Difference between revisions of "Pyro (Classic)"

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(Weapons)
(Basic Strategy)
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* By hitting your enemies with your different flame weapons, you can multiply the afterburn damage. A common strategy is to bombard the enemy team from long range with the Incendiary Cannon, and to then burn them again with the Flamethrower and Napalm Grenades.
 
* By hitting your enemies with your different flame weapons, you can multiply the afterburn damage. A common strategy is to bombard the enemy team from long range with the Incendiary Cannon, and to then burn them again with the Flamethrower and Napalm Grenades.
  
* The Flamethrower's flame particles do not inflict much damage; burn the enemy with other flame weapons after you have set them ablaze in order to inflict maximum damage.
+
* The Afterburn of the Pyro in TFC is drastically slower than in Quake Team Fortress.  Leaving someone to burn without using Frag Grenades and/or burning them heavily is rather unwise, especially if they are standing near a resupply bag
  
 
* Try to play both offensively and defensively depending upon the situation.
 
* Try to play both offensively and defensively depending upon the situation.
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* Use your [[Single-Barrel Shotgun (Classic) | Single-Barrel Shotgun]] as a last resort or at really long range.  It should seldom be used, if at all.  You can also use this gun underwater, or after using a Frag grenade on a medium-light class to finish them off.
 
* Use your [[Single-Barrel Shotgun (Classic) | Single-Barrel Shotgun]] as a last resort or at really long range.  It should seldom be used, if at all.  You can also use this gun underwater, or after using a Frag grenade on a medium-light class to finish them off.
  
* Playing this Pyro (or any other non-TF2 Pyro) is drastically different from [[Pyro | TF2 Pyro]], much more than pressing W and spraying flames.  You have to [[Movement (Classic) | circle strafe and/or bunnyhop]], time your grenades, and make use of all your weapons (except for crowbar obviously, unless you want to humiliate enemies).
+
* Playing this Pyro (or any other non-TF2 Pyro) is drastically different from [[Pyro | TF2 Pyro]], much more than pressing W and spraying flames (as most of the TF2 community views him).  You have to [[Movement (Classic) | circle strafe and/or bunnyhop]], time your grenades, and make use of all your weapons (except for crowbar obviously, unless you want to humiliate enemies).
  
 
== Special Abilities ==
 
== Special Abilities ==

Revision as of 00:26, 27 June 2012

Pyro (Classic)
Pyro (Classic)
Basic Information
Type: Offensive
Health: 100 / 150
Armor: 150
Armor type: Medium
Speed: 100%

The Pyro is a playable class in Team Fortress Classic. He possesses fairly high health and medium armor. He moves at a medium speed, and his weapons are designed to incite confusion and deal damage over time.

Basic Strategy

  • Your Incendiary Cannon is your incendiary Rocket Launcher. Its heat can travel through walls. If you can't deal direct hits, use splash damage in a similar fashion to a Soldier's Rocket Launcher. Note that the blast radius is much larger than the Rocket Launcher and sets enemies on fire.
  • Your Flamethrower Your standard Flamethrower. It is to be used at close-mid range. The flame sprites travel a decent distance, unlike what some sources say. You should still stick to this weapon for mainly close encounters.
  • By hitting your enemies with your different flame weapons, you can multiply the afterburn damage. A common strategy is to bombard the enemy team from long range with the Incendiary Cannon, and to then burn them again with the Flamethrower and Napalm Grenades.
  • The Afterburn of the Pyro in TFC is drastically slower than in Quake Team Fortress. Leaving someone to burn without using Frag Grenades and/or burning them heavily is rather unwise, especially if they are standing near a resupply bag
  • Try to play both offensively and defensively depending upon the situation.
  • Napalm Grenades are a great area denial tool. They are also great at disrupting enemies vision and aim.
  • Use all of your fire-based weapons to cause confusion among members of the other team.
  • Use your Single-Barrel Shotgun as a last resort or at really long range. It should seldom be used, if at all. You can also use this gun underwater, or after using a Frag grenade on a medium-light class to finish them off.
  • Playing this Pyro (or any other non-TF2 Pyro) is drastically different from TF2 Pyro, much more than pressing W and spraying flames (as most of the TF2 community views him). You have to circle strafe and/or bunnyhop, time your grenades, and make use of all your weapons (except for crowbar obviously, unless you want to humiliate enemies).

Special Abilities

Class Skill: Selects Flamethrower.

Abilities: Can't be set on fire.

Weapons

Weapon Ammo Damage
per hit
Notes / Special Abilities
Type Loaded Carried
HUD crowbar TFC.png
Weapon 1
Crowbar N/A N/A N/A 18 N/A
HUD single shotgun TFC.pngWeapon 2 Single-Barrel Shotgun Shells 8 40 4-23 Fires six pellets.
HUD flamethrower TFC.pngWeapon 3 Flamethrower Cells N/A 200 20 (Contact)
6 (on classes with Heavy armor)
9 (on classes with Medium armor)
5 (on other Pyros)
15 (on classes with light armor)
2 (Afterburn)
Ignites players. Cannot inflict afterburn on enemy Pyros. Afterburn can increase as fire is concentrated on an enemy
HUD incendiary cannon TFC.pngWeapon 4 Incendiary Cannon Rockets 20 N/A 30-60 (direct hit)
20 (splash damage on armorless enemies)
Splash damage does about the same as hits with the Flamethrower.
Ignites players. Cannot inflict afterburn on enemy Pyros. Afterburn can increase as fire is concentrated on an enemy

Grenades

Grenade Grenades
Carried
Damage Range Notes / Special Abilities
Frag tfc.png
Primary
Hand Grenade 4 High Deals massive damage on a four second fuse.
Napalm tfc.png
Secondary
Napalm Grenade 4 Medium Ignites environment and enemies within blast radius for a limited amount of time upon explosion.

Gallery

See also

  • The Pyro in Team Fortress 2.