Difference between revisions of "Basic Pyro strategy"
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=== [[Flamethrower]] === | === [[Flamethrower]] === | ||
− | *[[Medic]]s, [[Dispenser]]s, | + | * [[Medic]]s, [[Dispenser]]s, a friendly team's Payload Cart, [[Jarate]], [[Mad Milk]], Health Kits, [[Resupply lockers]], compression blasts from other Pyros, and water will put out flames. |
− | *The Flamethrower is the in-between choice. It deals less damage than the [[Backburner]] but has more utility. It deals more damage than the [[Degreaser]] but has less utility. | + | * The Flamethrower is the in-between choice. It deals less damage than the [[Backburner]] but has more utility. It deals more damage than the [[Degreaser]] but has less utility. |
==== [[Compression blast]] ==== | ==== [[Compression blast]] ==== | ||
− | * | + | * The compression blast can be used to knock enemy players into map hazards or push them away to make an escape if they cannot be beaten one-on-one. |
− | * | + | * It can blast enemies away from [[Health]] pickups they are trying to take. |
− | * | + | * It can push invulnerable Medics, phasing Scouts, and other foes into a corner where the Pyro or their teammate can easily dispatch them. |
− | *It is very difficult to reflect objects at close range, so | + | * It is very difficult to reflect objects at close range, so Pyros should try predicting the timing of their foes. Ambushed Soldiers will typically fire a rocket as soon as they turn. Reloading foes will usually fire as soon as possible. |
− | *As of the [[May 21, 2009 Patch|Spy vs. Sniper update]], the compression blast can put out allies on fire. | + | * As of the [[May 21, 2009 Patch|Spy vs. Sniper update]], the compression blast can put out allies on fire. |
− | *The compression blast gains any on-hit effects of the projectile e.g. a Black Box rocket will restore 15 health, and a long-range flare will Crit on a burning enemy. All reflected shots will Mini-Crit at minimum. | + | * The compression blast gains any on-hit effects of the projectile e.g. a Black Box rocket will restore 15 health, and a long-range flare will Crit on a burning enemy. All reflected shots will Mini-Crit at minimum. |
=== [[Backburner]] === | === [[Backburner]] === | ||
− | *Without the compression blast, | + | * Without the compression blast, Pyros must rely on surprising enemies and the weapons high damage to quickly dispatch foes. |
− | *The Backburner criticals register up to approximately a 45° angle to the back of a target's left or right, i.e. roughly a 90° angle centered behind where they are facing. This is significantly smaller than the Spy's [[Backstab]] angle, which appears to be 160°. | + | * The Backburner criticals register up to approximately a 45° angle to the back of a target's left or right, i.e. roughly a 90° angle centered behind where they are facing. This is significantly smaller than the Spy's [[Backstab]] angle, which appears to be 160°. |
− | * | + | * Pyros are more likely to set off Crits by strafing across the foe's back when first attacking them. |
− | *The Backburner's extra 15% damage makes it very effective in face-to-face combat. | + | * The Backburner's extra 15% damage makes it very effective in face-to-face combat. |
=== [[Degreaser]] === | === [[Degreaser]] === | ||
− | *Due to the 65% decreased weapon switch time, the Degreaser is recommended for Pyros who quickly ignite enemies and Compression Blast them into the air for quick Shotgun blasts, [[Flare Gun]] or [[Axtinguisher]] kills. Some of these combos are significantly more difficult to perform without it. | + | * Due to the 65% decreased weapon switch time, the Degreaser is recommended for Pyros who quickly ignite enemies and Compression Blast them into the air for quick Shotgun blasts, [[Flare Gun]] or [[Axtinguisher]] kills. Some of these combos are significantly more difficult to perform without it. |
− | *The Degreaser's negative attribute only applies to afterburn, so | + | * The Degreaser's negative attribute only applies to afterburn, so Pyros shouldn't rely on it to finish off enemies. Pyros should try to deal the most damage possible before they die or the foe retreats. |
=== [[Shotgun]] === | === [[Shotgun]] === | ||
− | *The Shotgun is an | + | * The Shotgun is an excellent weapon to follow up from an attack with a Flamethrower. It allows the Pyro to back off a dangerous foe while dealing good damage and aiding afterburn. |
− | * | + | * With good aim, the Shotgun actually overpowers the Flamethrower for single-target fighting. |
* The Shotgun is the Pyro's best weapon for aquatic combat. | * The Shotgun is the Pyro's best weapon for aquatic combat. | ||
=== [[Flare Gun]] === | === [[Flare Gun]] === | ||
− | *The Flare Gun does not have falloff damage, meaning it does just as much damage at close range as at far range. | + | * The Flare Gun does not have falloff damage, meaning it does just as much damage at close range as at far range. |
− | *The Flare Gun is much less powerful against Pyros because they are flame retardant. | + | * The Flare Gun is much less powerful against Pyros because they are flame retardant. |
− | *Snipers are easy targets, and their aim is constantly shaking while they're on fire. | + | * Snipers are easy targets for a Flare Gun, and their aim is constantly shaking while they're on fire. |
− | *The Flare Gun will Mini-Crit on burning enemies at short range, and fully Crit at medium to long range. This makes it a highly effective finisher if the opponent flees. | + | * The Flare Gun will Mini-Crit on burning enemies at short range, and fully Crit at medium to long range. This makes it a highly effective finisher if the opponent flees. |
=== [[Fire Axe]] === | === [[Fire Axe]] === | ||
− | *The Fire Axe is rarely used because the Pyro's other weapons are superior in close combat. | + | * The Fire Axe is rarely used because the Pyro's other weapons are superior in close combat. |
− | * | + | * To score surprise melee Crits, this is the best choice. Pyros don't have to burn the enemy, so they don't have to be alerted to the Pyro's presence. |
=== [[Axtinguisher]] === | === [[Axtinguisher]] === | ||
− | *The guaranteed Critical hit makes the Axtinguisher very useful when ambushing classes with high health. It's one of the few ways a Pyro can routinely score a clean kill. | + | * The guaranteed Critical hit makes the Axtinguisher very useful when ambushing classes with high health. It's one of the few ways a Pyro can routinely score a clean kill. |
− | * | + | * Pyros can set their foe on fire, knock them into the air with compression blast, and finish them with the Axtinguisher. This is a very effective tactic, often called the "Puff and Sting." |
− | *The Axtinguisher can be used for super-fast criticals when comboed with the [[Degreaser]]. | + | * The Axtinguisher can be used for super-fast criticals when comboed with the [[Degreaser]]. |
=== [[Homewrecker]] === | === [[Homewrecker]] === | ||
− | *The Homewrecker can readily two-shot | + | * The Homewrecker can readily two-shot any building at full health in 1.6 seconds, and it instakills Mini-Sentry Guns. However, building destruction is not its primary use. |
− | *A Pyro with the Homewrecker is an Engineer's best friend. Constant flames will keep out Spies, the Compression Blast pushes projectiles and ubers away, and the Homewrecker clears Sappers even when the Engineer is dead. | + | * A Pyro with the Homewrecker is an Engineer's best friend. Constant flames will keep out Spies, the Compression Blast pushes projectiles and ubers away, and the Homewrecker clears Sappers even when the Engineer is dead. |
− | * | + | * Players should keep a Homewrecker equipped on the Pyro loadout if not currently playing as Pyro. Doing this will allow a player to quickly switch to Pyro and destroy Sappers on friendly Teleporters if the player spawns while they're being sapped. |
=== [[Powerjack]] === | === [[Powerjack]] === | ||
− | *The Powerjack is a good offensive alternative to the [[Axtinguisher]], but it leaves | + | * The Powerjack is a good offensive alternative to the [[Axtinguisher]], but it leaves the Pyro without a quick and decisive way to take out [[Soldiers]], [[Demomen]], and [[Heavies]]. |
− | *Even at full health it can be beneficial to try to kill with the Powerjack; the +75 healing from a kill can push | + | * Even at full health it can be beneficial to try to kill with the Powerjack; the +75 healing from a kill can push the Pyros health over the maximum, providing a temporary [[Healing#Overheal|Overheal]]. |
− | *Barring Critical hits, the Powerjack is the most damaging melee weapon in the game. | + | * Barring Critical hits, the Powerjack is the most damaging melee weapon in the game. |
=== The Gas Jockey's Gear Set === | === The Gas Jockey's Gear Set === | ||
− | *The 10% movement speed increase this loadout grants | + | * The 10% movement speed increase this loadout grants is helpful when flanking, ambushing, and chasing enemies. |
− | *Using the compression blast with the Powerjack similarly to the Axtinguisher will allow | + | * Using the compression blast with the Powerjack similarly to the Axtinguisher will allow a Pyro to get health from weakened lighter classes like Scouts. |
− | * | + | * The increased speed can help defeat Spies and Medics since the set makes a Pyro faster than them. |
− | *With the Gas Jockey's Gear item set equipped, the Pyro can make some jumps that they otherwise could not, such as jumping directly onto the final point on CP_Steel. | + | * With the Gas Jockey's Gear item set equipped, the Pyro can make some jumps that they otherwise could not, such as jumping directly onto the final point on CP_Steel. |
== See also == | == See also == |
Revision as of 18:20, 10 November 2010
The Pyro is a moderately tough, close-range combat and utility class. He ambushes his enemies, combos them with his various other weapons, or pushes them around with a burst of air. Fleeing enemies can die from his afterburn, making him a good hit and run class. He has a low difficulty curve so it's an easy class to start playing, but his other skills give him some depth to master.
Contents
General
- The Flamethrower's compressed-air blast ability is useful for clearing away projectiles, stopping enemy ÜberCharges, and knocking enemies off ledges.
- Fragile classes like the Sniper die quickly to the Flamethrower. Pyros shouldn't bother swapping to their secondary or melee weapons unless the foe moves out of range. Enemies usually die faster with fire than they would with a combo attack.
- Heavier classes like the Soldier can kill a Pyro faster than the Flamethrower can kill them. Pyros can reflect their shots, and if the opportunity arises, combo attack them with the Flare Gun, Shotgun or Axtinguisher. The burst damage can save the Pyro or even earn a kill.
- The Pyro can easily destroy a level 1 Sentry Gun with his fire. If a level 2 or 3 Sentry is close to a corner, he can sometimes circle-strafe it, successfully burning down both the Engineer and his nest all at once.
- The Flamethrower has a deceptively short range. Many new Pyros empty their weapon at a fleeing or strafing enemy to no effect. Players should aim ahead, and listen for the sizzling sound of a frying foe. That will tell whether or not the Flamethrower is burning them.
- Keep in mind that an enemy goes 10% slower while running backwards, so the pursuing Pyro has the speed advantage in most cases.
- Pyros wear flame retardant suits and are unable to catch fire, but they still take damage from an enemy Pyro's flames.
- Using the Flamethrower on team-mates is a good way to Spy-check. Only a momentary burst of flame is needed to ignite an enemy Spy; briefly shooting every team-mate is a cost-effective method of minimizing Spy encounters.
Weapon Specific
A list of useful tidbits about the Pyro's tools.
Flamethrower
- Medics, Dispensers, a friendly team's Payload Cart, Jarate, Mad Milk, Health Kits, Resupply lockers, compression blasts from other Pyros, and water will put out flames.
- The Flamethrower is the in-between choice. It deals less damage than the Backburner but has more utility. It deals more damage than the Degreaser but has less utility.
Compression blast
- The compression blast can be used to knock enemy players into map hazards or push them away to make an escape if they cannot be beaten one-on-one.
- It can blast enemies away from Health pickups they are trying to take.
- It can push invulnerable Medics, phasing Scouts, and other foes into a corner where the Pyro or their teammate can easily dispatch them.
- It is very difficult to reflect objects at close range, so Pyros should try predicting the timing of their foes. Ambushed Soldiers will typically fire a rocket as soon as they turn. Reloading foes will usually fire as soon as possible.
- As of the Spy vs. Sniper update, the compression blast can put out allies on fire.
- The compression blast gains any on-hit effects of the projectile e.g. a Black Box rocket will restore 15 health, and a long-range flare will Crit on a burning enemy. All reflected shots will Mini-Crit at minimum.
Backburner
- Without the compression blast, Pyros must rely on surprising enemies and the weapons high damage to quickly dispatch foes.
- The Backburner criticals register up to approximately a 45° angle to the back of a target's left or right, i.e. roughly a 90° angle centered behind where they are facing. This is significantly smaller than the Spy's Backstab angle, which appears to be 160°.
- Pyros are more likely to set off Crits by strafing across the foe's back when first attacking them.
- The Backburner's extra 15% damage makes it very effective in face-to-face combat.
Degreaser
- Due to the 65% decreased weapon switch time, the Degreaser is recommended for Pyros who quickly ignite enemies and Compression Blast them into the air for quick Shotgun blasts, Flare Gun or Axtinguisher kills. Some of these combos are significantly more difficult to perform without it.
- The Degreaser's negative attribute only applies to afterburn, so Pyros shouldn't rely on it to finish off enemies. Pyros should try to deal the most damage possible before they die or the foe retreats.
Shotgun
- The Shotgun is an excellent weapon to follow up from an attack with a Flamethrower. It allows the Pyro to back off a dangerous foe while dealing good damage and aiding afterburn.
- With good aim, the Shotgun actually overpowers the Flamethrower for single-target fighting.
- The Shotgun is the Pyro's best weapon for aquatic combat.
Flare Gun
- The Flare Gun does not have falloff damage, meaning it does just as much damage at close range as at far range.
- The Flare Gun is much less powerful against Pyros because they are flame retardant.
- Snipers are easy targets for a Flare Gun, and their aim is constantly shaking while they're on fire.
- The Flare Gun will Mini-Crit on burning enemies at short range, and fully Crit at medium to long range. This makes it a highly effective finisher if the opponent flees.
Fire Axe
- The Fire Axe is rarely used because the Pyro's other weapons are superior in close combat.
- To score surprise melee Crits, this is the best choice. Pyros don't have to burn the enemy, so they don't have to be alerted to the Pyro's presence.
Axtinguisher
- The guaranteed Critical hit makes the Axtinguisher very useful when ambushing classes with high health. It's one of the few ways a Pyro can routinely score a clean kill.
- Pyros can set their foe on fire, knock them into the air with compression blast, and finish them with the Axtinguisher. This is a very effective tactic, often called the "Puff and Sting."
- The Axtinguisher can be used for super-fast criticals when comboed with the Degreaser.
Homewrecker
- The Homewrecker can readily two-shot any building at full health in 1.6 seconds, and it instakills Mini-Sentry Guns. However, building destruction is not its primary use.
- A Pyro with the Homewrecker is an Engineer's best friend. Constant flames will keep out Spies, the Compression Blast pushes projectiles and ubers away, and the Homewrecker clears Sappers even when the Engineer is dead.
- Players should keep a Homewrecker equipped on the Pyro loadout if not currently playing as Pyro. Doing this will allow a player to quickly switch to Pyro and destroy Sappers on friendly Teleporters if the player spawns while they're being sapped.
Powerjack
- The Powerjack is a good offensive alternative to the Axtinguisher, but it leaves the Pyro without a quick and decisive way to take out Soldiers, Demomen, and Heavies.
- Even at full health it can be beneficial to try to kill with the Powerjack; the +75 healing from a kill can push the Pyros health over the maximum, providing a temporary Overheal.
- Barring Critical hits, the Powerjack is the most damaging melee weapon in the game.
The Gas Jockey's Gear Set
- The 10% movement speed increase this loadout grants is helpful when flanking, ambushing, and chasing enemies.
- Using the compression blast with the Powerjack similarly to the Axtinguisher will allow a Pyro to get health from weakened lighter classes like Scouts.
- The increased speed can help defeat Spies and Medics since the set makes a Pyro faster than them.
- With the Gas Jockey's Gear item set equipped, the Pyro can make some jumps that they otherwise could not, such as jumping directly onto the final point on CP_Steel.
See also
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