Difference between revisions of "Pyro match-ups"
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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]] | ||
− | | Pyros will have trouble against Scouts that can stay out of the [[Flamethrower]]’s short range. The [[Shotgun]] and [[Flare Gun]] are the Pyro's only ranged options; neither is particularly effective. [[Compression Blast | + | | Pyros will have trouble against Scouts that can stay out of the [[Flamethrower]]’s short range. The [[Shotgun]] and [[Flare Gun]] are the Pyro's only ranged options; neither is particularly effective. [[Compression Blast]]ing the Scout into a wall or a corner allows the Pyro to corral the Scout, or to set up a shot with the Shotgun. A single puff of flame will force the Scout to retreat eventually to extinguish the [[afterburn]]. |
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| 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]] | ||
− | | A Pyro without [[airblast]] is helpless against Soldiers. At medium range, Pyro's should reflect rockets while closing, forcing the Soldier to use the [[Shotgun]]. Once at close range, the Pyro should strafe with the | + | | A Pyro without [[airblast]] is helpless against Soldiers. At medium range, Pyro's should reflect rockets while closing, forcing the Soldier to use the [[Shotgun]]. Once at close range, the Pyro should strafe with the Flamethrower or use a melee weapon, while dodging Shotgun shots. |
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| 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 | ||
− | | Because Pyros are immune to [[afterburn]], the | + | | Because Pyros are immune to [[afterburn]], the Flamethrower is much less effective. To deal maximum damage, Pyros should use the [[Shotgun]], even at close range. Due to the peculiarities of flame particles, a retreating Pyro will do much more damage to a charging Pyro than the reverse. Pyros with the [[compression blast]] should use it to maintain ideal Shotgun distance or to retreat. |
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| 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]] | ||
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| class="xsmall" | vs | | class="xsmall" | vs | ||
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]] | | class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]] | ||
− | | A Pyro stands no chance in direct combat against a heavy. The [[Minigun]] can shred Pyros in less than a second. Any Pyro that has been spotted should beat a hasty retreat, using the [[airblast]] to push the Heavy away. The only reliable way to kill a Heavy before he can rev is to light him on [[fire]], hit him with the [[Axtinguisher]], and then attack with the [[Shotgun]], using the [[Degreaser | + | | A Pyro stands no chance in direct combat against a heavy. The [[Minigun]] can shred Pyros in less than a second. Any Pyro that has been spotted should beat a hasty retreat, using the [[airblast]] to push the Heavy away. The only reliable way to kill a Heavy before he can rev is to light him on [[fire]], hit him with the [[Axtinguisher]], and then attack with the [[Shotgun]], using the [[Degreaser]]'s faster weapon switch time. |
|- | |- | ||
| 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:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]] | | class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]] | ||
− | | A lone Engineer is an easy target. His Sentry Gun is like a Heavy that can't be [[Axtinguisher|axtinguished]]. Level 1 and Level 2 | + | | A lone Engineer is an easy target. His Sentry Gun is like a Heavy that can't be [[Axtinguisher|axtinguished]]. Level 1 and Level 2 Sentry Guns can be circle-strafed; Level 3 Sentry Guns will make short work of any Pyro foolish enough to try that. Reflecting Sentry Gun Rockets are useful to attack the Engineer; they deal even more damage than regular reflected rockets. |
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| 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]] | ||
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| class="xsmall" | vs | | class="xsmall" | vs | ||
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]] | | class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]] | ||
− | | The Spy has no deadlier foe than the Pyro. [[Fire]] is a natural deterrent for any Spy, nullifying both the [[Cloak]] and [[disguise]] of any Spy. Pyros can [[ | + | | The Spy has no deadlier foe than the Pyro. [[Fire]] is a natural deterrent for any Spy, nullifying both the [[Cloak]] and [[disguise]] of any Spy. Pyros can [[Spy-check]] teammates with a quick puff of flame. The Spy's [[Revolver]] is an effective ranged weapon capable of killing an unwary Pyro; the Shotgun and the Flare Gun allow the Pyro ward off Spies that choose to maintain their distance. You can further annoy enemy Spies by using the [[Homewrecker]] to remove their [[Electro Sapper]]s from friendly buildings. |
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Revision as of 02:40, 28 March 2011
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Class | Strategy | ||
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Pyro |
vs | Scout |
Pyros will have trouble against Scouts that can stay out of the Flamethrower’s short range. The Shotgun and Flare Gun are the Pyro's only ranged options; neither is particularly effective. Compression Blasting the Scout into a wall or a corner allows the Pyro to corral the Scout, or to set up a shot with the Shotgun. A single puff of flame will force the Scout to retreat eventually to extinguish the afterburn. |
Pyro |
vs | Soldier |
A Pyro without airblast is helpless against Soldiers. At medium range, Pyro's should reflect rockets while closing, forcing the Soldier to use the Shotgun. Once at close range, the Pyro should strafe with the Flamethrower or use a melee weapon, while dodging Shotgun shots. |
Pyro |
vs | Pyro |
Because Pyros are immune to afterburn, the Flamethrower is much less effective. To deal maximum damage, Pyros should use the Shotgun, even at close range. Due to the peculiarities of flame particles, a retreating Pyro will do much more damage to a charging Pyro than the reverse. Pyros with the compression blast should use it to maintain ideal Shotgun distance or to retreat. |
Pyro |
vs | Demoman |
As when dealing with Soldiers, Pyros will want to have a primary weapon that can airblast. The airblast can neutralize grenades and move stickies away from your team. The aim of the the compression blast carefully, as reflected projectiles are still harmful to the Pyro. While the Demoman is reloading, the Pyro should pepper him with either the Shotgun or the Flare Gun. The Demoman's weapons are hard to aim and deal self-damage at close range; the Pyro should strive to get those advantages. The Compression Blast can be used to stop Chargin' Targe Demomen in their tracks and to control them while attacking with the Shotgun or Flare Gun. |
Pyro |
vs | Heavy |
A Pyro stands no chance in direct combat against a heavy. The Minigun can shred Pyros in less than a second. Any Pyro that has been spotted should beat a hasty retreat, using the airblast to push the Heavy away. The only reliable way to kill a Heavy before he can rev is to light him on fire, hit him with the Axtinguisher, and then attack with the Shotgun, using the Degreaser's faster weapon switch time. |
Pyro |
vs | Engineer |
A lone Engineer is an easy target. His Sentry Gun is like a Heavy that can't be axtinguished. Level 1 and Level 2 Sentry Guns can be circle-strafed; Level 3 Sentry Guns will make short work of any Pyro foolish enough to try that. Reflecting Sentry Gun Rockets are useful to attack the Engineer; they deal even more damage than regular reflected rockets. |
Pyro |
vs | Medic |
Lone Medics are easy kills; however, they will probably be with a teammate. The Medic's natural health regeneration makes afterburn less effective. Unless the Medic can be ambushed, Pyros had best leave them alone. When a Medic deploys his ÜberCharge, use your airblast to separate him from his patient and prematurely cut the ÜberCharge link. |
Pyro |
vs | Sniper |
The Sniper is the Pyro's exact opposite; strong at long range and weak at close range. Pyros should take cover to avoid being killed at range. Fire will seriously disrupt the aim of Snipers; the Flare Gun is useful for igniting Snipers at range. Move erratically to avoid being headshot; once a Pyro closes the distance, the Sniper is easy prey. Beware Jarate; it will put out flames and allows Snipers to use the Bushwacka to one-shot Pyros. Defensively, you can use your compression blast to reflect Huntsman arrows and Jarate. |
Pyro |
vs | Spy |
The Spy has no deadlier foe than the Pyro. Fire is a natural deterrent for any Spy, nullifying both the Cloak and disguise of any Spy. Pyros can Spy-check teammates with a quick puff of flame. The Spy's Revolver is an effective ranged weapon capable of killing an unwary Pyro; the Shotgun and the Flare Gun allow the Pyro ward off Spies that choose to maintain their distance. You can further annoy enemy Spies by using the Homewrecker to remove their Electro Sappers from friendly buildings. |
See also
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