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	<title>Comments on: Just bend over and take it: Weak classes now useless.</title>
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	<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/</link>
	<description>Tales of Team Fortress 2 pwnage and other hilarity</description>
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		<title>By: nicksdrago0</title>
		<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/comment-page-2/#comment-14509</link>
		<dc:creator>nicksdrago0</dc:creator>
		<pubDate>Sat, 27 Dec 2008 19:08:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.ubercharged.net/?p=435#comment-14509</guid>
		<description>im going to have to say that although pyros arnt overpowered, all the updates have made the scout underpowered. a smart scout used to be able to bat a heavy to death quite well, only taking 1 or 2 bullets. but now the heavy has a new minigun, thats gone out. medic leaching health? scout has problems. and dont get me started on pyro vs scout.</description>
		<content:encoded><![CDATA[<p>im going to have to say that although pyros arnt overpowered, all the updates have made the scout underpowered. a smart scout used to be able to bat a heavy to death quite well, only taking 1 or 2 bullets. but now the heavy has a new minigun, thats gone out. medic leaching health? scout has problems. and dont get me started on pyro vs scout.</p>
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		<title>By: Dark Master</title>
		<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/comment-page-2/#comment-5137</link>
		<dc:creator>Dark Master</dc:creator>
		<pubDate>Tue, 01 Jul 2008 20:42:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.ubercharged.net/?p=435#comment-5137</guid>
		<description>Sanns, I agree that the pyro should have the edge in those situations, but right now, the other player has no chance even if the pyro runs right up to them.  The damage falloff did need to be reduced, but not eliminated completly.  I&#039;ve found that no damage falloff gives the pyro a major edge against anyone using a shotgun too.</description>
		<content:encoded><![CDATA[<p>Sanns, I agree that the pyro should have the edge in those situations, but right now, the other player has no chance even if the pyro runs right up to them.  The damage falloff did need to be reduced, but not eliminated completly.  I&#8217;ve found that no damage falloff gives the pyro a major edge against anyone using a shotgun too.</p>
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		<title>By: Sanns</title>
		<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/comment-page-2/#comment-5124</link>
		<dc:creator>Sanns</dc:creator>
		<pubDate>Tue, 01 Jul 2008 18:27:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.ubercharged.net/?p=435#comment-5124</guid>
		<description>Dave: I&#039;m guessing you say that because you don&#039;t play pyro much.  Yes, the removal of damage falloff is slightly unfair in most situations (e.g., a pyro hids in a corner, waits for a medic+buddy to come around, and then lays out max damage to both simultameously).  However, there some situations where pyros were really getting the short end of the stick--e.g., scouts who would keep medium-range on you w/ no fear of your flamer at all, or medics who would backpeddle while getting almost as much health back from their Blutsauger as you could deal out.  These situations use to suck because, even if you lined up your attack well and caught your enemy from behind, he could get away alive as long as he reacted fast enough.  IMHO, adding a change to balance these situations is justifiable even if it tips the scales a wee bit in other scenarios.</description>
		<content:encoded><![CDATA[<p>Dave: I&#8217;m guessing you say that because you don&#8217;t play pyro much.  Yes, the removal of damage falloff is slightly unfair in most situations (e.g., a pyro hids in a corner, waits for a medic+buddy to come around, and then lays out max damage to both simultameously).  However, there some situations where pyros were really getting the short end of the stick&#8211;e.g., scouts who would keep medium-range on you w/ no fear of your flamer at all, or medics who would backpeddle while getting almost as much health back from their Blutsauger as you could deal out.  These situations use to suck because, even if you lined up your attack well and caught your enemy from behind, he could get away alive as long as he reacted fast enough.  IMHO, adding a change to balance these situations is justifiable even if it tips the scales a wee bit in other scenarios.</p>
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		<title>By: Dave</title>
		<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/comment-page-2/#comment-4989</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Sun, 29 Jun 2008 14:43:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.ubercharged.net/?p=435#comment-4989</guid>
		<description>Also, damage falloff seems like a good thing. You had to GET CLOSE while using the AMBUSH CLASS.</description>
		<content:encoded><![CDATA[<p>Also, damage falloff seems like a good thing. You had to GET CLOSE while using the AMBUSH CLASS.</p>
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		<title>By: Dave</title>
		<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/comment-page-2/#comment-4988</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Sun, 29 Jun 2008 14:40:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.ubercharged.net/?p=435#comment-4988</guid>
		<description>I agree with Supremesonic, perhaps due to my lack of experience with it, being a console-tard and all.

The Backburner makes things like they used to be, only you&#039;re stronger, and if you play smart, you do better. It&#039;s a &quot;make everything better&quot; weapon.

And the air blast seems like a shield from rockets that runs on ammo. I&#039;m not sure how precise you need to be, but for an alert and competent pyro it seems very easy to deflct a rocket, so long as you see it.

Pyros (Pyroes? Plural plz?) seldom land surprise axe-blows on me, and if I&#039;m on fire, I know he&#039;s there. And when I see a pyro, I run, and then he has to catch me.

Again, I play on consoles, so everything I say is a distant observation, not opinions I formed after hours of fighting with and against the weapons.</description>
		<content:encoded><![CDATA[<p>I agree with Supremesonic, perhaps due to my lack of experience with it, being a console-tard and all.</p>
<p>The Backburner makes things like they used to be, only you&#8217;re stronger, and if you play smart, you do better. It&#8217;s a &#8220;make everything better&#8221; weapon.</p>
<p>And the air blast seems like a shield from rockets that runs on ammo. I&#8217;m not sure how precise you need to be, but for an alert and competent pyro it seems very easy to deflct a rocket, so long as you see it.</p>
<p>Pyros (Pyroes? Plural plz?) seldom land surprise axe-blows on me, and if I&#8217;m on fire, I know he&#8217;s there. And when I see a pyro, I run, and then he has to catch me.</p>
<p>Again, I play on consoles, so everything I say is a distant observation, not opinions I formed after hours of fighting with and against the weapons.</p>
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		<title>By: Dark Master</title>
		<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/comment-page-2/#comment-4958</link>
		<dc:creator>Dark Master</dc:creator>
		<pubDate>Sun, 29 Jun 2008 03:59:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.ubercharged.net/?p=435#comment-4958</guid>
		<description>I think I&#039;ll add a little to what I said about the soldier earlier.  I&#039;ve noticed that the shotgun has become a lot more important for the soldier now (with the compressed air blast and all).  However, I&#039;ve got two experiances to talk about now:

On Goldrush, I can no longer try to stop the cart from moving while using rockets without inevitably killing myself.  The shotgun just doesn&#039;t cut it in this situation, because there will almost always be at least two people you have to fight.

Second, I think I&#039;ve killed myself three or four times now from shooting scouts that managed to get infront of me in the heat of battle.  We both die, but the soldier is so slow that he can&#039;t really aford to be dying in such a stupid way.

The only exception to these events was when I had a medic on me, so I guess that soldiers are gonna hate the heavies on their team for taking away the medics they need to not kill themselves all the time.</description>
		<content:encoded><![CDATA[<p>I think I&#8217;ll add a little to what I said about the soldier earlier.  I&#8217;ve noticed that the shotgun has become a lot more important for the soldier now (with the compressed air blast and all).  However, I&#8217;ve got two experiances to talk about now:</p>
<p>On Goldrush, I can no longer try to stop the cart from moving while using rockets without inevitably killing myself.  The shotgun just doesn&#8217;t cut it in this situation, because there will almost always be at least two people you have to fight.</p>
<p>Second, I think I&#8217;ve killed myself three or four times now from shooting scouts that managed to get infront of me in the heat of battle.  We both die, but the soldier is so slow that he can&#8217;t really aford to be dying in such a stupid way.</p>
<p>The only exception to these events was when I had a medic on me, so I guess that soldiers are gonna hate the heavies on their team for taking away the medics they need to not kill themselves all the time.</p>
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		<title>By: Minzerta2010</title>
		<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/comment-page-2/#comment-4951</link>
		<dc:creator>Minzerta2010</dc:creator>
		<pubDate>Sun, 29 Jun 2008 01:00:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.ubercharged.net/?p=435#comment-4951</guid>
		<description>I personally think that the update was pretty good except for the backburner. It&#039;s just too overpowered. If someone turns their back from a pyro they get automatic crits? Come now. Everyone want&#039;s to run from a pyro when they&#039;re on fire and sometimes they just wanna GTFO and not shoot em. Now what could work is if the backburner kept the health boost (though slightly less, 25 would be better) and had increased range. I think that damage fall off was a great idea for the pyro. It made it a class that required skill to master. If the backburner had no fall off and the old flamethrower retained the fall off i think that would make them more equal weapons.

So basically

Backburner: 25 more health, no fall off
Flamethrower: compression blast, fall off damage

I think that&#039;s pretty equal, right?</description>
		<content:encoded><![CDATA[<p>I personally think that the update was pretty good except for the backburner. It&#8217;s just too overpowered. If someone turns their back from a pyro they get automatic crits? Come now. Everyone want&#8217;s to run from a pyro when they&#8217;re on fire and sometimes they just wanna GTFO and not shoot em. Now what could work is if the backburner kept the health boost (though slightly less, 25 would be better) and had increased range. I think that damage fall off was a great idea for the pyro. It made it a class that required skill to master. If the backburner had no fall off and the old flamethrower retained the fall off i think that would make them more equal weapons.</p>
<p>So basically</p>
<p>Backburner: 25 more health, no fall off<br />
Flamethrower: compression blast, fall off damage</p>
<p>I think that&#8217;s pretty equal, right?</p>
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		<title>By: Anonymous</title>
		<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/comment-page-2/#comment-4874</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Fri, 27 Jun 2008 12:08:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.ubercharged.net/?p=435#comment-4874</guid>
		<description>Well, first of all, Pyro is a noob class. Even my grandmother can play with the Pyro. And she can do a lot of kills now, even against experienced players. And that&#039;s exactly the problem.

People get to play well with Demoman, Soldier, Scout and etc, but it only needs 1 sec of distraction to a stupid Pyro noob to kill you, without any skill. They only need to press the shot button and follow you.

Another problem: it&#039;s hard to distinguish wich Pyro you&#039;re taking on, if its the 175hp or 225hp. That was pretty stupid from Valve. For 225hp, the Pyro should increase 30% in size too. He&#039;s stronger than a Soldier now? Pathetic.</description>
		<content:encoded><![CDATA[<p>Well, first of all, Pyro is a noob class. Even my grandmother can play with the Pyro. And she can do a lot of kills now, even against experienced players. And that&#8217;s exactly the problem.</p>
<p>People get to play well with Demoman, Soldier, Scout and etc, but it only needs 1 sec of distraction to a stupid Pyro noob to kill you, without any skill. They only need to press the shot button and follow you.</p>
<p>Another problem: it&#8217;s hard to distinguish wich Pyro you&#8217;re taking on, if its the 175hp or 225hp. That was pretty stupid from Valve. For 225hp, the Pyro should increase 30% in size too. He&#8217;s stronger than a Soldier now? Pathetic.</p>
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		<title>By: BigJugs69</title>
		<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/comment-page-2/#comment-4873</link>
		<dc:creator>BigJugs69</dc:creator>
		<pubDate>Fri, 27 Jun 2008 11:24:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.ubercharged.net/?p=435#comment-4873</guid>
		<description>&quot;OK, I’ll be serious instead of sarcastic.

Yes, there are certain choke-points where enclosed spaces are unavailable. However, even in these cases....&quot;

That was a well constructed post, and you make some good points.

Having played some more I&#039;ve found my survivability in such situations has improved a lot. Partly through tactics and partly through using the shotty at point blank range (where it&#039;s devastating, although random shot pattern and collimation can make it a bit of a lottery).

I&#039;d wanna play against people more my skill level but I&#039;m definately seeing it as less of a constraint now.

However I still think that should put back some degree of damage falloff on the flame, it&#039;s a lightsaber at the moment! And that&#039;s from someone who&#039;s being playing pyro excessively over that last few days :)

PS:  Has anyone tested if you jump as you fire at someone do you still get the damage reduction?</description>
		<content:encoded><![CDATA[<p>&#8220;OK, I’ll be serious instead of sarcastic.</p>
<p>Yes, there are certain choke-points where enclosed spaces are unavailable. However, even in these cases&#8230;.&#8221;</p>
<p>That was a well constructed post, and you make some good points.</p>
<p>Having played some more I&#8217;ve found my survivability in such situations has improved a lot. Partly through tactics and partly through using the shotty at point blank range (where it&#8217;s devastating, although random shot pattern and collimation can make it a bit of a lottery).</p>
<p>I&#8217;d wanna play against people more my skill level but I&#8217;m definately seeing it as less of a constraint now.</p>
<p>However I still think that should put back some degree of damage falloff on the flame, it&#8217;s a lightsaber at the moment! And that&#8217;s from someone who&#8217;s being playing pyro excessively over that last few days <img src='http://www.ubercharged.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>PS:  Has anyone tested if you jump as you fire at someone do you still get the damage reduction?</p>
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		<title>By: Anonymous</title>
		<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/comment-page-2/#comment-4831</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Thu, 26 Jun 2008 22:09:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.ubercharged.net/?p=435#comment-4831</guid>
		<description>you must really suck. Go fucking cry some more like the rest of the sperging babies who write on this blog</description>
		<content:encoded><![CDATA[<p>you must really suck. Go fucking cry some more like the rest of the sperging babies who write on this blog</p>
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		<title>By: Not Me</title>
		<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/comment-page-2/#comment-4818</link>
		<dc:creator>Not Me</dc:creator>
		<pubDate>Thu, 26 Jun 2008 19:36:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.ubercharged.net/?p=435#comment-4818</guid>
		<description>I believe that the backburner should, if anything, give you a little bit of negative health, not positive. Upgrading your main weapon to be pretty much instant death and giving more health to boot is just too much. There needs to be a negative to go with the positive, and just eliminating the back blast isn&#039;t enough. Nowadays I just keep dying like crazy every time I face a pyro. I used to have a least a sliver of a chance.</description>
		<content:encoded><![CDATA[<p>I believe that the backburner should, if anything, give you a little bit of negative health, not positive. Upgrading your main weapon to be pretty much instant death and giving more health to boot is just too much. There needs to be a negative to go with the positive, and just eliminating the back blast isn&#8217;t enough. Nowadays I just keep dying like crazy every time I face a pyro. I used to have a least a sliver of a chance.</p>
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		<title>By: Sanns</title>
		<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/comment-page-2/#comment-4811</link>
		<dc:creator>Sanns</dc:creator>
		<pubDate>Thu, 26 Jun 2008 17:21:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.ubercharged.net/?p=435#comment-4811</guid>
		<description>OK, I&#039;ll be serious instead of sarcastic.

Yes, there are certain choke-points where enclosed spaces are unavailable.  However, even in these cases, Valve has been very meticulous in providing multiple options, even between choke points.  As you point out, you must take a tunnel to progress between A and B in Dustbowl 1--however, you have your choice of three different tunnels.  Four if you count mid-right and far-right as different.  These tunnels are high-risk for both sides, all classes.  That doesn&#039;t mean any particular class is at a disadvantage, it means that there is a high opportunity both for a easy kill and to be killed.  There are plenty of times when I&#039;ve turned defended this section and destroyed an unsuspecting attacker; there are also plenty of times when I&#039;ve turned a corner and instantly found myself dead-to-rights.

To bring it back to the original complaint: yes, if you go soldier and equip rockets and go into these tunnels alone and turn a corner into an ambush, you are at a disadvantage.  If this disturbs you that much, I advise you equip shotty while turning corners (yes its only effective at close range but that&#039;s what you&#039;re complaining about, right?). However, you&#039;ll lose the opportunity to possibly catch someone unprepared at the far-end of the tunnel.  It&#039;s give-and-take.  Personally, I play agressively and will take any opportunity to kill an opponent, even if I gib myself in the process, but that&#039;s just me.

(Actually, the above is not a entirely fair statement--you aren&#039;t &quot;at a disadvantage&quot; in close-quarters.  Soldiers still deal massive damage up-close, its just that they have a much lower chance of surviving the encounter themselves.  It hardly comparable to, say,  catching a pyro at a distance or sneaking up close to a sniper or discovering a cloaked spy.)</description>
		<content:encoded><![CDATA[<p>OK, I&#8217;ll be serious instead of sarcastic.</p>
<p>Yes, there are certain choke-points where enclosed spaces are unavailable.  However, even in these cases, Valve has been very meticulous in providing multiple options, even between choke points.  As you point out, you must take a tunnel to progress between A and B in Dustbowl 1&#8211;however, you have your choice of three different tunnels.  Four if you count mid-right and far-right as different.  These tunnels are high-risk for both sides, all classes.  That doesn&#8217;t mean any particular class is at a disadvantage, it means that there is a high opportunity both for a easy kill and to be killed.  There are plenty of times when I&#8217;ve turned defended this section and destroyed an unsuspecting attacker; there are also plenty of times when I&#8217;ve turned a corner and instantly found myself dead-to-rights.</p>
<p>To bring it back to the original complaint: yes, if you go soldier and equip rockets and go into these tunnels alone and turn a corner into an ambush, you are at a disadvantage.  If this disturbs you that much, I advise you equip shotty while turning corners (yes its only effective at close range but that&#8217;s what you&#8217;re complaining about, right?). However, you&#8217;ll lose the opportunity to possibly catch someone unprepared at the far-end of the tunnel.  It&#8217;s give-and-take.  Personally, I play agressively and will take any opportunity to kill an opponent, even if I gib myself in the process, but that&#8217;s just me.</p>
<p>(Actually, the above is not a entirely fair statement&#8211;you aren&#8217;t &#8220;at a disadvantage&#8221; in close-quarters.  Soldiers still deal massive damage up-close, its just that they have a much lower chance of surviving the encounter themselves.  It hardly comparable to, say,  catching a pyro at a distance or sneaking up close to a sniper or discovering a cloaked spy.)</p>
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		<title>By: BigJugs69</title>
		<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/comment-page-2/#comment-4758</link>
		<dc:creator>BigJugs69</dc:creator>
		<pubDate>Wed, 25 Jun 2008 22:06:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.ubercharged.net/?p=435#comment-4758</guid>
		<description>&quot;The people who complain about the shotgun tend to be career soldier players. 6 out of 9 classes have the shotgun, but the soldiers are the only ones who act as if theirs is particularly bad.&quot;

eh? Who&#039;s complaining about the shotgun? It has it&#039;s use, which is to finish off the wounded. Making the observation that it&#039;s not an effective substitute is not a complaint about the shotgun, the post was lamenting the self damage nerf (where am I asking for the shotty to be buffed?).

PS: It&#039;s not really relevent to the debate but would you care to name the six classes that carry the shotgun? :P</description>
		<content:encoded><![CDATA[<p>&#8220;The people who complain about the shotgun tend to be career soldier players. 6 out of 9 classes have the shotgun, but the soldiers are the only ones who act as if theirs is particularly bad.&#8221;</p>
<p>eh? Who&#8217;s complaining about the shotgun? It has it&#8217;s use, which is to finish off the wounded. Making the observation that it&#8217;s not an effective substitute is not a complaint about the shotgun, the post was lamenting the self damage nerf (where am I asking for the shotty to be buffed?).</p>
<p>PS: It&#8217;s not really relevent to the debate but would you care to name the six classes that carry the shotgun? <img src='http://www.ubercharged.net/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
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		<title>By: Josh</title>
		<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/comment-page-2/#comment-4755</link>
		<dc:creator>Josh</dc:creator>
		<pubDate>Wed, 25 Jun 2008 20:20:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.ubercharged.net/?p=435#comment-4755</guid>
		<description>The people who complain about the shotgun tend to be career soldier players. 6 out of 9 classes have the shotgun, but the soldiers are the only ones who act as if theirs is particularly bad.</description>
		<content:encoded><![CDATA[<p>The people who complain about the shotgun tend to be career soldier players. 6 out of 9 classes have the shotgun, but the soldiers are the only ones who act as if theirs is particularly bad.</p>
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		<title>By: BigJugs69</title>
		<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/comment-page-2/#comment-4734</link>
		<dc:creator>BigJugs69</dc:creator>
		<pubDate>Wed, 25 Jun 2008 13:18:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.ubercharged.net/?p=435#comment-4734</guid>
		<description>&quot;I heard rumors that Valve was going to give the solgier a shotgun and a melee weapon to help compensate for the rocket launcher’s shortcomings. I also heard that they were going to modify all their official maps to provide multiple paths between key map points to give players the option to avoid tight enclosed spaces, should they chose.&quot;

When trying to engage in debate it&#039;s best not to use sarcasm, the intent of which is usually to make fun of someone....

Anyway, you make valid point and that is that weapon choice is very important. Unfortunately it&#039;s been my experience that the shotgun and melee weapon are pretty poor. The melee weapon is only useful at point blank range and the soldier is so slow you cant chase people down, so once you&#039;re spotted you&#039;re screwed.

The shotgun&#039;s primary use appears to be to finish off retreating enemies. You might be able to do significant damage with it close range but, again, being so slow you just cannot keep an ememy in the killing range (unless they are clueless).  Of course the situation would be different if they enabled instant weapon switch (please god no!!)

As I mentioned before the area between capture points on the first stage of dustbowl is murder right now, and there are no alternative routes. Besides the different routes are supposed to provide access to different area&#039;s in the map, having &#039;no go&#039; areas for soldiers doesnt seem too smart.

That said I feel I&#039;m overstating the issue, it&#039;s not really that bad. It&#039;s taken an adjustement in playing style but it could be I still have a little further to go.

The jury&#039;s still out.

As for the damage falloff, I think that was actually retarded. It was about as smart a move as if they&#039;d taken away the soldier/demoman&#039;s explosive damage fall off.</description>
		<content:encoded><![CDATA[<p>&#8220;I heard rumors that Valve was going to give the solgier a shotgun and a melee weapon to help compensate for the rocket launcher’s shortcomings. I also heard that they were going to modify all their official maps to provide multiple paths between key map points to give players the option to avoid tight enclosed spaces, should they chose.&#8221;</p>
<p>When trying to engage in debate it&#8217;s best not to use sarcasm, the intent of which is usually to make fun of someone&#8230;.</p>
<p>Anyway, you make valid point and that is that weapon choice is very important. Unfortunately it&#8217;s been my experience that the shotgun and melee weapon are pretty poor. The melee weapon is only useful at point blank range and the soldier is so slow you cant chase people down, so once you&#8217;re spotted you&#8217;re screwed.</p>
<p>The shotgun&#8217;s primary use appears to be to finish off retreating enemies. You might be able to do significant damage with it close range but, again, being so slow you just cannot keep an ememy in the killing range (unless they are clueless).  Of course the situation would be different if they enabled instant weapon switch (please god no!!)</p>
<p>As I mentioned before the area between capture points on the first stage of dustbowl is murder right now, and there are no alternative routes. Besides the different routes are supposed to provide access to different area&#8217;s in the map, having &#8216;no go&#8217; areas for soldiers doesnt seem too smart.</p>
<p>That said I feel I&#8217;m overstating the issue, it&#8217;s not really that bad. It&#8217;s taken an adjustement in playing style but it could be I still have a little further to go.</p>
<p>The jury&#8217;s still out.</p>
<p>As for the damage falloff, I think that was actually retarded. It was about as smart a move as if they&#8217;d taken away the soldier/demoman&#8217;s explosive damage fall off.</p>
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		<title>By: Sanns</title>
		<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/comment-page-2/#comment-4700</link>
		<dc:creator>Sanns</dc:creator>
		<pubDate>Wed, 25 Jun 2008 02:04:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.ubercharged.net/?p=435#comment-4700</guid>
		<description>&quot;I’m afraid that now it seems that when playing a solgier in a enclosed space (like the air ducts in turbine) is now suicide with the damage reduction removed.&quot;

I heard rumors that Valve was going to give the solgier a shotgun and a melee weapon to help compensate for the rocket launcher&#039;s shortcomings.  I also heard that they were going to modify all their official maps to provide multiple paths between key map points to give players the option to avoid tight enclosed spaces, should they chose.</description>
		<content:encoded><![CDATA[<p>&#8220;I’m afraid that now it seems that when playing a solgier in a enclosed space (like the air ducts in turbine) is now suicide with the damage reduction removed.&#8221;</p>
<p>I heard rumors that Valve was going to give the solgier a shotgun and a melee weapon to help compensate for the rocket launcher&#8217;s shortcomings.  I also heard that they were going to modify all their official maps to provide multiple paths between key map points to give players the option to avoid tight enclosed spaces, should they chose.</p>
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	<item>
		<title>By: Dark Master</title>
		<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/comment-page-2/#comment-4699</link>
		<dc:creator>Dark Master</dc:creator>
		<pubDate>Wed, 25 Jun 2008 01:06:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.ubercharged.net/?p=435#comment-4699</guid>
		<description>Now I&#039;m going to say what I have to say about that last point:

I&#039;m afraid that now it seems that when playing a solgier in a enclosed space (like the air ducts in turbine) is now suicide with the damage reduction removed.  Its not that I think I should be able to fight a pyro when he&#039;s right up to me, its that I don&#039;t like dying by my own rockets when I&#039;m trying to fight off somebody who just turned the corner, usualy I&#039;m not fighting a pyro.</description>
		<content:encoded><![CDATA[<p>Now I&#8217;m going to say what I have to say about that last point:</p>
<p>I&#8217;m afraid that now it seems that when playing a solgier in a enclosed space (like the air ducts in turbine) is now suicide with the damage reduction removed.  Its not that I think I should be able to fight a pyro when he&#8217;s right up to me, its that I don&#8217;t like dying by my own rockets when I&#8217;m trying to fight off somebody who just turned the corner, usualy I&#8217;m not fighting a pyro.</p>
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	<item>
		<title>By: Dark Master</title>
		<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/comment-page-2/#comment-4698</link>
		<dc:creator>Dark Master</dc:creator>
		<pubDate>Wed, 25 Jun 2008 01:03:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.ubercharged.net/?p=435#comment-4698</guid>
		<description>Ok, I&#039;ve looked over all of the people&#039;s opinions on this blog, and this is what I&#039;ve concluded:

-Everyone thinks that the pyro needed to be powered up, before this update.
-The air compresion blast was a stroke of genius.

-Most people think the 50hp boost should be 25.
-Most people think that the damage falloff should have been reduced, but not eliminated.

-A lot of people don&#039;t like it that the solgier should have lost the 40% damage reduction, but there are quite a few people that disagree completly</description>
		<content:encoded><![CDATA[<p>Ok, I&#8217;ve looked over all of the people&#8217;s opinions on this blog, and this is what I&#8217;ve concluded:</p>
<p>-Everyone thinks that the pyro needed to be powered up, before this update.<br />
-The air compresion blast was a stroke of genius.</p>
<p>-Most people think the 50hp boost should be 25.<br />
-Most people think that the damage falloff should have been reduced, but not eliminated.</p>
<p>-A lot of people don&#8217;t like it that the solgier should have lost the 40% damage reduction, but there are quite a few people that disagree completly</p>
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		<title>By: Pants_McGee</title>
		<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/comment-page-2/#comment-4695</link>
		<dc:creator>Pants_McGee</dc:creator>
		<pubDate>Tue, 24 Jun 2008 22:20:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.ubercharged.net/?p=435#comment-4695</guid>
		<description>Seeing how I beat my sniping kill record three times in one match of Goldrush, I&#039;m going to say you could be wrong.</description>
		<content:encoded><![CDATA[<p>Seeing how I beat my sniping kill record three times in one match of Goldrush, I&#8217;m going to say you could be wrong.</p>
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		<title>By: Pyrit</title>
		<link>http://www.ubercharged.net/2008/06/23/just-bend-over-and-take-it-weak-classes-now-useless/comment-page-2/#comment-4693</link>
		<dc:creator>Pyrit</dc:creator>
		<pubDate>Tue, 24 Jun 2008 18:40:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.ubercharged.net/?p=435#comment-4693</guid>
		<description>Pyros are my second favourite class next to Demomen and I&#039;ve been really looking forward to this update. The good thing about releasing the class updates one at a time is Valve get a chance to concentrate on just one class, and can try to make it better without needing to worry about dozens of classes at once. The down side, which is much more obvious, is the sudden rush and increase of Pyros flooding everywhere.

I think all the new weapons, with the exception of the backburner, are much more balanced than the medic ones. Most medics after unlocking the Blutsauger and the Ubersaw never look back on the old weapons (only the Kritzkrieg being the least used), but with the pyro update you have a few more choices.

The flare gun is a fun little gun. It&#039;s so satisfying to ignite a sniper on the other end of a map. You can also, if used right, ambush people with it adding a bit more to the element of surprise the pyro has. However, it&#039;s near useless for taking down fleeing enemies already ignited or other pyros.

The thing great about a pyro is less is better. A pyro is made for ambushing people, to surprise them; have them fleeing away from the frontline to give your team extra time. But when you start to get dozens and dozens of pyros, the surprise is lost and everyone is much more aware of the pyros presence. A bit like spies - if you have a team of half a dozen spies, the enemy is going to become really paranoid and start spy checking a lot more. Sometimes, less is more.

I&#039;ve always been able to take down Heavy and Medic combos, even before the update was released. Not saying I&#039;m some sort of God-like pyro who can make people combust into flames just by giving them an evil stare, but you just need to practice on how to use the class. I was actually very surprised about how unpopular the pyro actually was - everyone was saying he was too weak, not good, needs tweaking etc. I thought that the pyro wasn&#039;t bad at all.</description>
		<content:encoded><![CDATA[<p>Pyros are my second favourite class next to Demomen and I&#8217;ve been really looking forward to this update. The good thing about releasing the class updates one at a time is Valve get a chance to concentrate on just one class, and can try to make it better without needing to worry about dozens of classes at once. The down side, which is much more obvious, is the sudden rush and increase of Pyros flooding everywhere.</p>
<p>I think all the new weapons, with the exception of the backburner, are much more balanced than the medic ones. Most medics after unlocking the Blutsauger and the Ubersaw never look back on the old weapons (only the Kritzkrieg being the least used), but with the pyro update you have a few more choices.</p>
<p>The flare gun is a fun little gun. It&#8217;s so satisfying to ignite a sniper on the other end of a map. You can also, if used right, ambush people with it adding a bit more to the element of surprise the pyro has. However, it&#8217;s near useless for taking down fleeing enemies already ignited or other pyros.</p>
<p>The thing great about a pyro is less is better. A pyro is made for ambushing people, to surprise them; have them fleeing away from the frontline to give your team extra time. But when you start to get dozens and dozens of pyros, the surprise is lost and everyone is much more aware of the pyros presence. A bit like spies &#8211; if you have a team of half a dozen spies, the enemy is going to become really paranoid and start spy checking a lot more. Sometimes, less is more.</p>
<p>I&#8217;ve always been able to take down Heavy and Medic combos, even before the update was released. Not saying I&#8217;m some sort of God-like pyro who can make people combust into flames just by giving them an evil stare, but you just need to practice on how to use the class. I was actually very surprised about how unpopular the pyro actually was &#8211; everyone was saying he was too weak, not good, needs tweaking etc. I thought that the pyro wasn&#8217;t bad at all.</p>
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