Difference between revisions of "Pyro match-ups"

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(First 3 gone over, still going.)
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| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout match-ups|Scout]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout match-ups|Scout]]
| Do not underestimate a [[Scout]]; like you, they are at their most powerful when close to their enemy. If a Scout gets too close, use your Flamethrower to set him on fire, and your [[compression blast]] to disorient him, but stay wary of [[Scattergun]] shots, which are deadly at close range. If you are at medium range, you may want to use your [[Flare Gun]], since it will Mini-Crit, or pepper him with [[Shotgun]] rounds. Melee swings are difficult to land on a moving Scout, but devastating when they connect - compression blasting him into wall makes an easier target. The most important part is dodging the Scout's attacks until the afterburn can do its work or simply killing him as fast as possible with a combination of all of your weaponry. Look out for Sandman carrying Scouts. Being stunned is never fun, so use the compression blast about a split second after seeing a Scout carrying the Sandman. Remember that the ball flies in an arc, and isn't too fast, so lead your target and aim a tiny bit upwards. With good precision, you can stun the Scout long enough to burn him to a crisp. Although Mad Milk can be a great way for the Scout to heal or extinguish himself, with good timing, you can reflect it right back at him. Usually wait just a split second after you see a Mad Milk carrying Scout coming toward you, and then use the compression blast. Instead of the Scout being healed, you will be (and any other teammates firing at the Scout). Also try doing this when the Scout is retreating while readying his Mad Milk to extinguish himself. With luck, the flames will continue and might finish the Scout off.
+
| You will have trouble against a Scout that can stay out of your [[Flamethrower]]’s short range. Try to engage a Scout in an enclosed area to stop him from dodging your attacks as easily. Use your [[Shotgun]] or [[Flare Gun]] until he is close enough to ignite. If you can get into position, use your [[compression blast]] to shove him into a wall and render him immobile long enough for you to incinerate him. As long as you can get just one puff of flame onto him, he’ll have to retreat eventually to extinguish the [[afterburn]].  
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier match-ups|Soldier]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier match-ups|Soldier]]
| While facing a [[Soldier]], you need to watch out for his rockets. If you're equipping with an airblast-capable Flamethrower, try to reflect his rockets, as they will deal [[Mini-Crit]] damage. If he realizes you are trying to toss back his own rockets, he may either begin to fire at random intervals to throw you off, or switch to another weapon. If he switches to his [[Shotgun]], counter with your own secondary weapon. The Pyro can easily outrun the Soldier (unless he carries the [[Equalizer]]), so don't be afraid to ambush with the [[Axtinguisher]] or [[Backburner]].
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| When dealing with an enemy Soldier, you absolutely want to have a primary weapon that is able to [[airblast]]. If you lack the compression blast, the Soldier is free to launch rockets at you from medium to long ranges. Reflect his rockets back and force him to take out the Shotgun. Once you close the distance, he’ll have to continue using the Shotgun or fire rockets at his feet, damaging himself. With prediction, you are actually able to reflect his rockets the moment they leave his Rocket Launcher. His slow speed makes him susceptible to an ambush.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>Pyro
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>Pyro
| [[Pyro]]s are immune to afterburn; therefore the [[Flare Gun]] deals less damage, the flamethrowers are only immediately effective in close quarters, and the [[Axtinguisher]] is almost completely useless. Remember that the [[Backburner]] can still perform Critical hits against an enemy Pyro. If they charge you with a Flamethrower, do the same while backpedaling - this will damage them more than it does you. Close-range [[Shotgun]] blasts are effective, and melee swings from a weapon other than the Axtinguisher or [[Homewrecker]] can be very useful. Compression blasts are also useful in putting distance between you and an enemy Pyro, allowing you to move just outside of the range of their Flamethrower while using a Shotgun to damage your enemy at a safe distance.
+
| Because the two of you cannot be ignited and are immune to [[afterburn]], many of your weapons are rendered almost useless. To deal maximum damage, use the [[Shotgun]], even at close range. If he charges at you with his Flamethrower, backpedal while firing yours – due to the innate lag time of flames, he will take more damage. The [[compression blast]] can be used to position the enemy Pyro so that you can either retreat or land an easy Shotgun blast.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]

Revision as of 01:49, 21 March 2011

Class Strategy
Pyro.png
Pyro
vs Scout.png
Scout
You will have trouble against a Scout that can stay out of your Flamethrower’s short range. Try to engage a Scout in an enclosed area to stop him from dodging your attacks as easily. Use your Shotgun or Flare Gun until he is close enough to ignite. If you can get into position, use your compression blast to shove him into a wall and render him immobile long enough for you to incinerate him. As long as you can get just one puff of flame onto him, he’ll have to retreat eventually to extinguish the afterburn.
Pyro.png
Pyro
vs Soldier.png
Soldier
When dealing with an enemy Soldier, you absolutely want to have a primary weapon that is able to airblast. If you lack the compression blast, the Soldier is free to launch rockets at you from medium to long ranges. Reflect his rockets back and force him to take out the Shotgun. Once you close the distance, he’ll have to continue using the Shotgun or fire rockets at his feet, damaging himself. With prediction, you are actually able to reflect his rockets the moment they leave his Rocket Launcher. His slow speed makes him susceptible to an ambush.
Pyro.png
Pyro
vs Pyro.png
Pyro
Because the two of you cannot be ignited and are immune to afterburn, many of your weapons are rendered almost useless. To deal maximum damage, use the Shotgun, even at close range. If he charges at you with his Flamethrower, backpedal while firing yours – due to the innate lag time of flames, he will take more damage. The compression blast can be used to position the enemy Pyro so that you can either retreat or land an easy Shotgun blast.
Pyro.png
Pyro
vs Demoman.png
Demoman
Much like the Soldier, reflected Grenades and Stickybombs are deadly to both you and the Demoman. Remember to protect your teammates by reflecting Stickies and Grenades that are launched at you. Even though the grenades will change color, they can still do a bit of damage if you are in their range, but they will not hurt teammates. Stickies, on the other hand, will remain in the possession of the Demoman. An attentive Demoman can blow you up if you get too close while pushing the stickies back. Since he cannot fire bullets, your Shotgun and Flare Gun are both effective and unmatched. If he has equipped the Chargin' Targe, fire damage won't be as effective. Use well-timed airblasts to prevent charges and melee attacks. Shotgun blasts or a puff-and-sting Axtinguisher swipe are most useful no matter the Demoman's loadout.
Pyro.png
Pyro
vs Heavy.png
Heavy
Dealing with a Heavy means staying out of the sights of his Minigun and Natascha. Taking on a Heavy head-on without some kind of surprise or health advantage is usually suicide. However, his gigantic back is a prime target for the Backburner. He is also susceptible to airblasts, particularly with environmental traps or minor falls. The Flare Gun, with multiple hits, can take a heavy down at long range. An old Pyro favorite is to sneakily "puff and sting" - light a Heavy up and swing the Axtinguisher twice - a tactic made even faster with a Degreaser. Usually a Heavy will notice after you have hit him once with the Axtinguisher, so be careful when approaching him again. With the Degreaser, you can quickly switch back and give him another Puff and Sting to finish him off. If not, retreat behind a corner, since the Minigun can destroy you at close ranges. Having the Gas Jockey Set against an Heavy isn't really recommended, due to your increased vulnerability to bullets.
Pyro.png
Pyro
vs Engineer.png
Engineer
An Engineer by himself is hardly a threat. With identical speed and a fifty-point health advantage, he is no match for any weapon. However, an Engineer with a Sentry Gun is very dangerous. Even with your high health, a Sentry can easily make quick work of you if you don't carefully execute your attack. Avoid a Sentry if you cannot attack it without being spotted, or go for the Engineer once he leaves the area. If you are quick enough, you can possibly reflect the Sentry Gun's rockets to do some massive damage to the Engineer or his Sentry Gun. The Flare Gun can be useful for long-range sniping a neglected gun, just make sure that if the Sentry Gun is under control by an Engineer with the Wrangler, to stand in cover so it can't wound you.
Pyro.png
Pyro
vs Medic.png
Medic
As with all classes, a Medic is a high-priority target in any game mode. One-on-one, his needles pack a punch, but travel in fairly predictable paths. Light him up and avoid his shots for maximum efficiency. His natural health regeneration and Blutsauger prevent afterburn from being fully effective, so secondary and melee attacks are appropriate. If he's not alone, focus fire on the Medic. The airblast is perfect for separating a Medic from his healing target and prematurely ending an ÜberCharge deployed on another player. Never underestimate a Medic that is aware of you, however, because not only is he nearly 10% faster than you are, his weapons are more effective than yours at anywhere past medium range, doubly so for the Crossbow. Your best bet for a Medic in medium range is to use your Shotgun or Flare Gun, but if you are up against a Medic that knows what he's doing at this range, it is advisable to avoid the fight completely, as he may end up killing you. To counter the speed advantage, consider using the Gas Jockey Set, as it will give you a 10% speed bonus, which is just slightly above a Medic's run speed. Be careful though, because of how bullet vulnerability is calculated, you will take 10% more damage from the Medic's Syringe Gun.
Pyro.png
Pyro
vs Sniper.png
Sniper
The Sniper, perhaps the opposite of the Pyro, can be killed with any weapon in close combat. Beware of his Jarate, though, which can extinguish your flames, reduce your defense, and give him a shot at redemption. Although Jarate can be a great way for the Sniper to inflict you with extra damage, with good timing, you can reflect it right back at him. Usually wait just a split second after you see a Jarate carrying Sniper coming toward you, and then use the compression blast. Also try doing this when the Sniper is retreating while readying his Jarate to extinguish himself. The flames will become Mini-Crits, effectively turning his boon into his bane. The Mini-Crits are extremely devastating to the Sniper due the their low health. At longer ranges, stay out of sight if at all possible. Flare Gun shots can be deadly as well as any Shotgun damage that lands, since his aim will jump. However, the Sniper can kill any Pyro too slow or too predictable to dodge a headshot. Huntsman arrows are both difficult to reflect, and devastating if used effectively. Sniper's will be even easier to kill if they is carrying the Bushwacka, as he will take more fire damage. The quickest and most devastating way to finish of an unaware Sniper, is not through taunting with a Shotgun/Flare Gun behind him, as he will hear you and possibly kill you, but with the Backburner from behind instead, as it will always Crit from behind.
Pyro.png
Pyro
vs Spy.png
Spy
The best way to find a Spy is to check every teammate who passes by with a quick puff from a Flamethrower, or any suspicious looking hiding spot. Once detected simply light the Spy up and use your favorite weapon. Dead Ringer Spies can, however, extinguish the fire with their watch, allowing a quick escape. Spray the area around his dead body, just in case. The Dead Ringer Cloak shields a burning Spy from damage, and generally cannot be killed until their Cloak wears off, seconds later. The Axtinguisher is still effective, although not as much as it's only doing about 20 damage per hit when the Dead Ringer is active. However, this can still finish off a damaged Spy. Although Pyro's are generally regarded as the least likely class, besides the Scout, to be backstabbed, you are not immune to them. Make sure to check your back as though you were playing any other class. While Spies are usually a melee oriented class, be careful of their selected Revolver. Spies with good aim can easily take you out in 3-4 shots, and even less with a headshot with the Ambassador. Remember to annoy Spies as much as possible! If Spies see that a good Spy-checking Pyro is on the opposing team, they will think twice about showing up. The Homewrecker doubles this effect, as you will be able to completely ruin a sapping spree that a Spy has attempted on friendly buildings.

See also