Difference between revisions of "Anti-Pyro strategy"

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* The Shotgun is the Pyro's best weapon at medium range, but is still weak at greater distances. It is typically used by the Pyro to finish off a foe that is fleeing or repositioned via the compression blast.
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* The Shotgun is the Pyro's best secondary weapon against foes just outside a flamethrower's range. It is typically used to finish off foes that flee or are repositioned by a compression blast. Maintain a wide distance from Pyros to reduce the effectiveness of both their primary weapon and this weapon. If you are forced to fight up close, continue fighting the Pyro as running from one at this range may be pointless.
* The Pyro will rarely stay at medium range to just use the Shotgun; respond appropriately to whether he pursues or retreats from you.
 
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flare Gun|}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Flare Gun|}}
 
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* The Flare Gun's projectiles deal minor damage, move slowly, and are easy to dodge at longer distances. However, the flares are spammable and can set you on fire. They should be easy to avoid in open areas.
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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.
* Flares deal guaranteed critical hits to burning enemies. At close range, the Flare Gun is an alternative to the Shotgun or Axtinguisher for finishing off burning foes. If set on fire at longer range, find a way to extinguish yourself before reengaging.  
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* The Flare Gun's projectiles deal guaranteed critical hits to burning enemies. If you are set on fire from a distance, extinguish yourself before re-engaging the Pyro. If lit up close, fight or flee while moving erratically to reduce a Pyro's chance of finishing you off with this weapon.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Detonator|}}
 
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* The Detonator functions similarly to the Flare Gun, firing flares that can ignite enemies. Its flares can be remotely triggered by the Pyro to explode, creating a small blast that can ignite multiple targets. Stay scattered from your teammates at longer ranges to minimize splash damage taken.
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* The Detonator functions similarly to the Flare Gun, but its flares can be remotely triggered by the Pyro to explode, creating a small blast that can ignite multiple targets. Stay scattered from your teammates to minimize the possible splash damage.
* Detonator flares only deal mini-crits to burning players, making it less effective at finishing enemies off, particularly at close range.
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* Detonator flares only deal mini-crits to burning players, making it less effective at finishing enemies off, particularly at close range. A Pyro may switch to its primary or melee weapon instead.
* The Pyro can use the Detonator to perform a small explosive jump. Stay aware of all possible routes that the Pyro can take to reach you.  
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* A Pyro can use the Detonator to perform a small Flare Jump. Stay aware of all possible routes that the Pyro can take to reach you. Pyros who have just recently Flare Jumped should be easier to dispatch of, as each jump damages a Pyro for a moderate amount of health.
 
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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 the compression blast with the Reserve Shooter in order to land these guaranteed mini-crits. As always, try to stay out of close range.
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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 these guaranteed mini-crits. Stay well away from a Pyro's flamethrower range.
 
* 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.  
* Like the Degreaser, the faster weapon-switch time of the Reserve Shooter makes weapon heckling nigh-useless. This is especially true when the Degreaser and Reserve Shooter are used together in the same loadout.
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* The faster weapon-switch time of the Reserve Shooter makes weapon heckling a less viable strategy. When the Degreaser and this weapon are used together, it is nigh-useless.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Manmelter|}}
 
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* The Manmelter functions similarly to the Flare Gun, firing energy blasts that can ignite enemies.
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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 harassment.
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* The Manmelter's projectiles cannot deal increased damage to burning players like other flare guns can, making it less effective at finishing foes off. A Pyro will likely engage you with its primary weapon or melee weapon instead.
* However, its energy blasts cannot deal critical hits to burning players, making it less effective as a finishing weapon. Aside from its harassment potential at long range, it is outclassed at medium range by the Shotgun.
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* 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 Manmelter Pyro to be in the vicinity of burning teammates. If he manages to use the weapon to extinguish burning teammates, he gains stored critical hits that he can then use against you.
 
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scorch Shot|}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Scorch Shot|}}
 
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* The Scorch Shot functions similarly to the Flare Gun, but can ignite multiple targets with one hit. Don't stay clustered, even when away from enemies.
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* The Scorch Shot can ignite multiple targets with one hit. Don't stay clustered, even when away from enemies.
* The Scorch Shot's main draw is how its flares can knock enemies back, with the distance being proportional to the length of the shot. This allows an accurate Pyro to shove enemies that are outside the range of the compression blast.
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* The Scorch Shot's main draw is how its flares can knock enemies back; the knock back increases the further the flare has traveled before impact. Don't idle while crossing places with long falls or other environmental hazards.
 
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Revision as of 03:29, 8 January 2013

Eeuaghafvada...

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.

General

Attributes Anti-Pyro strategy
Pyro emblem RED.png Role
  • The Pyro tends to find more success in ambushing opponents rather than approaching them head-on. Be aware of your surroundings; if you see an enemy Pyro, take note of what available routes he can take to ambush you and reposition yourself accordingly.
Leaderboard class medic.png Health
  • The Pyro has an above average amount of health and can be a hassle to take down if allowed to enter close range.
Leaderboard class scout.png Speed
  • Although the Pyro is relatively bulky, he only travels at the standard movement speed and is suspectible to being kited or even defeated before he gets too close.
Leaderboard class soldier.png Power
  • The Pyro is strong at close range but has very weak long range weaponry. Keeping your distance will prevent much of the Pyro's possible damage.

Weapon-specific

Primary weapons

Weapon Anti-Pyro strategy
Item icon Flame Thrower.png Item icon Festive Flamethrower.png Item icon Rainblower.png
Flamethrower / Festive Flamethrower / Rainblower
  • The Flamethrower deals continuous damage and can set you on fire. If a Pyro manages to approach you, his moderate movement speed will allow him to quickly deplete your health.
  • If you're set on fire, don't panic; if you run, the Pyro can keep up with you and continue inflicting damage. Instead, try to defeat the Pyro before trying to extinguish yourself.
  • There are many items that can extinguish burning teammates, the most common being a friendly Pyro's compression blast and the Sniper's Jarate. If you have access to those abilities, make sure to help out burning teammates.
Backburner
Backburner
  • The Backburner amplifies the Pyro's offense, dealing substantially more damage when attacking from behind. Stay aware of your surroundings so that you aren't unexpectedly turning away from any Pyro.
  • Always try to keep the Pyro in front of you; not only does this improve your accuracy, but also prevents critical hits from the Backburner.
  • To flee from a Backburner means to expose your back, so attempt to fend off the Pyro first if you need to retreat.
  • The Backburner uses much more ammunition for the compression blast. This leaves the Pyro more vulnerable to projectiles; Backburner ammunition can be easily wasted by forcing the Pyro on the defensive.
Degreaser
Degreaser
  • The Degreaser allows a Pyro to quickly switch weapons. This makes weapon heckling ineffective and makes close-quarters combat much more dangerous.
  • Even if a Pyro has you cornered, try to stay out of melee range. An example of a popular combination attack is for a Pyro to set you on fire, reposition you with the compression blast, then finish you off with the Axtinguisher in just a few short moments.
  • The Degreaser inflicts less afterburn damage, meaning that if you survive the Pyro's initial assault, the fire is less likely to kill you.
Phlogistinator
Phlogistinator
  • The Phlogistinator has a unique "Mmmph" meter that is charged by dealing fire damage, promoting an aggressive playstyle. To prevent the Pyro from quickly charging the meter at close range, don't allow him to easily enter that range.
  • Once the "Mmmph" meter is fully charged, the Pyro can then activate a taunt that causes the Pyro to deal guaranteed critical hits for the next few seconds. During the taunt, the Pyro takes heavily reduced damage, making attempts to prevent the taunt futile.
    • Instead, use the time the Pyro spends taunting to either retreat or set up a counter-offensive. For example, a Demoman can plant a field of Stickybombs, while a Sniper can line up an easy headshot. You can also try to time a taunt-kill so that its attack lands as soon as the Pyro's taunt ends and his damage reduction fades.
  • A Pyro with the Phlogistinator cannot reflect attacks, so you can freely use rockets, grenades, and other projectiles that are normally reflectable.
Compression Blast
  • The compression blast's most obvious use is to shove you into stage hazards, such as bottomless pits, or into corners, where you are then easily targetable. Stay out in the open, away from areas where a Pyro can easily pin you down.
  • While the compression blast can reflect projectiles, there is a moderate cooldown time. If you are using a projectile-based weapon, attempt to trick the Pyro into using the compression blast early, then fire your weapon before he can react.
  • The compression blast uses a significant amount of ammunition. You can trick the Pyro into wasting compression blasts, such as by pretending that you're going to fire your weapon.

Secondary weapons

Weapon Anti-Pyro strategy
Shotgun
Shotgun
  • The Shotgun is the Pyro's best secondary weapon against foes just outside a flamethrower's range. It is typically used to finish off foes that flee or are repositioned by a compression blast. Maintain a wide distance from Pyros to reduce the effectiveness of both their primary weapon and this weapon. If you are forced to fight up close, continue fighting the Pyro as running from one at this range may be pointless.
Flare Gun
Flare Gun
  • 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 deal guaranteed critical hits to burning enemies. If you are set on fire from a distance, extinguish yourself before re-engaging the Pyro. If lit up close, fight or flee while moving erratically to reduce a Pyro's chance of finishing you off with this weapon.
Detonator
Detonator
  • The Detonator functions similarly to the Flare Gun, but its flares can be remotely triggered by the Pyro to explode, creating a small blast that can ignite multiple targets. Stay scattered from your teammates to minimize the possible splash damage.
  • Detonator flares only deal mini-crits to burning players, making it less effective at finishing enemies off, particularly at close range. A Pyro may switch to its primary or melee weapon instead.
  • A Pyro can use the Detonator to perform a small Flare Jump. Stay aware of all possible routes that the Pyro can take to reach you. Pyros who have just recently Flare Jumped should be easier to dispatch of, as each jump damages a Pyro for a moderate amount of health.
Reserve Shooter
Reserve Shooter
  • 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 these guaranteed mini-crits. Stay well away from a Pyro's flamethrower range.
  • 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 faster weapon-switch time of the Reserve Shooter makes weapon heckling a less viable strategy. When the Degreaser and this weapon are used together, it is nigh-useless.
Manmelter
Manmelter
  • 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 like other flare guns can, making it less effective at finishing foes off. A Pyro will likely engage you with its primary weapon or melee weapon 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.
Scorch Shot
Scorch Shot
  • The Scorch Shot can ignite multiple targets with one hit. Don't stay clustered, even when away from enemies.
  • The Scorch Shot's main draw is how its flares can knock enemies back; the knock back increases the further the flare has traveled before impact. Don't idle while crossing places with long falls or other environmental hazards.

Melee weapons

Weapon Anti-Pyro strategy
Item icon Fire Axe.png Item icon Saxxy.png Item icon Conscientious Objector.png Frying Pan Lollichop Freedom Staff Bat Outta Hell


Fire Axe / Saxxy / Conscientious Objector / Frying Pan / Lollichop / Freedom Staff / Bat Outta Hell

  • 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.
Item icon Axtinguisher.pngItem icon Postal Pummeler.png
Axtinguisher/Postal Pummeler
  • The Axtinguisher deals guaranteed critical hits to burning players, making it one of the Pyro's most dangerous weapons at close range.
  • The Axtinguisher is typically combined with a puff of flame and the compression blast to quickly eliminate foes. To avoid being caught by this combo, don't allow the Pyro to easily enter melee range. If you are caught, attempt to take down the Pyro before the same is done to you, especially if you're a class with a larger health pool.
Item icon Homewrecker.pngItem icon Maul.png
Homewrecker/Maul
  • The Homewrecker deals reduced damage to players, increased damage to buildings, and can remove the Sappers of enemy Spies. Because of its limited range as a melee weapon, it will typically be used for the last reason.
  • Friendly Spies will have trouble taking down buildings that are guarded by a Pyro. Coordinate with teammates to distract or eliminate the Pyro so that you can safely get rid of the buildings.
Powerjack
Powerjack
  • The Powerjack tends to be used in the same manner as the Axtinguisher; in combination with a puff of flame and the compression blast.
  • The Powerjack sacrifices the ability to critically strike burning players for health restoration upon a kill. While this facilitates longer rampages, you'll have more time to fight off a Pyro that is attacking you with it.
  • You can quickly wipe out a Powerjack Pyro with a melee weapon of your own. Just be careful; unless you are a sword-using Demoman or a Soldier with the Disciplinary Action, using a melee weapon against the Pyro means that you have to be within the Powerjack's range.
Back Scratcher
Back Scratcher
  • The Back Scratcher can be used in the same manner as the Axtinguisher, but is less effective in that regard due to it only having a base damage increase.
  • The Back Scratcher's main draw comes in its greater health recovery from medkits, giving a Pyro that roams alone increased survivability. To avoid being caught by a roaming Pyro, stay near teammates or constantly be aware of routes an ambusher could take.
Sharpened Volcano Fragment
Sharpened Volcano Fragment
  • The Sharpened Volcano Fragment deals less base damage than the Fire Axe, but can set targets on fire.
  • It's not as effective as the Flamethrower in direct combat, so treat it in the same manner; stay far away.
Third Degree
Third Degree
  • The Third Degree damages any enemy connected to the target via a Medic's Medi Gun beams. The Flamethrower is arguably more effective when trying to kill a Medic and his patient at the same time, so treat it in the same manner. As the Medic or his Medic buddy, stay alert for any Pyro that may try to attack the two of you.
Neon Annihilator
Neon Annihilator
  • The Neon Annihilator deals guaranteed critical hits to any wet enemy.
  • It's already a good policy to fight a Pyro from a distance or in water. Because the Pyro now has a way to deal significant damage while in water, combine the two and stay away from even a submerged Pyro.

Item set effects

Main article: Item sets
Set Anti-Pyro strategy

Degreaser Powerjack Attendant
The Gas Jockey's Gear

  • The item set grants the Pyro 10% increased movement speed, meaning that he can now outrun every class but the Scout. As when he is without the movement speed boost, you'll want to take him out before he can reach you, preferably using hitscan weaponry to take advantage of his 10% increase to bullet vulnerability.

See also