Difference between revisions of "Anti-Pyro strategy"
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m (Auto: EnforceCapitalization(Crits), EnforceCapitalization(Crit), WordFilter(Mini-crit → Mini-Crit), WordFilter(Mini-crits → Mini-Crits), WordFilter(Critical Hit → Critical hit), WordFilter(Critical Hits → Critical hits) (Review RC#3581708)) |
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* The Pyro is strong at close range but has no effective long range weaponry. Keep your distance to prevent much of the Pyro's possible damage. | * The Pyro is strong at close range but has no effective long range weaponry. Keep your distance to prevent much of the Pyro's possible damage. | ||
− | * The Pyro's compression blast can be used to reflect your own projectiles back at you for | + | * The Pyro's compression blast can be used to reflect your own projectiles back at you for Mini-Crit damage, or to pin you in place for an execution. |
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* Watch your surroundings at all times to reduce the chances of a successful ambush by a Pyro. | * Watch your surroundings at all times to reduce the chances of a successful ambush by a Pyro. | ||
− | * The Backburner deals guaranteed | + | * The Backburner deals guaranteed Critical hits from behind. If the Pyro finds you, keep facing them while you fight back. |
* The Backburner uses much more ammunition for compression blasts; forcing a Pyro to reflect projectiles with it will quickly deplete the weapon's ammo. Knowing this, a Backburner Pyro will use its compression blast less often. | * The Backburner uses much more ammunition for compression blasts; forcing a Pyro to reflect projectiles with it will quickly deplete the weapon's ammo. Knowing this, a Backburner Pyro will use its compression blast less often. | ||
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* The Phlogistinator promotes an opportunistic playstyle. Don't allow the Pyro to freely ambush teammates or ignite you from long range with flares, which will fill their "Mmmph" meter. | * The Phlogistinator promotes an opportunistic playstyle. Don't allow the Pyro to freely ambush teammates or ignite you from long range with flares, which will fill their "Mmmph" meter. | ||
− | * The Pyro can activate a fully charged Phlogistinator to gain guaranteed | + | * The Pyro can activate a fully charged Phlogistinator to gain guaranteed Critical hits. A full charge is indicated by the weapon's nozzle sparking. |
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** If the Pyro taunts in the open for brief invulnerability, have your team prepare for their attempted rampage. Class-specific methods include laying a carpet of Stickybombs, charging the Sniper Rifle, and getting into position for the Knife's [[backstab]]. | ** If the Pyro taunts in the open for brief invulnerability, have your team prepare for their attempted rampage. Class-specific methods include laying a carpet of Stickybombs, charging the Sniper Rifle, and getting into position for the Knife's [[backstab]]. | ||
* The Phlogistinator cannot airblast, so you can freely use rockets, grenades, and other projectiles against the Pyro without fear of reflection. | * The Phlogistinator cannot airblast, so you can freely use rockets, grenades, and other projectiles against the Pyro without fear of reflection. | ||
* You are always free to retreat and wait for "Mmmph" to run out. | * You are always free to retreat and wait for "Mmmph" to run out. | ||
+ | * If a Pyro with the Phlogistinator has not shown it for a while, they may be trying to hide their full "Mmmph". Be extra alert for ambushes or any of the [[Pyro taunts#Primary|primary taunt voice lines]] and try to notify your team. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Dragon's Fury}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Dragon's Fury}} | ||
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* Without [[Pyrovision]], the Rainblower is not visible, except for in the kill feed. Keep in mind that the Pyro has taunt attacks on other weapons too. | * Without [[Pyrovision]], the Rainblower is not visible, except for in the kill feed. Keep in mind that the Pyro has taunt attacks on other weapons too. | ||
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− | | align="center" valign="center" style="padding:0.5em" | [[File:Airblast.png|100px|Compression | + | | align="center" valign="center" style="padding:0.5em" | [[File:Airblast.png|100px|Compression blast]]<br />'''[[Compression blast]]''' |
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* The compression blast's most obvious use is to shove enemies into environmental hazards, such as off cliffs, or into corners, where you are easier to target. Stay away from areas where a Pyro can easily pin you down or push you off the map. | * The compression blast's most obvious use is to shove enemies into environmental hazards, such as off cliffs, or into corners, where you are easier to target. Stay away from areas where a Pyro can easily pin you down or push you off the map. | ||
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* The Flare Gun's projectiles should be easy to avoid in open areas, even at close range, as long as your movement is unpredictable. | * The Flare Gun's projectiles should be easy to avoid in open areas, even at close range, as long as your movement is unpredictable. | ||
− | * The Flare Gun's flares deal guaranteed | + | * The Flare Gun's flares deal guaranteed Critical hits to burning enemies. If you are ignited from a distance, extinguish yourself before re-engaging the Pyro. If ignited up close, move erratically to avoid being finished off by a critical flare. If the flare misses, attack while the Pyro reloads or switches weapons. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Detonator|}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Detonator|}} | ||
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* The Detonator's flares can be manually triggered by the Pyro to explode, creating a small blast that can ignite multiple targets. Stay away from your teammates to minimize splash damage, and dodge incoming flares to avoid mid-air explosions. | * The Detonator's flares can be manually triggered by the Pyro to explode, creating a small blast that can ignite multiple targets. Stay away from your teammates to minimize splash damage, and dodge incoming flares to avoid mid-air explosions. | ||
− | * Compared to the [[Flare Gun]], Detonator flares only deal | + | * Compared to the [[Flare Gun]], Detonator flares only deal Mini-Crits to burning players, making it less effective for killing enemies. Despite this, the Detonator is easier to hit players with, as the Pyro only needs to aim the flare directly at you or your teammates to follow up with the blast. |
− | * A Pyro can use the Detonator to perform a [[Jumping# | + | * A Pyro can use the Detonator to perform a [[Jumping#Flare jump|flare jump]] at the cost of their health. Stay aware of all possible routes that the Pyro can take to reach you. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter|}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Reserve Shooter|}} | ||
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− | * The Reserve Shooter is capable of landing | + | * The Reserve Shooter is capable of landing Mini-Crits on targets airborne through every type of [[knockback]] excluding airblast and bullets. Try to dodge explosives from enemy [[Soldier]]s and [[Demoman|Demomen]] that may launch you into the air, and avoid blast jumping until the Pyro retreats or is killed. |
* The Reserve Shooter's reduced clip size gives the Pyro much less staying power. If the Pyro fires all four shots, they will be forced to reload or switch to their primary, giving you time to attack. | * The Reserve Shooter's reduced clip size gives the Pyro much less staying power. If the Pyro fires all four shots, they will be forced to reload or switch to their primary, giving you time to attack. | ||
** Keep in mind on what flamethrower they're using, if they are using the Degreaser this strategy can end up being ineffective due to its switch speed, if they're using any other flamethrower this will be more effective. | ** Keep in mind on what flamethrower they're using, if they are using the Degreaser this strategy can end up being ineffective due to its switch speed, if they're using any other flamethrower this will be more effective. | ||
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* The Manmelter has unlimited ammunition and faster projectiles, making it more effective at continuous long-range harassment than the [[Flare Gun]]. Move unpredictably to avoid being ignited. | * The Manmelter has unlimited ammunition and faster projectiles, making it more effective at continuous long-range harassment than the [[Flare Gun]]. Move unpredictably to avoid being ignited. | ||
− | * The Manmelter's projectiles do not deal critical nor | + | * The Manmelter's projectiles do not deal critical nor Mini-Crits to burning players, making it less effective at finishing foes off. The Pyro will likely engage you with their Flamethrower instead. |
− | * If an enemy is set on fire, try to finish them off before a Manmelter Pyro can extinguish them and gain a stored | + | * If an enemy is set on fire, try to finish them off before a Manmelter Pyro can extinguish them and gain a stored Critical hit. If they manage to do so, they might try to finish you off instead. |
* Extinguishing from the Manmelter has virtually no cooldown; the Pyro can capitalize on their burning teammates to quickly regain plenty of health! | * Extinguishing from the Manmelter has virtually no cooldown; the Pyro can capitalize on their burning teammates to quickly regain plenty of health! | ||
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* The Scorch Shot's flares can knock enemies back; the knockback increases if you already are on fire. If you get hit by the flare, the resulting explosion can stunlock your movement. Don't idle close to environmental hazards. | * The Scorch Shot's flares can knock enemies back; the knockback increases if you already are on fire. If you get hit by the flare, the resulting explosion can stunlock your movement. Don't idle close to environmental hazards. | ||
* The Scorch Shot excels at keeping enemies on fire but is less effective at finishing them up. Remember where you can find healing or extinguish yourself. | * The Scorch Shot excels at keeping enemies on fire but is less effective at finishing them up. Remember where you can find healing or extinguish yourself. | ||
− | * Pyros often use this weapon to charge up the [[Phlogistinator]] for guaranteed | + | * Pyros often use this weapon to charge up the [[Phlogistinator]] for guaranteed Critical hits. Keep an ear out for the Pyro activating their Crit boost. |
* Like the Detonator, the Scorch Shot allows the Pyro to perform a Flare Jump at the cost of their health, albeit slightly weaker. Although a Scorch Shot jump may not be as common, be aware of your surroundings. | * Like the Detonator, the Scorch Shot allows the Pyro to perform a Flare Jump at the cost of their health, albeit slightly weaker. Although a Scorch Shot jump may not be as common, be aware of your surroundings. | ||
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* The Pyro can switch weapons in mid-flight. They may be ready to attack with their flamethrower upon landing! | * The Pyro can switch weapons in mid-flight. They may be ready to attack with their flamethrower upon landing! | ||
* The Thermal Thruster stores two charges which take 15 seconds to recharge. If the Pyro has recently used both charges, their mobility is as average as usual. | * The Thermal Thruster stores two charges which take 15 seconds to recharge. If the Pyro has recently used both charges, their mobility is as average as usual. | ||
− | * The Reserve Shooter deals | + | * The Reserve Shooter deals Mini-Crits to Pyros launched by the Thermal Thruster making it a soft counter to Thermal Thruster Pyros. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Gas Passer|}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Gas Passer|}} | ||
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* If you are doused, consider retreating to a source of healing to reduce the debuff's duration. | * If you are doused, consider retreating to a source of healing to reduce the debuff's duration. | ||
* If you are blocked by the Gas Cloud, consider if it is worth braving to quickly reach the area you are trying to access. | * If you are blocked by the Gas Cloud, consider if it is worth braving to quickly reach the area you are trying to access. | ||
+ | * If the Pyro throws the Gas Passer, they may follow up with the Neon Annihilator. Stay away from closed areas if you know the Pyro has both of these weapons, or your wetness may prove fatal. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Axtinguisher}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Axtinguisher}} + '''reskins''' | ||
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− | * The Axtinguisher deals less damage against non-burning players, but deals | + | * The Axtinguisher deals less damage against non-burning players, but deals Mini-Crit damage against burning players, and deals all the afterburn damage the player would have taken, all at once. A Pyro will use this weapon to finish you off after igniting you with their other weapons. |
* The bonus damage is equal to the damage you would have taken from afterburn. The Pyro must choose between different options, such the Degreaser's fast weapon switch and low afterburn power. Take note of the Pyro's other weapons - you may gain insight into what tactics they use. | * The bonus damage is equal to the damage you would have taken from afterburn. The Pyro must choose between different options, such the Degreaser's fast weapon switch and low afterburn power. Take note of the Pyro's other weapons - you may gain insight into what tactics they use. | ||
* The Axtinguisher has less range than the Flame Thrower and holsters 35% slower, giving you time to counterattack should you survive the hit. | * The Axtinguisher has less range than the Flame Thrower and holsters 35% slower, giving you time to counterattack should you survive the hit. | ||
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* The Flame Thrower is often more effective than the Third Degree when it comes to attacking a Medic and his patient. Either way, beware of possible ambushes. | * The Flame Thrower is often more effective than the Third Degree when it comes to attacking a Medic and his patient. Either way, beware of possible ambushes. | ||
− | * In Casual Mode, Pyros with this weapon will often try to take advantage of the high melee | + | * In Casual Mode, Pyros with this weapon will often try to take advantage of the high melee Critical hit rate. If a Pyro approaches your patient with this weapon, disconnect your Medi Gun, or you may be killed instantly. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Neon Annihilator}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Neon Annihilator}} | ||
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− | * A Pyro may try to finish you off with the Neon Annihilator if you are wet. Keep your distance, and they will be left vulnerable. | + | * A Pyro may try to finish you off with the Neon Annihilator if you are wet, as it deals Critical hits on wet players. Keep your distance, and they will be left vulnerable. |
− | * Beware fighting Scouts (who throw [[Mad Milk]]) | + | * Beware fighting Scouts (who throw [[Mad Milk]]), Snipers (who throw [[Jarate]]), and Pyros (who throw [[Gas Passer]]) in enemy territory; they may give opportunities to a Pyro with the Neon Annihilator. |
+ | ** If the Pyro pulls out the Neon Annihilator immediately after throwing the Gas Passer, consider that they’re trying to take advantage of your wetness. | ||
* Like the Homewrecker, the Neon Annihilator can destroy Sappers, albeit at a slower rate. Treat it as if the Pyro was holding the Homewrecker. | * Like the Homewrecker, the Neon Annihilator can destroy Sappers, albeit at a slower rate. Treat it as if the Pyro was holding the Homewrecker. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Hot Hand}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Hot Hand}} |
Latest revision as of 01:00, 22 July 2024
“ | Go to hell and tell the devil I'm comin' for him next!
Click to listen
— The Demoman
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” |
The Pyro is a hardy class that excels at close range combat, particularly in confined areas where their Flame Thrower is difficult to avoid. Due to the Flame Thrower’s wide damage spread, the Pyro can focus more on outmaneuvering their opponents than aiming and has leeway when fighting at close range. Additionally, the Pyro has access to the compression blast, a powerful source of utility that allows them to forcibly reposition enemies or reflect projectiles. The overall theme of the Pyro’s available weapons is close range power; because their best long range weapon is just the Flare Gun, they are most vulnerable when distant from enemies or when in open areas.
Contents
General
Attributes | Anti-Pyro strategy |
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Role |
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Health |
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Speed |
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Power |
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Weapon-specific
Main article: Pyro weapons
Primary weapons
Weapon | Anti-Pyro strategy |
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Flame Thrower + reskins |
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Backburner + reskins |
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Degreaser |
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Phlogistinator |
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Dragon's Fury |
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Rainblower |
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Compression blast |
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Secondary weapons
Weapon | Anti-Pyro strategy |
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Shotgun + reskins |
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Flare Gun + reskins |
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Detonator |
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Reserve Shooter |
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Manmelter |
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Scorch Shot |
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Panic Attack |
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Thermal Thruster |
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Gas Passer |
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Melee weapons
Weapon | Anti-Pyro strategy |
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Fire Axe + reskins |
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Axtinguisher + reskins |
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Homewrecker + reskins |
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Powerjack |
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Back Scratcher |
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Sharpened Volcano Fragment |
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Third Degree |
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Neon Annihilator |
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Hot Hand |
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See also
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