Difference between revisions of "Anti-Pyro strategy"
(Added an update template with explanation.) |
Pyrochu1770 (talk | contribs) (Overhauled the Anti-Pyro strategy to bring the weapons up to date, and also added the new weapons as well. The Gas Passer and Thermal Thruster could probably be condensed a bit.) |
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** Individually, class-specific methods for preparing include laying a carpet of Stickybombs, charging the Sniper Rifle, and getting into position for the Knife's [[backstab]]. | ** Individually, class-specific methods for preparing include laying a carpet of Stickybombs, charging the Sniper Rifle, and getting into position for the Knife's [[backstab]]. | ||
* The Phlogistinator has no compression blast, so you can freely use rockets, grenades, and other projectiles against it without fear of them being reflected. | * The Phlogistinator has no compression blast, so you can freely use rockets, grenades, and other projectiles against it without fear of them being reflected. | ||
+ | |- | ||
+ | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Dragon's Fury}} | ||
+ | | | ||
+ | * Bear in mind that this weapon does not play like any of the Pyro's other primaries, aside from the close-quarter-combat role. | ||
+ | * Avoid very tight areas were there is little room to move. Air vents in particular are were this weapon is most dangerous. | ||
+ | * Be as unpredictable as you can; the weapon is most destructive if a Pyro can get repetitive shots off you. | ||
+ | * While able to use the compression blast, this temporarily disables the Pyro's ability to attack with this weapon while it recharges. Using more rockets, grenades, or other projectiles during the period can be deadly. | ||
+ | ** Keep in mind that a skilled user knows when to take cover or retreat. | ||
+ | * The weapon has a longer range than the other Pyro's other Primaries, so keep this in mind when attacking. | ||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | [[File:Airblast.png|100px|Compression Blast]]<br />'''[[Compression Blast]]''' | | align="center" valign="center" style="padding:0.5em" | [[File:Airblast.png|100px|Compression Blast]]<br />'''[[Compression Blast]]''' | ||
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* The Scorch Shot's main draw is how its flares can knock enemies back; the knock back increases if you already are on fire. Don't idle while crossing places with long falls or other environmental hazards. | * The Scorch Shot's main draw is how its flares can knock enemies back; the knock back increases if you already are on fire. Don't idle while crossing places with long falls or other environmental hazards. | ||
* The Scorch Shot focuses on keeping enemies on fire rather than finishing them off. Remember where you can find healing to negate afterburn. | * The Scorch Shot focuses on keeping enemies on fire rather than finishing them off. Remember where you can find healing to negate afterburn. | ||
+ | * Be weary of its taunt kill: while it only can instantly kill at short range, the flare otherwise behaves normally and can still ignite people at a distance. | ||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack|}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack|}} | ||
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The Panic Attack deals less damage per shot and has a bigger dispersion with consecutive shots, but is barely affected by random spread, shoots more pellets at once and deploys 50% faster. Keep your range and force him to keep firing and increase his weapon spread. | The Panic Attack deals less damage per shot and has a bigger dispersion with consecutive shots, but is barely affected by random spread, shoots more pellets at once and deploys 50% faster. Keep your range and force him to keep firing and increase his weapon spread. | ||
|- | |- | ||
+ | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Thermal Thruster|}} | ||
+ | | | ||
+ | * The Thermal Thruster allows the Pyro to get an extreme amount of mobility that they otherwise lack. | ||
+ | * On take off, the Thermal Thruster is capable of extinguishing teammates and igniting enemies. | ||
+ | ** The Thermal Thruster takes a second to activate before the Pyro flies; ensure you are out of range during this moment. | ||
+ | * The direction the Pyro goes is based off the direction he is looking at; take this into account when they activate the Thermal Thruster. | ||
+ | * Avoid being in the landing zone; the Pyro can do 3 times the fall damage to enemies he lands on (similar to the [[Mantreads]]). | ||
+ | ** Anyone in the landing zone will also be knocked out of the way. | ||
+ | ** While this is not a reliable way for Pyro to do damage, be aware of this and make sure to avoid the incoming Pyro. | ||
+ | * A Pyro can deploy the Thermal Thruster on two separate charges; each charge requires 15 seconds to recharge, so take advantage of this if you know the Pyro has used both his charges. | ||
+ | * The Pyro can switch weapons in mid-flight. As such, they may already have their Primary out and ready to kill before they even land! | ||
+ | |- | ||
+ | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Gas Passer|}} | ||
+ | | | ||
+ | * This weapon can be considered the Pyro's version of [[Jarate]] or [[Mad Milk]]. | ||
+ | * Anyone who is in the Gas Cloud upon or enters it during the cooldown will be doused in Gas for ten seconds. | ||
+ | ** If they take any form of damage is taken, the enemy will ignite afterburn for 10 seconds. This includes Pyros! | ||
+ | ** Keep in mind that even fall damage dished via the Mantreads can ignite you. | ||
+ | ** Even the [[Rocket Jumper]] is capable of igniting you! | ||
+ | * As such, it is generally best for you to avoid walking into the cloud. | ||
+ | * Continuous healing from either a Medic or a Dispenser will reduce the gas effect to five seconds. | ||
+ | * Lingering in the cloud does not reset the gas effects. | ||
+ | * Oddly, the Gas Passer can extinguish teammates. Keep this in mind if you are in a large crowd of friend and foe alike. | ||
+ | * Unlike other rechargeable items, the Pyro does not spawn with the weapon ready for deployment. | ||
+ | ** Instead, they have to wait 60 seconds before it can be deployed. This leaves him with only his Primary and Melee to work with, so try to take advantage of his lack of range! | ||
+ | *** If you are fighting him underwater, you will have a major advantage. | ||
+ | ** The charge time can be reduced if they deal damage. | ||
+ | *** 750 damage allows for the meter to fill up completely. | ||
+ | * The charge is retained in-between deaths, so keep in mind that killing a Pyro does not effect the Gas Passer's charge time. | ||
+ | * A Player is not considered "wet" when covered in Gasoline. As such, you will not take extra damage from the Neon Annihilator. | ||
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* The Axtinguisher is usually used alongside any fiery weaponry to quickly slay most classes. Keep vigilant to avoid being ambushed. | * The Axtinguisher is usually used alongside any fiery weaponry to quickly slay most classes. Keep vigilant to avoid being ambushed. | ||
− | * Equipping the Degreaser or the Reserve Shooter allows a Pyro to switch to and attack with the Axtinguisher considerably faster. Repel the Pyro before he closes the gap, as the Axtinguisher deals crits on burning targets no matter where it strikes. | + | * Equipping the Degreaser or the Reserve Shooter allows a Pyro to switch to and attack with the Axtinguisher considerably faster. Repel the Pyro before he closes the gap, as the Axtinguisher deals mini-crits on burning targets no matter where it strikes. |
+ | * The longer your afterburn duration, the more damage it does. | ||
+ | * Upon a successful killing blow to a burning player, the Pyro is granted a speed boost. | ||
+ | * The weapon does less damage than the standard Fire Axe on non-burning players. As such, they are at a disadvantage if you are not one fire. | ||
+ | * The weapon holsters 35% slower. While this isn't a large amount of time, players can take advantage of this if they time it right, as the Pyro is technically unable to attack. | ||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Homewrecker}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Homewrecker}} + '''reskins''' | ||
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* Spies will have increased difficulty sapping buildings that are guarded by a Pyro equipped with the Homewrecker. Coordinate with teammates to distract or eliminate the Pyro. | * Spies will have increased difficulty sapping buildings that are guarded by a Pyro equipped with the Homewrecker. Coordinate with teammates to distract or eliminate the Pyro. | ||
* Buildings should not be left unattended, as even just the Pyro's Flamethrower is fast enough at destroying them. | * Buildings should not be left unattended, as even just the Pyro's Flamethrower is fast enough at destroying them. | ||
+ | * While an uncommon tactic, Medics sometimes will Uber a Pyro using the Homewrecker as a means of taking down Sentry Nests. This can be extremely destructive if left unchecked. | ||
|- | |- | ||
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Powerjack}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Powerjack}} | ||
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* Beware fighting Scouts (who throw Mad Milk) and Snipers (who throw Jarate) in enemy territory; they may give opportunities to a Pyro trying to ambush you with the Neon Annihilator. | * Beware fighting Scouts (who throw Mad Milk) and Snipers (who throw Jarate) in enemy territory; they may give opportunities to a Pyro trying to ambush you with the Neon Annihilator. | ||
* The Neon Annihilator gives the Pyro one strong underwater weapon to use alongside his Shotgun. As when above land, keep a distance to minimize his effectiveness. | * The Neon Annihilator gives the Pyro one strong underwater weapon to use alongside his Shotgun. As when above land, keep a distance to minimize his effectiveness. | ||
− | * The Neon Annihilator is able to break Sappers in 2 hits. Treat like if the Pyro was holding the Homewrecker. | + | * The Neon Annihilator is able to break Sappers in 2 hits. Treat it like if the Pyro was holding the Homewrecker. |
+ | |- | ||
+ | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Hot Hand}} | ||
+ | | | ||
+ | * Much like the Fire Axe, this weapon is usually substituted for other weapons with more utility. | ||
+ | * The weapon attacks the opponent in two consecutive hits. | ||
+ | ** In order for a Pyro to do full damage, they have to hit you both times. Keep this in mind, as the weapon is not effective if the user cannot regularly get both hits in. | ||
+ | * The user gets a very brief speed boost on hit. This can help them get the second slap. | ||
+ | * Like the [[Holy Mackerel]] the weapon announces each Slap in the kill feed. How humiliating! | ||
+ | ** Also like the Holy Mackerel, the weapon will announce a kill as a "SLAP KILL!" in the kill feed. | ||
+ | * If you are a Spy using a Dead Ringer, keep in mind that the "SLAP KILL" will not show up in the kill feed. An observant Pyro may become aware of your feigned death! | ||
+ | * The weapon will only roll for Critical Hits once. In other words, if the first hit is a Critical Hit, then the second one will also be a Critical Hit. | ||
|} | |} | ||
Revision as of 19:46, 25 June 2018
“Gotta move that gear up!” This article may contain content that is out of date. You can help improve this article by updating the content as necessary. See the wiki style guide. Notes: Jungle Inferno weapons are missing from the "Weapon specific" section. |
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— The Demoman
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” |
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.
Contents
General
Attributes | Anti-Pyro strategy |
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Role |
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Health |
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Speed |
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Power |
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Weapon-specific
Primary weapons
Weapon | Anti-Pyro strategy |
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Flame Thrower + reskins |
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Backburner + reskins |
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Degreaser |
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Phlogistinator |
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Dragon's Fury |
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Compression Blast |
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Secondary weapons
Weapon | Anti-Pyro strategy |
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Shotgun + reskins |
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Flare Gun + reskins |
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Detonator |
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Reserve Shooter |
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Manmelter |
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Scorch Shot |
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Panic Attack |
The Panic Attack deals less damage per shot and has a bigger dispersion with consecutive shots, but is barely affected by random spread, shoots more pellets at once and deploys 50% faster. Keep your range and force him to keep firing and increase his weapon spread. |
Thermal Thruster |
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Gas Passer |
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Melee weapons
Weapon | Anti-Pyro strategy |
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Fire Axe + reskins |
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Axtinguisher + reskins |
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Homewrecker + reskins |
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Powerjack |
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Back Scratcher |
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Sharpened Volcano Fragment |
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Third Degree |
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Neon Annihilator |
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Hot Hand |
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See also
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