Dead Ringer is only good to counter flames if you're out of range enough after being initially set on fire like from a flare gun, or if you kill the pyro before you burn to death.
Rarely if ever did I ever get blown out by pyros, how does that make me a bad player? and don't make me tell you how many times I've died waiting for the minigun to spin down quick-switch to the sandvich and start eating it, the health regen is not instant on it either.
"It's the land of the 24 hour party, my fist wrapped firmly around a fifth of bacardi. On the sunset strip's where the orphans play tonight."
This is extremely possible with the new nerf. The spy is no longer COMPLETELY fucked if caught in the pyro flame (just mostly).
So times, not even water. There is no water in Dustbowl or Badwater. What happens then if someone has already taken the medkit?
Playing Badwater Basin, the very beginning of the round and everyone is either Soldier, Demo, Heavy and Engineer. One of the soldiers gets charge at by a W+M1 pyro. As the pyro charges, he walks backwards repeatedly shooting the Pyro with the shotgun. It takes a few shots, considering the pyro has 175 HP. After being caught in the flames for a few seconds, he's seriously injured and the 60 damage (over 10 seconds) afterburn will surely kill him. The heavy doesn't use the Sandvich, the Engineer built teleporters and a sentry instead of a dispenser and the only medkit he could possibly reach at his slow running speed was picked up by a Demo.
He may have had 59 HP left, but the ridiculously over powered afterburn killed him because ONLY possible way of putting out the fire was taken before his slow ass could reach it.
With this new nerf, the first part could have been the same, but the difference is that the soldier would probably still have at least half life left, but the pyro is stupid enough to still try and W+M1 after the flame thrower has finally been balanced. If that Demo took that same medkit, soldier could walk over to the next one, but the flame would probably be out by then, and he'd still be alive because the afterburn wouldn't have taken the ridiculous amount of 60 HP.
It means you need to get skilled enough to kill the opponent BEFORE you die.
The afterburn was the thing that needed the nerf the most! I didn't like how much damage the flamethrower did, but I could have been content with just an afterburn cut. But now Pyro's actually need skill to be an offense class and they are a very easy, and VERY effective defense class.
I gave a situation where a player is totally fucked by the over powered afterburn and you counter with,
So, Skulky, the player was put in that situation because a pyro got into his range for around a second or two. He couldn't heal because there was no possible way for him to heal himself. Does that make him a bad player? Or is it the teams fault?
I didn't think either, and neither did Lightning. We throught it was the fault that the afterburn was too powerful. And now, I have no complaints, in fact, I love what they did with both the flame power AND the afterburn. I heal Pyros and I PLAY Pyro. I asked for this, and now they gave it to me even better than I thought possible.
I love airblasting people off Convoy. I only use the Pyro mainly for the airblast and shotgun because it's so much fun.
"dave doesnt deserve to be Canadian. He screamed at lightning while we were playin on ZM. No Canadian screams at lightning, only at no snow in the winter." -death_elite24
So you airblast the pills... I don't see your argument of demo counters pyro w/ targe, maybe w/ sticky spam but other than that he will be either axtinguished or killed with reflected mini-crit pipes
"It's the land of the 24 hour party, my fist wrapped firmly around a fifth of bacardi. On the sunset strip's where the orphans play tonight."
To be honest. Up close pyros dont worry very much about shooting back pills. Rockets on the other hand... But I guess this is just from my experiences. My real problem with targe is no defense vs scoots.