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THEORY: Maybe Pyro sees the world differently as his mood changes like when his bored or doing something that he don't like he sees the world like that time he was a ceo of a company and when he's angry he start seeing fire as fire and maybe closer to the reality and he's sees his Axe normally but when in pyro vision he see the axe as a lollypop so I think pyro is more of a psychopath than a allusional pyrolysis so that's why he joined the Mann co war he just wanna burn and kill things he knows he's hurting and killing people and to be more comfortable while doing it he imagines he's helping and making Tham happy holy shit so only pyro see the world like that the pyro vision is just pyros imagining to be more comfortable while killing and burning thinks so it not the mask it just pyro so the pyro vision is a LIE
Finally found my first unusual warpaint. I'm not sure on what to do. Should I sell it?
What do you use for pyro most, shotguns(stock, panic attack, reserve shooter, ect) or flare guns? (flare gun, detonator, scorch shot, manmelter)
Maby he invented the reflect rocket jump and not the rockwt jump itself but history deleted that 4 some reason and gave the title to shekpierecules
Pomson 6000 Changes
Overclock Features
## Assumptions
- RED Spy moves at 320 HU/s
- BLU Heavy is standing still aiming minigun at spy
- BLU Heavy has top 20% reaction time at 200ms and NASA wifi with 0 ping
- Starting distance is 60 HU
## Tracking Behavior:
So the way humans track targets in FPS games is we form a mental prediction of where the target is and aim there. This is because humans have a reaction time of 200-300ms ish. If we're not aiming at this mental prediction, we'd always be aiming at where the target *was 200-300ms ago*
Because of this when targets change directions suddenly, theres an error between our prediction of the target and the true target position. If the target is far away, this error angle isnt really noticeable if you have decent reaction time. But when the target is close by, it becomes much more pronounced.
V2 is a massive nerf to V1, but still technically better for roaming.
I think it’s elegant: Infinite jumps, but only 4 shots for combat. Without base-jumper, 4 is already a big bomb. With gunboats, you should be repositioning instead of vomiting out even more damage anyways.
The previous version lets you splurge out 8 rockets and effectively reload twice as fast. For this one, your clip is mostly relevant only when hitting opponents. So long as you're loaded and don’t accidentally hit an enemy, you can jump forever.
Also, if you miss/overkill your target and hurt yourself, you get your rocket back for free!
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Any thoughts on these? Can the old version be made balanced?