Backburner, powerful?

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.
 
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.

This is quite possibly the worst post I have ever read on these forums. First of all, go back to school and learn how to put words in the right order, who the **** do you think you are, Yoda? Also, serving some smart ass bullshit about the dot product of the particle velocity matrices it in no way helpful to the above post since not many people know, or care, what all that means anyway. Not to mention the fact that what you said was WRONG, if you want to go into details (boring math warning) the calculation needs to be done from the UNIT velocity vectors, this will return the cosine of the angle between the particles movement direction and the direction the player is facing. In my experience the angle needs to be within 10-15 degrees off straight and thus the answer returned should be less than 0.9659 (4sf).

In summary, STFU.
 
This is quite possibly the worst post I have ever read on these forums. First of all, go back to school and learn how to put words in the right order, who the **** do you think you are, Yoda? Also, serving some smart ass bullshit about the dot product of the particle velocity matrices it in no way helpful to the above post since not many people know, or care, what all that means anyway. Not to mention the fact that what you said was WRONG, if you want to go into details (boring math warning) the calculation needs to be done from the UNIT velocity vectors, this will return the cosine of the angle between the particles movement direction and the direction the player is facing. In my experience the angle needs to be within 10-15 degrees off straight and thus the answer returned should be less than 0.9659 (4sf).

In summary, STFU.


It is not effective to be measure the damage from each particle's movement. Expensive no? Instead to approximate the cone that the particles are encapsulated of. So you know the cone of fire is to be 3-4 degrees for all the particles then you know if something is 3-4 degrees and is within x distance you can apply a fire damage scaled by distance to the ignition point. And I admit that yes the math was off, I am too lazy to think too much on it. I was just giving a generallity, but dot product does measures the angle between two directional vectors. And yes I am to be sorry that I forgot to mention Normalize the vectors :angel:
 
I'm picturing a scanner v. manhack fight in HL2, and it's pretty comical too.

Also, I got the Axtinguisher and don't believe I've truly Axtinguished anyone with it. It always seems like if I've got them on fire and am that close to them, I'll just finish them with the flames.
 
I'm picturing a scanner v. manhack fight in HL2, and it's pretty comical too.

Also, I got the Axtinguisher and don't believe I've truly Axtinguished anyone with it. It always seems like if I've got them on fire and am that close to them, I'll just finish them with the flames.
I Axtinguish all the time; it's one of the more satisfying kills. Usually only when the person's unaware, though - if they're actively running away then flames or shotgun are usually the answer.
 
I have swapped over to leafblower/flaregun again just to see how "un-balanced" the backburner and flaregun are. THEY AREN'T. I am doing just as well as before!
 
The axtinguisher is a godsend when dealing with heavys or soldiers. It's also incredibly fun to use, almost to a fault.
 
Yeah it is fun to use the axestinguisher on soldiers and heavies, but you the only way you could walk away from one of those fights (besides luck) is to get them when thier NOT looking at you. The pyro pack pretty much only supports the "ambush" aspect of the pyro and not the up front and personal pyro, which by the way pisses me off to no end. Yeah sure you can use the axestinguisher on a soldier or heavy when you two go at it but your not likely to succeed, people who play as soldier, when enemies get to close they jest shoot at thier fet and boom , you will most likely die because as we all know soldiers always get a crit rocket right when you don't expect/dont want it :hmph:.

So yeah im pretty ****ing pissed of that the pyros in yo face destruction has been destroyed by the pyros new weapons (flare gun harrasment, backburner ambush, axestinguisher is best used with the backburner), but whatev you people have fun with the new pyro weapons, ill jest be over hear...playing...with my shot gun ;(
 
You must be mad. The pyro was never an up-front-and-personal class because of their tendency to be blown away by a single rocket to the face.
 
Yeah your right, i was over exatruating (not sure if i spelled that right?) the whole in yo face role thing, what i meant was thier like.......a support offensive kinda class. The soldier is the one that gets your face all the time but pyros do to ounce in a while. But when pyros arent in your face like a soldier they are om the flanks, supporting the soldier or heavy or taking out sentries which to my eyes (or the way i play him) is very offensive.
 
That's why they're ambush classes.

Actually I've found the pyro a lot more useful once I realised that Sentries only track one thing at a time, allowing me valuable seconds to get in and blow up all their shit.
 
psyduck.gif


Why my posts always end up either getting dissed by everyone or turn into nerd fights...

Also if you simplify the hit detection to two hitting vectors (the particle and the target) you immediately ignore the case when the target is running backwards or just looking at another direction than he's running to.
 
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