone interrupting you going Super Saiyan.

Every 225 damage an invisible medic flies down with a fully-charged medigun to practically uber and fully heal you while you taunt, then switches to a fully charged kritz and gives it to you. Remember, 9 seconds not including the taunt. That's actually longer than a regular 8-second Kritz uber.

Remember to keep your distance from phlog pyros to avoid feeding them, and always, ALWAYS butcher them until they leave the server.

____________________________
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 No.2842

OH YEAH, and I forgot to mention, the special snowflake that designed this weapon also made it so you're immune to taunt kills during the powerup taunt, because no amount of timing or skill or presence of mind can stop the phlog pyro from being a diva.

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 No.2843

File: 1429987597098.jpg (13.61 KB,210x258,35:43,7D0qT.jpg)

>being THIS assblasted over the phlog

>not hating the degreaser/flare/reserve shooter combo

Seriously, how bad at this game are you?

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 No.2846

File: 1429998047458.jpg (10.46 KB,126x162,7:9,hQSJE0Z.jpg)

>>2841

>The backburner gives you mini-crits on flame damage just for getting behind someone

>mini-crits

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 No.2847

>>2843

Degreaser/flare takes timing and skill and it's one single crit for not even that much damage, have some perspective.

I hate the reserve shooter combo beyond measure.

Why do I have to be bad at the game to hate retarded cheese, though? I mean, anyone who's getting torn up by flare combos doesn't know what the fuck they're doing to start with. I'm just sick of these idjits giving the best class a bad name. Seriously what was Valve thinking?

>>2846

Full crits, really?

Shit son that's pretty bad.

I've honestly never used it because it's a shitter weapon.

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 No.2854

>>2847

With current airstun, degreaser combos are so easy that you can make a script to light, airblast, swap, and fire immediately and it works with extreme efficiency. Combos aren't skill intensive.

I think that the phlog was meant to reincarnate valve's original intention for pyro: close range ambush. However, they fucked it up. The taunt's damage resistance is completely uncalled for. The pyro ought to have to taunt somewhere safe and then ambush, not taunt in front of a heavy and then kill him.

Also, the resistance doesn't prevent environment deaths or telefrags. I think a backstab still kills too. Still, taunt resist is a poorly thought out mechanic.

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 No.2869

File: 1430594898957.png (834.95 KB,716x1531,716:1531,1429711238993.png)

>>2841

Dude the Phlog isn't even OP, you just suck.

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 No.2877

>>2854

It works with extreme efficiency if your enemy is just sitting there like a dumbass not killing your shit while you take extra time to airblast and switch. If you're fighting a post, you could make an even simpler script to just flame for the same duration and it would do more damage.

>>2869

Dank rebuttal, cool facts.

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 No.2881

File: 1430857456247.jpg (198.01 KB,640x427,640:427,1429450388669.jpg)

>>2841

>Survive a telefrag

B8

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 No.2885

>>2877

In 2012, this was true, but airblast was reworked so that it stops all momentum. There are only two ways to avoid a puff+sting script: scout's double jump or demo's shield charge. Otherwise, you cannot strafe out of the airblast, and must wait until you hit the ground or get damaged to control your own movement.

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 No.2893

Bad phlog players are puss easy to kill. S+M1 he can't kill you in time.

Good phlog players who taunt around corners and use flares to build damage are countered by communication. If you take a lot of afterburn damage from a Pyro you need to warn your teammates.

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 No.2898

>>2881

Look it up.

>>2885

Really? I stop playing much for a few years and they do something dumb like that? Why, were noob pyros crying about still getting killed by charging demos or something?

>>2893

The good thing about phlog pyros is even the "good" ones never look up or down, so you can often kill them as a pyro without even engaging in any strafing.

I'm just rustled because they make my class look bad.

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