Difference between revisions of "Anti-Pyro strategy"
(Ah, good grief why are there so many "it" references. I'll go through this again later.) |
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! class="header" colspan="1" width="800" | Anti-Pyro strategy | ! class="header" colspan="1" width="800" | Anti-Pyro strategy | ||
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− | | align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Flamethrower | + | | align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Flamethrower|icon-size=100x100px}}<br />'''[[Flamethrower]] + reskins''' |
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− | * It is very difficult to escape | + | * It is very difficult to escape the Pyro's Flamethrower once caught, so take note of routes he can take so that you can repel him before he reaches yo. |
− | ** If caught, continue fighting the Pyro instead of running; if you can't survive, you can at least weaken | + | ** If caught, continue fighting the Pyro instead of running; if you can't survive, you can at least weaken him for your teammates. |
− | * Extinguish yourself as soon as possible once | + | * Extinguish yourself as soon as possible once set on fire; if the [[afterburn]] doesn't kill you, a Pyro might switch to another weapon to finish you off instead. |
− | ** | + | **Remember where medkits and bodies of water are located or stay close to friendly Pyrs and Medics who can reliably extinguish you. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Backburner}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Backburner}} | ||
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− | * Watch your surroundings at all times to reduce the chances of a successful ambush by | + | * Watch your surroundings at all times to reduce the chances of a successful ambush by any Pyro. |
− | * Never turn your back on a Pyro using the Backburner, especially | + | * Never turn your back on a Pyro using the Backburner, especially if retreating. |
* 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, many Pyros will use their compression blast less often, further increasing their vulnerability to projectiles. | * 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, many Pyros will use their compression blast less often, further increasing their vulnerability to projectiles. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Phlogistinator}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Phlogistinator}} | ||
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− | * The Phlogistinator promotes an aggressive playstyle. Don't allow the Pyro to easily enter close range or it will quickly fill | + | * The Phlogistinator promotes an aggressive playstyle. Don't allow the Pyro to easily enter close range or it will quickly fill his "Mmmph" meter. |
− | * Retreat from any Pyro that has activated the Phlogistinator's | + | * Retreat from any Pyro that has activated the Phlogistinator's buff while retaliating from a distance. |
− | ** While a Pyro is taunting to activate the Phlogistinator's ability, | + | ** While a Pyro is taunting to activate the Phlogistinator's ability, he remains immobile. You can actually prepare for his attempted rampage by readying weapons such as Stickybombs or the Sniper Rifle. |
* The Phlogistinator has no compression blast, so you can freely use rockets, grenades, and other projectiles against the Pyro without fear of them being reflected. | * The Phlogistinator has no compression blast, so you can freely use rockets, grenades, and other projectiles against the Pyro without fear of them being reflected. | ||
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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 easier to target. 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 easier to target. Stay out in the open, away from areas where a Pyro can easily pin you down. | ||
− | * The compression blast can also reflect [[projectiles]]; use bullets | + | * The compression blast can also reflect [[projectiles]]; use bullets or fire your projectiles away from the Pyro's line of sight to reduce the chances of being struck by a reflected one. |
** While the compression blast can reflect projectiles, there is a small cooldown time. Try overwhelming a Pyro with more projectiles than he can reflect. | ** While the compression blast can reflect projectiles, there is a small cooldown time. Try overwhelming a Pyro with more projectiles than he can reflect. | ||
* The compression blast uses a significant amount of ammunition; if you can trick the Pyro into wasting compression blasts, his offense will be diminished. | * The compression blast uses a significant amount of ammunition; if you can trick the Pyro into wasting compression blasts, his offense will be diminished. | ||
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* The Shotgun is the Pyro's best secondary weapon against foes just outside the Flamethrower's range. Maintain a wide distance from Pyros to reduce the effectiveness of both their primary and this weapon. | * The Shotgun is the Pyro's best secondary weapon against foes just outside the Flamethrower's range. Maintain a wide distance from Pyros to reduce the effectiveness of both their primary and this weapon. | ||
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− | | align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon= | + | | align="center" valign="center" style="padding:0.5em" | {{Icon weapon|weapon=Flare Gun|icon-size=100x100px}} <br />'''[[Flare Gun]] + reskins''' |
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* The Flare Gun's projectiles should be easy to avoid in open areas, even at close range, as long as you keep moving in ways that a Pyro cannot easily predict. | * The Flare Gun's projectiles should be easy to avoid in open areas, even at close range, as long as you keep moving in ways that a Pyro cannot easily predict. | ||
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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 mini-crits on airborne targets, even if the target is simply jumping. A Pyro will typically combine compression blasts with this weapon in order to land | + | * The Reserve Shooter is capable of landing mini-crits on airborne targets, even if the target is simply jumping. A Pyro will typically combine compression blasts with this weapon in order to land guaranteed mini-crits. |
* The Reserve Shooter's reduced magazine size makes the Pyro far less effective at anywhere outside close range, especially since the Pyro's only way to force an enemy into the air is the compression blast. | * The Reserve Shooter's reduced magazine size makes the Pyro far less effective at anywhere outside close range, especially since the Pyro's only way to force an enemy into the air is the compression blast. | ||
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* The Manmelter has unlimited ammunition and faster projectiles, making it more effective at continuous long-range harassment. Keep moving and remain near sources of healing to reduce this weapon's effectiveness. | * The Manmelter has unlimited ammunition and faster projectiles, making it more effective at continuous long-range harassment. Keep moving and remain near sources of healing to reduce this weapon's effectiveness. | ||
− | * The Manmelter's projectiles cannot deal increased damage to burning players | + | * The Manmelter's projectiles cannot deal increased damage to burning players, making it less effective at finishing foes off. A Pyro will likely engage you with his Flamethrower instead. |
* Try to avoid allowing a Pyro using the Manmelter to be in the vicinity of burning teammates; every teammate extinguished with the weapon earns it critical hits the Pyro can later use against you and your team. | * Try to avoid allowing a Pyro using the Manmelter to be in the vicinity of burning teammates; every teammate extinguished with the weapon earns it critical hits the Pyro can later use against you and your team. | ||
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! class="header" colspan="1" width="800"| Anti-Pyro strategy | ! class="header" colspan="1" width="800"| Anti-Pyro strategy | ||
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− | ! align="center" valign="center" style="padding:0.5em" | {{icon weapon|weapon=Fire Axe|icon-size=100x100px | + | ! align="center" valign="center" style="padding:0.5em" | {{icon weapon|weapon=Fire Axe|icon-size=100x100px}} |
− | <br />'''[[Fire Axe]] | + | <br />'''[[Fire Axe]] + reskins''' |
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− | * Most of the Pyro's alternate melee weapons outclass the Fire Axe in terms of utility, since the Pyro is already fighting at melee range with | + | * Most of the Pyro's alternate melee weapons outclass the Fire Axe in terms of utility, since the Pyro is already fighting at melee range with the Flamethrower. |
+ | * A Pyro attempting to use the Fire Axe in standard combat is likely out of Flamethrower ammunition; remove all nearby sources of ammo to prevent it from collecting more. | ||
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− | ! align="center" valign="center" style="padding:0.5em" | {{icon weapon|weapon=Axtinguisher | + | ! align="center" valign="center" style="padding:0.5em" | {{icon weapon|weapon=Axtinguisher|icon-size=100x100px}} <br />'''[[Axtinguisher]] + reskins''' |
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− | * | + | * The Axtinguisher is usually used alongside any fiery weaponry to instantly slay most classes. Keep vigilant so avoid being ambushed. |
* Try fighting a Pyro equipped with the Axtinguisher near water or medkits to reduce the weapon's effectiveness. | * Try fighting a Pyro equipped with the Axtinguisher near water or medkits to reduce the weapon's effectiveness. | ||
− | * Equipping the Degreaser | + | * Equipping the Degreaser or the Reserve Shooter allows a Pyro to switch to and attack with the Axtinguisher almost immediately. Kill or repel the Pyro before he closes the gap. |
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− | ! align="center" valign="center" style="padding:0.5em" | {{icon weapon|weapon=Homewrecker | + | ! align="center" valign="center" style="padding:0.5em" | {{icon weapon|weapon=Homewrecker|icon-size=100x100px}}<br />'''[[Homewrecker]] + reskins''' |
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− | * Pyros equipped with the Homewrecker | + | * Pyros equipped with the Homewrecker often watch over their team's buildings, protecting them from Spies. This duty can leave them more susceptible to attacks from long distances. |
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* Spies will have increased difficulty sapping buildings that are guarded by a Pyro equipped with the Homewrecker. Coordinate with teammates to distract or eliminate the Pyro. | * Spies will have increased difficulty sapping buildings that are guarded by a Pyro equipped with the Homewrecker. Coordinate with teammates to distract or eliminate the Pyro. | ||
+ | * Buildings should not be left unattended, as even just the Pyro's Flamethrower is fast enough at destroying them. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Powerjack}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Powerjack}} | ||
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− | * A Pyro will usually switch to the Powerjack before finishing you off. | + | * A Pyro will usually switch to the Powerjack before finishing you off. Because the Powerjack is weaker than the Axtinguisher, this gives you a chance to fend him off. |
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* A Pyro equipped with the Powerjack will be able to outrun every class except for the Scout. Instead of retreating, play aggressively and exploit the damage vulnerability the Powerjack gives to the Pyro. | * A Pyro equipped with the Powerjack will be able to outrun every class except for the Scout. Instead of retreating, play aggressively and exploit the damage vulnerability the Powerjack gives to the Pyro. | ||
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* Engage a Pyro wielding the Back Scratcher from a distance, as you will more likely lose in close combat. | * Engage a Pyro wielding the Back Scratcher from a distance, as you will more likely lose in close combat. | ||
* The Back Scratcher gives a Pyro that roams alone increased survivability. Try to steal any medkits in the vicinity before or after engaging a Pyro. | * The Back Scratcher gives a Pyro that roams alone increased survivability. Try to steal any medkits in the vicinity before or after engaging a Pyro. | ||
− | * If attacked by a Medic healing a Pyro, consider killing the Pyro first if you believe | + | * If attacked by a Medic healing a Pyro, consider killing the Pyro first if you believe he has the Back Scratcher in its loadout. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sharpened Volcano Fragment}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Sharpened Volcano Fragment}} | ||
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− | * A Pyro may use the Sharpened Volcano Fragment to conserve Flamethrower ammo, or as a last resort | + | * A Pyro may use the Sharpened Volcano Fragment to conserve Flamethrower ammo, or as a last resort for lighting enemies ablaze. Regardless, never let the Pyro come close enough to reach you with the weapon. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Third Degree}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Third Degree}} | ||
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− | * A Medic and his | + | * A Medic and his healing target should consider temporarily breaking off contact when approached by Pyro using the Third Degree to minimize the damage dealt. |
− | * The Flamethrower is arguably more effective than the Third Degree when it comes to attacking a Medic and his | + | * The Flamethrower is arguably more effective than the Third Degree when it comes to attacking a Medic and his patient. Either way, beware of possible ambushes. |
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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 soaked. | + | * A Pyro may try to finish you off with the Neon Annihilator if you are soaked. Keeping your distance remains a sound strategy. |
− | * Beware fighting Scouts (who throw Mad Milk) and Snipers (who throw Jarate) in enemy territory; they may | + | * Beware fighting Scouts (who throw Mad Milk) and Snipers (who throw Jarate) in enemy territory; they may give opportunities to a Pyro trying to ambush you with the Neon Annihilator. |
− | * | + | * The Neon Annihilator gives the Pyro one strong underwater weapon to use alongside his Shotgun. As when above land, keep a distance to minimize his effectiveness. |
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Revision as of 02:29, 1 June 2014
“ | 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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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
A list of useful tidbits about the Pyro's tools, and how to counter them:
Primary weapons
Weapon | Anti-Pyro strategy |
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Flamethrower + reskins |
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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 + 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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Melee weapons
Weapon | Anti-Pyro strategy |
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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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See also
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