Difference between revisions of "User:InShane/sandbox4"

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{{Quotation|'''The Pyro''' on strategies|Mpphhh mphh mphhhh mphhh mhh!|sound=Pyro_specialcompleted01.wav}}
 
  
{{Match-Up|forclass=pyro
 
  | scout-strategy =
 
'''Relative merits:''' Between you and the Scout, whoever has the advantage depends on the environment. In enclosed spaces, your Flame Thrower and subsequent [[afterburn]] make short work of his low health. In open spaces, the Scout can constantly switch between close and medium range weapons in response to whatever weapon you equip, wearing you down.
 
 
'''Tactics:''' The Scout must respect your Flame Thrower's effective range and afterburn damage. If you can ignite him, switch to another weapon like the Shotgun or Flare Gun as he retreats away from your Flame Thrower. If you have the opportunity, pin him down with your [[compression blast]] to stop his mobility entirely. In open areas, take cover behind obstacles to coax the Scout into approaching you.
 
 
'''Useful weapons:'''
 
* The [[Degreaser]]'s faster weapon switch time lets you easily select weapons as the Scout darts in and out of your range.
 
* The [[Shotgun]] is best for engaging the Scout outside your Flame Thrower's range.
 
* The [[Detonator]] has an exploding flare that is easier to ignite the Scout with.
 
 
  | soldier-strategy =
 
'''Relative merits:''' The enemy Soldier outranges you and can rocket jump to high ground outside your range. He is susceptible to grounded ambushes due to his slow walking speed. Your [[compression blast]] can deflect his rockets with proper timing or prediction.
 
 
'''Tactics:''' If you can ambush the Soldier at close range, he is forced to use the Shotgun or risk damaging himself with rockets. For a direct approach, use the compression blast to deflect his rockets back at him. With prediction, you can deflect his rockets the moment they leave his Rocket Launcher. To prevent him from [[rocket jump]]ing to escape, airblast him off the ground. Keep moving erratically in case he switches to his Shotgun.
 
 
'''Useful weapons:'''
 
* Any primary weapon that retains the ability to airblast lets you defend yourself from the Soldier's rockets.
 
 
  | pyro-strategy = Fighting an enemy Pyro is a matter of outmaneuvering him with your own Flame Thrower. Flames take time to travel - if he brazenly charges at you, backpedal while firing to make him take more damage. Play to your loadout - the Backburner encourages ambushes, while the Degreaser lets to switch to the Shotgun or a melee weapon for burst damage. Your compression blast can be used to launch the enemy Pyro so that you can either retreat or land an easy Shotgun blast. At medium range, the [[Dragon's Fury]] and Shotgun let you fight outside the range of the enemy Pyro's Flame Thrower. The matchup is uneventful at longer range, where your secondary weapons deal little damage without any supplementing afterburn.
 
  | demoman-strategy = The Demoman's ranged weapons can only fire [[projectiles]], so good use of the [[airblast]] will turn you into his living nightmare. Protect your team by deflecting the grenades and Stickybombs that the Demoman launches at you. Aim your compression blast carefully, as your own deflected projectiles are still harmful to you. While he is reloading, pepper him with your secondary weapon while steadily approaching. The Demoman’s weapons are difficult to aim and can inflict self-damage at close range; once you close the distance, you should easily be able to kill him. If the Demoman equips one of [[Chargin’ Targe|his]] [[Splendid Screen|three]] [[Tide Turner|shields]], use your Shotgun to ignore the shield's fire resistance and use the compression blast to break his charges.
 
  | heavy-strategy = It is usually suicide to directly face a Heavy, the other class that specializes in close-range combat — he has far more health than you do. If you have no escape route, his [[Minigun]] can shred you in less than a second. If his Minigun is already revved, your best option would be to harass him with your secondary weapon while searching for an alternate path. To take the Heavy out quickly, you’ll have to ambush him and perhaps use the [[Backburner]] or a [[Degreaser]]/[[Panic Attack]] combo to deal your highest possible burst damage. If you are having trouble, airblast him away and retreat. If you can't escape, ignite the Heavy before dying to at least deal some damage. At range, your [[Flare Gun]] can be relied upon to deliver a succession of [[critical hits]] which he can't dodge easily.
 
  | engineer-strategy = The Engineer's [[Sentry Gun]] is the true threat, being potentially more resilient than the Heavy and immune to afterburn. Lower-leveled Sentry Guns can be brute forced if you begin your attack from around a corner and circle-strafe. However, a level 3 Sentry Gun tracks you too quickly, so attack that one from behind cover or come back with teammates. If you're feeling ambitious, try deflecting the Sentry Gun rockets back at the Sentry Gun or its owner. Your Flame Thrower can penetrate his buildings and attack him directly, making you a prime candidate to destroy Sentry positions when [[ÜberCharge]]d.
 
  | medic-strategy = Although you can outduel an enemy Medic, he will usually be surrounded by his teammates. Ignite them at range with the Flare Gun, as fire damage reduces the [[Medi Gun]]'s healing rate, but leave directly targeting them to your teammates. Instead, try for an ambush - depending on enemy positioning, the [[Backburner]] can kill the Medic quickly, while the [[Third Degree]] can hit the Medic when you hit his patient. You are one of  the most effective counters to the invincibility-granting ÜberCharge; when a Medic deploys his ÜberCharge, use your airblast to separate him from his patient and prematurely cut the ÜberCharge link.
 
  | sniper-strategy = The Sniper is your opposite, dealing precise damage to single targets at long range. In general, he is a soft counter to you until you get up close, where he is less threatening. To reach the enemy Sniper, flank him from a route that he's not watching over, then make sure he doesn't get away and use [[Jarate]] to extinguish your flames. If he does, try to get close enough to airblast his Jarate so that he will take mini-crits instead of extinguishing himself. In particular, the [[Flare Gun]] and its variants are your best tool for dealing with a faraway Sniper, as its shots travel far and can ignite him to lower his accuracy, provided he is not using [[Darwin's Danger Shield]] or the [[Cozy Camper]]. Once you are up close, the [[compression blast]] is useful for pinning him down and deflecting [[Huntsman]] arrows.
 
  | spy-strategy = You are the deadliest enemy a Spy can face. Although you are not immune to [[backstab]]s, your flames are a natural deterrent for any Spy. [[Fire]] nullifies both the [[Cloak]] and [[disguise]] of any Spy, so [[Spy-check]] all of your teammates with a quick puff of flame. His [[Revolver]] is much more accurate and superior to your [[Shotgun]] at long range, so don't hesitate to retreat if you can't catch him. You can further annoy enemy Spies by using the [[Homewrecker]] or [[Neon Annihilator]] to remove their [[Sapper]]s from friendly buildings.
 
The Spy has two specific items that aid in surviving your flames; the [[Dead Ringer]] will allow him to extinguish your flames once before Cloaking, while the [[Spy-cicle]] will protect him from being ignited for a short time. In both cases, liberally flame the area to ensure that he does not escape.
 
}}
 
 
== See also ==
 
*[[Team strategy]]
 
 
[[Category:Strategy|Pyro match-ups]]
 
<br/>
 
 
 
{{CommunityStrategyNav}}
 
{{Pyro Nav}}
 
 
[[Category:Pyro]]
 
[[Category:Class match-ups]]
 

Latest revision as of 15:19, 23 June 2021