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| | class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]] | | | class="small" align="center" valign="center" style="padding:0.5em" |[[Image:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]] |
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− | *Keeping your distance will negate much of the Pyro's strength. The [[Flare Gun]], [[Detonator]], and [[Shotgun]] are the Pyro's only long-range weapons, and none of them have nearly as much power as your rocket launcher at mid-range. Constantly strafing will help you take minimal damage. | + | *Keeping your distance will negate much of the Pyro's strength. The [[Flare Gun]] and the [[Detonator]] are the Pyro's only long-range weapon, and they are both slow to fire and can be hard to score hits with, especially in open areas. While it is easier to score hits with the Detonator, it only mini-crits if it hits you again. The only other ranged weapon the Pyro has is the standard [[Shotgun]], which is only viable at short or moderate distances. |
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Revision as of 13:56, 14 August 2011
The Pyro is a class that is extremely dangerous at close range. Generally, the best way to engage a Pyro is from a distance because the Pyro lacks substantial ranged weaponry. The Pyro excels in close-quarters combat so try and fight him in the open, away from areas where he can trap you. Keep in mind that a Pyro can use his compression blast ability to deflect projectiles back at you.
General
Role
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- Pyros are most successful when they ambush their opponents. If you see them coming, prepare for them! Set up your own ambush, position yourself in a spot with a good escape route if things go awry, or retreat to a more suitable location.
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Health
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- The Pyro has an above average amount of health, and with their excellence at close range combat they can be a hassle to take down if you attract their attention.
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Speed
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- The Pyro is only useful at close range, so he will try to get close to you by chasing you down. The Pyro moves at the standard speed, so you can retreat while attacking in order to avoid damage.
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Power
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- Keeping your distance will negate much of the Pyro's strength. The Flare Gun and the Detonator are the Pyro's only long-range weapon, and they are both slow to fire and can be hard to score hits with, especially in open areas. While it is easier to score hits with the Detonator, it only mini-crits if it hits you again. The only other ranged weapon the Pyro has is the standard Shotgun, which is only viable at short or moderate distances.
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Weapon Specific
A list of useful tidbits about the Pyro's tools, and how to counter them:
Primary Weapons
- Compression blast
- Pyros will often panic when confronted by a Soldier or Demoman and immediately use their compression blast to deflect projectiles. Fire your rockets or grenades immediately after the airblast to hit the Pyro and avoid being killed by your own weapon.
- You can often cause an enemy Pyro to waste ammunition by firing projectiles off to the side where they can not be reflected despite attempts to do so.
- Do not fire your explosives straight at the enemy Pyro. This makes it easier for him to both aim and reflect them. Aim near the Pyro and use splash damage instead.
- Each airblast takes 20 units of ammo out of 200 total (unless it's a Backburner, which uses 50 units of ammo). Try and make the Pyro waste ammo by firing projectiles into the ground just short of the Pyro before making your actual attack; this also has the benefit of not allowing the Pyro to hit you with your own projectile. The Pyro may already be low on ammo and will have to switch to a much weaker weapon.
- Avoid fighting or retreating near cliffs or dangerous objects such as the Sawblades in Sawmill when fighting a Pyro. A proficient Pyro will use the compression blast ability to kill you instantly via environmental damage.
Flame Thrower
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- Do not panic if you are set on fire, as it will take time to lower your health. By running you expose yourself to more damage, especially if you're playing a class with less speed than the Pyro. Try and finish off the Pyro before running off to extinguish the fire.
- Remember that many classes possess the ability to instantly put out burning teammates (ex. Snipers with Jarate, friendly Pyros with their compression blast, etc.). If you have access to those abilities, be sure to help out your teammates who have been lit by a Pyro.
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Backburner
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- The Backburner uses much more ammo when airblasting. Shoot often to stop him constantly reflecting your shots.
- Always try to keep a Backburner Pyro in front of you. If he gets close to you and starts strafing, he may get a lucky Critical hit from behind or the side.
- The Backburner inflicts 10% more close-range damage than the regular Flamethrower, so keep away from him and try to attack from the side of the Pyro.
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Degreaser
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- The Degreaser allows a Pyro to quickly switch weapons, making close-quarters fighting extremely dangerous. If a Pyro lights you on fire, try to stay out of melee range as he can quickly bring out his Axtinguisher and finish you off with usually one hit.
- The Degreaser inflicts 25% less afterburn damage than the regular Flamethrower, making it more likely that you'll survive being set on fire.
- Never attempt to weapon heckle a Pyro using the Degreaser.
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Secondary Weapons
Shotgun
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- Like the other standard Shotguns, this weapon is only truly effective at mid-range or closer due to bullet spread. Most classes have much more dangerous ranged weapons to use if the Pyro is forced to engage you from a distance.
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Flare Gun
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- This weapon is slow to fire and can be difficult to score a hit with. While it can set you on fire, the damage from the flare itself is low and it will take time for the Pyro to hit you again with it. Further, the flare is very easy to avoid in open areas.
- Most Pyros use this weapon as a long-range harassment weapon. It should be easy enough to find a body of water, a Dispenser, or a Medic without having to fight the Pyro up-close. If you do get lit on fire, keep your distance from the Pyro so they can't insta-kill you with the Axtinguisher.
- If you are on fire, avoid flares at all costs, as the flares will Crit on burning enemies.
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Detonator
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- Most of the rules for countering the Flare Gun also apply to the Detonator.
- Detonator flares can be remotely triggered by the Pyro that fired them, creating a small blast radius that can ignite multiple targets simultaneously. Teammates should stay scattered to minimize the amount of damage Detonator flares can inflict.
- Detonator flares have a distinctive 'whine' they emit while in the air, making them easy to distinguish from standard Flare Gun shots.
- Pyros equipped with the Detonator can use its explosive effects to mimic Rocket jumping, at the cost of nearly a third of their health. One should thus be wary of potential ambushes from above, in addition to typical Pyro ambush locations.
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Melee Weapons
Fire Axe
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- Most Pyros will use other melee weapons instead of the Fire Axe. If a Pyro is using this, he's either counting on a random critical hit or he's out of Flamethrower ammunition. Use this to your advantage and press your attack.
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Axtinguisher / Postal Pummeler
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- This is arguably the Pyro's most dangerous weapon as it usually only takes one hit to kill most classes. You won't usually see the Pyro use this weapon unless you're on fire and in close range of the Pyro because it deals very little damage to a non-burning target.
- Heavies and overhealed Soldiers usually take two (or sometimes three) hits before dying to this weapon. If you're being healed by a Medic, be sure to hit the Pyro with everything you have as that extra second or two can make the difference between life and death.
- The best strategy for dealing with the Axtinguisher is prevention. Avoid being caught on fire, and avoid getting within melee range if you are on fire.
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Homewrecker / Maul
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- The Homewrecker/Maul does decreased damage to players making it less effective as a melee weapon.
- Watch your buildings or Sappers though, because if a Pyro with the Homewrecker/Maul gets close to them, he can easily destroy them due to the increased damage.
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Powerjack
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- Pyros tend to use this weapon in a similar manner as an Axtinguisher; they will light you on fire and attempt to finish you off with the Powerjack in order to gain back health.
- While equipped, this weapon gives the Pyro a 20% vulnerability to melee weapons. If a Pyro equips the Powerjack, exploit this weakness with your melee weapon.
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Back Scratcher
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- The Back Scratcher makes it harder for a Pyro/Medic combo to be effective because the Pyro will heal much slower. This makes it a lot easier to take out the Pyro first rather than trying to get around him to kill the Medic.
- Keep in mind, however, that it does more damage than normal melee weapons with the addition of Critical hits.
- If there are medkits around the area, take them as soon as you get damaged, as the health of the Pyro is replenished more quickly when he takes a medkit with the Back Scratcher equipped.
- Wounded Pyros wielding the Back Scratcher can greatly help a Medic build his UberCharge. Be sure to finish off Pyros that are being healed quickly.
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Sharpened Volcano Fragment
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- This weapon inflicts 20% less damage than the regular Fire Axe, but this is offset by the fact that a successful hit can set enemies on fire. Stay out of melee range by walking backwards and attacking using your ranged weapons, much like you would with against the Flamethrower.
- Since this weapon engulfs its victims in flames, you should always be wary of other enemy Pyros wielding the Axtinguisher or Flare Gun as well as enemy Scouts with the Sun-on-a-Stick.
- If you are struck, keep an eye out for friendly Medics, Dispensers, water sources and health packs in order to counteract the afterburn damage.
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Class Set
The Gas Jockey's Gear
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- The Pyro has 10% more bullet vulnerability while using this set. Use the Pistol or Shotgun to harass him at long range, and prevent him from getting into close quarters with his extra movement speed.
- The Pyro has +10% faster move speed while using this set. Stay away from him and try to shoot him at long range.
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See also