Difference between revisions of "Pyro weapons (competitive)"
Abeigealert (talk | contribs) (→Degreaser) |
Shortseeyes (talk | contribs) (→Phlogistinator) |
||
Line 128: | Line 128: | ||
** Activates on alt-fire or taunt. | ** Activates on alt-fire or taunt. | ||
*** Taunt refills health. | *** Taunt refills health. | ||
− | *** | + | *** Invulnerable while 'Mmmph' taunting. |
− | |||
<br> | <br> | ||
Revision as of 11:38, 25 July 2016
The community competitive scene changes frequently. Some or all info may be outdated.
The Pyro's weaponry is best suited for medium to close range encounters, focusing heavily on a fire-based arsenal to get the job done. However, this leaves the Pyro with a lack of reliable long-range weapons, encouraging him to ambush enemies at close range.
Primary Weapons
All of the Pyro's primary weapons have damage ramp-up. The flames of the flame throwers become unpredictable at maximum range. Fire damage dealt causes afterburn. Fire particles will penetrate players and buildings. If the weapon can airblast, airblasts will deflect projectiles, converting them into mini-crit projectiles. Airblasts will knock back players and planted stickybombs. Airblasts will extinguish friendly burning allies. Flame throwers will not deal fire damage underwater.
Flame Thrower
The Flame Thrower deals standard damage, and deals significant afterburn. The Rainblower has the same stats as the stock Flame Thrower, but is only visible in pyroland. The Rainblower provides the Armageddon taunt.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Flame Thrower |
|
|
|
|
Backburner
The Backburner deals the same amount of damage and afterburn as the stock Flame Thrower. It also deals critical hits in a 90º radius behind players. Its airblasts cost 50 ammo, as opposed to the standard 20, requiring precision use of airblasts.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Backburner |
|
|
|
|
Degreaser
Has a 60% faster switch speed when switching to the Degreaser, and 30% faster when switching away, damage caused by afterburn damage is reduced by 66% and the airblast cost is increased by 25%
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Degreaser |
|
|
|
|
Phlogistinator
The Phlogistinator deals 10% less damage than the stock Flame Thrower, but gains Mmmph! while dealing fire damage. When the meter fills, it can be activated with a taunt to grant critical hits for 10 seconds and 75% damage reduction for the duration of the taunt. However, the Phlogistinator cannot airblast.
Weapon | Damage | Critical Damage | Function Times | Special | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Phlogistinator |
|
|
|
Primary Weapon UsageThe stock Flame Thrower and the Degreaser both provide 10 airblasts, the most of any Flame Thrower. Airblasts tend to be quite useful with large quantites of projectiles. The Backburner can be good for a Pyro who is confident in their ambushes, or in case of a large quantity of enemies. The Phlogistinator provides strong hit-and-run tactics, but a lack of airblasts greatly counterbalances the guaranteed critical hits. The Degreaser's decreased switch time allows it to pair well with the Flare Gun or the Axtinguisher, making it a popular choice. Secondary WeaponsThe Pyro's secondary weapons tend to be for finishing off enemies, rather than taking up the brunt of their health. All Pyro secondaries perform a taunt kill. ShotgunThe Shotgun deals well with other Pyros, as they are not effected by afterburn. It deals large quantities of damage at close range, and moderate damage at medium range.
Flare GunThe Flare Gun has the ability to set enemies on fire from afar. It deals impact damage, and if the enemy is already on fire, it deals critical impact damage. It causes afterburn identical to the Flame Thrower.
DetonatorThe Detonator is very similar to the Flare Gun. Its flares can be detonated with alt-fire, setting enemies on fire within a small radius. It deals increased damage, allowing Pyros to jump with it in the same manner as a Soldier's rocket jumps, if less effective. If it strikes a burning target without being detonated, it deals mini-crit damage. After hitting a target in any manner, it will cause afterburn equivalent to the stock Flame Thrower.
Reserve ShooterThe Reserve Shooter allows the Pyro to deal increased damage to airborne targets. With decreased switching time, the Pyro can make it active and fire off a shell, dealing mini-crits to any airborne target. It has a reduced clip, but otherwise deals identical damage to the Shotgun.
ManmelterThe Manmelter deals identical damage to the Flare Gun, with the added benefit of alt-fire extinguishing nearby players to store guaranteed crits. The Manmelter can not crit opponents that are on fire.
Scorch ShotThe Scorch Shot deals less damage than the Flare Gun, but deals strong knockback. Provides the deadly Execution taunt. It also mini-crits burning players.
Secondary Weapon UsageThe Shotgun deals consistent close range damage, whereas the Flare Gun and Detonator can be great for sniping a particular class with continued crits or Mini-Crits. The Detonator offers more flexibility, allowing the Pyro to navigate the map more intricately. The Manmelter provides stored critical hits, but only has use versus another Pyro. The stock Shotgun tends to be chosen, since it helps conserve primary ammunition while having a significant clip itself. Melee WeaponsThe Pyro has a variety of Melee weapons, which deal damage in specialized ways. Fire AxeThe stock Fire Axe deals consistent damage, and can be used if the Pyro is out of or low on ammunition. The Third Degree has the same stats as the stock Fire Axe, but deals damage through players connected by Medi Gun beams. The Lollichop has the same stats as the stock Fire Axe, but is only visible in pyroland.
AxtinguisherThe Axtinguisher will have any target on fire be guaranteed to Mini-Crit from the front, and deal a Critical hit from the back. It pairs well with the Degreaser, but is weak against another Pyro. The Postal Pummeler has the same stats as the Axtinguisher.
HomewreckerThe Homewrecker deals with buildings as opposed to players. It deals increased damage versus enemy buildings, and removes Sappers from friendly buildings. It deals reduced damage versus players. The Maul has the same stats as the Homewrecker.
PowerjackThe Powerjack grants the Pyro 25 health on kill, with the ability to gain overheal (with standard decay) from it. The Pyro cannot be overhealed beyond 150% base health. It increases the Pyro's move speed by 15%, but adds +20% damage vulnerability while active.
Back ScratcherThe Backscratcher offers Pyros more independence. It provides increased melee damage, bonus health from health packs, but a severe reduction of health gained from medics and Dispensers.
Sharpened Volcano FragmentThe Sharpened Volcano Fragment deals reduced damage on hit, but causes afterburn on the target.
Neon AnnihilatorThe Neon Annihilator is a situational weapon. It deals less damage by default but crits wet players and damages Sappers. This encouraes coordination with Engineers, Scouts, and Snipers or usage on maps featuring water. In most competitive maps, water is non-existent within them.
Melee Weapon UsageThe Axtinguisher provides the quickest source of damage, whereas the Homewrecker is useful in the presence of Engineers or Spies, such as on Payload or Attack/Defend maps. The Powerjack is useful for the Pyro to quickly regain health on a kill, but leaves the player vulnerable to melee damage. The Backscratcher helps a Pyro to survive longer without a Medic, but makes him impossible to heal, and his dependants on health packs will hinder his Medic's survivability. The Volcano fragment deals afterburn, but provides few other benefits. The Third Degree can always be used in place of the Fire Axe, but still deals low damage. The Axtinguisher tends to be a favorite for Pyros, and the Powerjack can help them recover from near-death. The Backscratcher can also be useful if the Pyro is separated from the team.
|