Difference between revisions of "Anti-Pyro strategy"
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* The Flamethrower deals continuous damage and can set you on [[fire]]. If a Pyro manages to approach you, his moderate movement speed will allow him to quickly deplete your health. | * The Flamethrower deals continuous damage and can set you on [[fire]]. If a Pyro manages to approach you, his moderate movement speed will allow him to quickly deplete your health. | ||
− | * If you're set on fire, don't panic; if you run, the Pyro can keep up with and damage | + | * If you're set on fire, don't panic; if you run, the Pyro can keep up with you and continue inflicting damage. Instead, try to defeat the Pyro before trying to extinguish yourself. |
* There are many items that can extinguish burning teammates, the most common being a friendly Pyro's compression blast and the Sniper's [[Jarate]]. If you have access to those abilities, make sure to help out burning teammates. | * There are many items that can extinguish burning teammates, the most common being a friendly Pyro's compression blast and the Sniper's [[Jarate]]. If you have access to those abilities, make sure to help out burning teammates. | ||
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* The Phlogistinator has a unique "Mmmph" meter that is charged by dealing fire damage, promoting an aggressive playstyle. To prevent the Pyro from quickly charging the meter at close range, don't allow him to easily enter that range. | * The Phlogistinator has a unique "Mmmph" meter that is charged by dealing fire damage, promoting an aggressive playstyle. To prevent the Pyro from quickly charging the meter at close range, don't allow him to easily enter that range. | ||
* Once the "Mmmph" meter is fully charged, the Pyro can then activate a taunt that causes the Pyro to deal guaranteed critical hits for the next few seconds. During the taunt, the Pyro takes heavily reduced damage, making attempts to prevent the taunt futile. | * Once the "Mmmph" meter is fully charged, the Pyro can then activate a taunt that causes the Pyro to deal guaranteed critical hits for the next few seconds. During the taunt, the Pyro takes heavily reduced damage, making attempts to prevent the taunt futile. | ||
− | * Instead, use the time the Pyro spends taunting to either retreat or set up a counter-offensive. For example, a Demoman can plant a field of Stickybombs while a Sniper can line up an easy headshot. | + | ** Instead, use the time the Pyro spends taunting to either retreat or set up a counter-offensive. For example, a Demoman can plant a field of Stickybombs, while a Sniper can line up an easy headshot. You can also try to time a taunt-kill so that its attack lands as soon as the Pyro's taunt ends and his damage reduction fades. |
* A Pyro with the Phlogistinator cannot reflect attacks, so you can freely use rockets, grenades, and other projectiles that are normally reflectable. | * A Pyro with the Phlogistinator cannot reflect attacks, so you can freely use rockets, grenades, and other projectiles that are normally reflectable. | ||
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* The compression blast's most obvious use is to shove you into stage hazards, such as bottomless pits, or into corners, where you are then easily targetable. Stay out in the open, away from areas where a Pyro can easily pin you down. | * The compression blast's most obvious use is to shove you into stage hazards, such as bottomless pits, or into corners, where you are then easily targetable. Stay out in the open, away from areas where a Pyro can easily pin you down. | ||
− | * While the compression blast can reflect [[projectiles]], there is a moderate cooldown time. If you are using a projectile-based weapon, attempt to trick the Pyro into using the compression blast early, then fire your weapon. | + | * While the compression blast can reflect [[projectiles]], there is a moderate cooldown time. If you are using a projectile-based weapon, attempt to trick the Pyro into using the compression blast early, then fire your weapon before he can react. |
* The compression blast uses a significant amount of ammunition. You can trick the Pyro into wasting compression blasts, such as by pretending that you're going to fire your weapon. | * The compression blast uses a significant amount of ammunition. You can trick the Pyro into wasting compression blasts, such as by pretending that you're going to fire your weapon. | ||
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Revision as of 22:17, 21 December 2012
“ | 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 relatively bulky class that excels at close range combat, particularly in confined areas where his Flamethrower is difficult to avoid. Due to the Flamethrower’s wide damage spread, the Pyro can focus more on outmaneuvering his opponents and has more leeway when fighting at close range. Additionally, the Pyro has access to the compression blast, a powerful source of utility that allows him to forcibly reposition enemies or reflect projectiles. The overall theme of the Pyro’s available weapons is close range power; because he lacks strong ranged weaponry, he is most vulnerable when distant from enemies or when in open areas.
Contents
General
Attributes | Anti-Pyro strategy |
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Weapon-specific
Primary weapons
Weapon | Anti-Pyro strategy |
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![]() ![]() ![]() Flamethrower / Festive Flamethrower / Rainblower |
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![]() Backburner |
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![]() Degreaser |
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![]() Phlogistinator |
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Compression Blast |
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Secondary weapons
Weapon | Anti-Pyro strategy |
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![]() Shotgun |
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![]() Flare Gun |
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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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Melee weapons
Weapon | Anti-Pyro strategy |
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![]() ![]() Axtinguisher/Postal Pummeler |
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![]() ![]() Homewrecker/Maul |
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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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Item set effects
Main article: Item sets
Set | Anti-Pyro strategy |
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See also
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