A
AstraGilberto
Guest
Just occured to me while I was playing on one of those crappy custom servers, I think Backburner has a major design flaw which comes from the fact that it's a flamethrower:
First, seems like it uses spy's backside hitbox detection which apparently somewhat works now. That's not a problem really, the more Valve can tune that detection the more they can now benefit both classes.
Second and this is the real issue, flamethrower is basically a particle emitter in terms of 3D engine. What this means that each bit of flame travels from point A to point B in given time. Flames don't really travel through people but the particle itself has a hit radius which means that if the particle just passes someone from really close, that someone will get burnt anyway. What this also means is that one particle can hit the same person from front and back at the same time hence causing the overpoweredness of Backburner because you don't really have to be on the backside to hit the enemy's back.
As for the flare gun, the pyro is clearly overconfident. If you've ever fired one you'd know that you treat the thing like a bazooka: Make sure there's nothing behind the gun itself since when those things malfunction, they spit the hot phosphorus backwards.
Also I have a deep hatred towards custom servers now. I wish I could shove the business end of Backburner to the peoples asses who made those crappy mods.
Hello,
I am to say that no it is wrong. Easy it is to check the Pyro's origin and the person he damaged origin. And compare the directional vector of that to the damaged players eye vectors and if the dot product is some amount to this then such as 0.75f then you going to know this is pyro generally firing from behind the players.