Difference between revisions of "Pyro (Classic)"
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* Your [[Incendiary Cannon (Classic)|Incendiary Cannon]] is your incendiary Rocket Launcher. If you cannot deal direct hits, use splash damage in a similar fashion to a Soldier's Rocket Launcher. Note that the blast radius is much larger than the Rocket Launcher and sets enemies on fire, and the heat travels through thin walls. | * Your [[Incendiary Cannon (Classic)|Incendiary Cannon]] is your incendiary Rocket Launcher. If you cannot deal direct hits, use splash damage in a similar fashion to a Soldier's Rocket Launcher. Note that the blast radius is much larger than the Rocket Launcher and sets enemies on fire, and the heat travels through thin walls. | ||
− | * Your [[Flamethrower (Classic)| | + | * Your [[Flamethrower (Classic)|Flame Thrower]] is your standard Flame Thrower. It is to be used at close-mid range. The flame sprites travel a decent distance, unlike what some sources say. You should still stick to this weapon for mainly close encounters. A major problem, however, is that against faster classes (like [[Scout (Classic)|Scout]] and [[Medic (Classic)|Medic]]) the flames may be a bit too slow to catch them, depending on your position relative to the enemy |
− | * By hitting your enemies with your different flame weapons, you can stack the afterburn damage. A common strategy is to bombard the enemy team from long range with the Incendiary Cannon, and to then burn them again with the | + | * By hitting your enemies with your different flame weapons, you can stack the afterburn damage. A common strategy is to bombard the enemy team from long range with the Incendiary Cannon, and to then burn them again with the Flame Thrower and Napalm Grenades. |
* The Afterburn of the Pyro in [[Team Fortress Classic|TFC]] is drastically slower than in [[Team Fortress]]. Attempting to leave someone to fall to afterburn without using Frag Grenades and/or burning them heavily is rather unwise, especially if they are standing near a resupply bag. [[Demoman (Classic)|Demomen]] and lighter classes have a greater chance of falling to afterburn than a [[Soldier (Classic)|Soldier]] or [[Heavy Weapons Guy (Classic)|HWGuy]]. | * The Afterburn of the Pyro in [[Team Fortress Classic|TFC]] is drastically slower than in [[Team Fortress]]. Attempting to leave someone to fall to afterburn without using Frag Grenades and/or burning them heavily is rather unwise, especially if they are standing near a resupply bag. [[Demoman (Classic)|Demomen]] and lighter classes have a greater chance of falling to afterburn than a [[Soldier (Classic)|Soldier]] or [[Heavy Weapons Guy (Classic)|HWGuy]]. | ||
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* Use your [[Single-Barrel Shotgun (Classic)|Single-Barrel Shotgun]] as a last resort or at very long range. It should seldom be used, if at all. You can also use this gun underwater, or after using a Frag grenade on a medium-light class to finish them off. | * Use your [[Single-Barrel Shotgun (Classic)|Single-Barrel Shotgun]] as a last resort or at very long range. It should seldom be used, if at all. You can also use this gun underwater, or after using a Frag grenade on a medium-light class to finish them off. | ||
− | * The afterburn damage seems to be capped. This is best seen with using the Incendiary Cannon. Firing more than three rockets at an enemy does not cause afterburn damage, as the flames cancel out, forcing the player to start burning the enemy again. It is best to use only 3 rockets in this instance if you desire to inflict afterburn damage. With the | + | * The afterburn damage seems to be capped. This is best seen with using the Incendiary Cannon. Firing more than three rockets at an enemy does not cause afterburn damage, as the flames cancel out, forcing the player to start burning the enemy again. It is best to use only 3 rockets in this instance if you desire to inflict afterburn damage. With the Flame Thrower and Napalm Grenade, the situation is not as consistent and not as observable. |
* Rarely, a Pyro can catch fire. It is possibly due to a Pyro being depleted of Asbestos Armor, as all classes come with a special armor type. | * Rarely, a Pyro can catch fire. It is possibly due to a Pyro being depleted of Asbestos Armor, as all classes come with a special armor type. | ||
== Special Abilities == | == Special Abilities == | ||
− | '''Class Skill''': Selects | + | '''Class Skill''': Selects Flame Thrower. |
'''Abilities''': Can't be set on fire. | '''Abilities''': Can't be set on fire. | ||
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|- | |- | ||
! [[File:HUD_flamethrower_TFC.png|100px]]<br>Weapon 3 | ! [[File:HUD_flamethrower_TFC.png|100px]]<br>Weapon 3 | ||
− | | '''[[Flamethrower (Classic)| | + | | '''[[Flamethrower (Classic)|Flame Thrower]]''' |
| [[Ammo (Classic)#Cells|Cells]] | | [[Ammo (Classic)#Cells|Cells]] | ||
| N/A | | N/A | ||
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| 20 | | 20 | ||
| N/A | | N/A | ||
− | | 30-60 (direct hit on armorless enemies)<br>20 (splash damage on armorless enemies)<br>Splash damage does about the same as hits with the | + | | 30-60 (direct hit on armorless enemies)<br>20 (splash damage on armorless enemies)<br>Splash damage does about the same as hits with the Flame Thrower. |
| Ignites players. Cannot inflict afterburn on enemy Pyros. Afterburn can increase as fire is concentrated on an enemy | | Ignites players. Cannot inflict afterburn on enemy Pyros. Afterburn can increase as fire is concentrated on an enemy | ||
|} | |} |
Revision as of 01:30, 27 November 2024
Pyro | |
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Basic Information | |
Health: | 100 / 150 |
Armor: | 150 |
Armor type: | Medium |
Speed: | 100% (300 units/s) |
The Pyro is a playable class in Team Fortress Classic. She[1] possesses fairly high health and medium armor. She moves at a medium speed, and her weapons are designed to incite confusion and deal damage over time.
Contents
Basic Strategy
- Avoid water sources, as your potential victims can extinguish themselves.
- Your Incendiary Cannon is your incendiary Rocket Launcher. If you cannot deal direct hits, use splash damage in a similar fashion to a Soldier's Rocket Launcher. Note that the blast radius is much larger than the Rocket Launcher and sets enemies on fire, and the heat travels through thin walls.
- Your Flame Thrower is your standard Flame Thrower. It is to be used at close-mid range. The flame sprites travel a decent distance, unlike what some sources say. You should still stick to this weapon for mainly close encounters. A major problem, however, is that against faster classes (like Scout and Medic) the flames may be a bit too slow to catch them, depending on your position relative to the enemy
- By hitting your enemies with your different flame weapons, you can stack the afterburn damage. A common strategy is to bombard the enemy team from long range with the Incendiary Cannon, and to then burn them again with the Flame Thrower and Napalm Grenades.
- The Afterburn of the Pyro in TFC is drastically slower than in Team Fortress. Attempting to leave someone to fall to afterburn without using Frag Grenades and/or burning them heavily is rather unwise, especially if they are standing near a resupply bag. Demomen and lighter classes have a greater chance of falling to afterburn than a Soldier or HWGuy.
- Try to play both offensively and defensively depending upon the situation.
- Napalm Grenades are a great area denial tool. They are also great at disrupting enemies’ vision and aim.
- Use all of your fire-based weapons to cause confusion among members of the other team. The flame sprites can obstruct enemy vision, especially Snipers, but, obstructing enemy vision this way is not as effective as concing the enemy.
- Use your Single-Barrel Shotgun as a last resort or at very long range. It should seldom be used, if at all. You can also use this gun underwater, or after using a Frag grenade on a medium-light class to finish them off.
- The afterburn damage seems to be capped. This is best seen with using the Incendiary Cannon. Firing more than three rockets at an enemy does not cause afterburn damage, as the flames cancel out, forcing the player to start burning the enemy again. It is best to use only 3 rockets in this instance if you desire to inflict afterburn damage. With the Flame Thrower and Napalm Grenade, the situation is not as consistent and not as observable.
- Rarely, a Pyro can catch fire. It is possibly due to a Pyro being depleted of Asbestos Armor, as all classes come with a special armor type.
Special Abilities
Class Skill: Selects Flame Thrower.
Abilities: Can't be set on fire.
Weapons
Weapon | Ammo | Damage per hit |
Notes / Special Abilities | |||
---|---|---|---|---|---|---|
Type | Loaded | Carried | ||||
Weapon 1 |
Crowbar | N/A | N/A | N/A | 18 | N/A |
Weapon 2 |
Single-Barrel Shotgun | Shells | 8 | 40 | 4-23 | Fires six pellets. |
Weapon 3 |
Flame Thrower | Cells | N/A | 200 | 20 (Contact) 6 (on classes with Heavy armor) 9 (on classes with Medium armor) 5 (on other Pyros) 15 (on classes with light armor) 2 (Afterburn) |
Ignites players. Cannot inflict afterburn on enemy Pyros. Afterburn can increase as fire is concentrated on an enemy |
Weapon 4 |
Incendiary Cannon | Rockets | 20 | N/A | 30-60 (direct hit on armorless enemies) 20 (splash damage on armorless enemies) Splash damage does about the same as hits with the Flame Thrower. |
Ignites players. Cannot inflict afterburn on enemy Pyros. Afterburn can increase as fire is concentrated on an enemy |
Grenades
Grenade | Grenades Carried |
Damage Range | Notes / Special Abilities | |
---|---|---|---|---|
Primary |
Hand Grenade | 4 | High | Deals massive damage on a four second fuse. |
Secondary |
Napalm Grenade | 4 | Medium | Ignites environment and enemies within blast radius for a limited amount of time upon explosion. |
Gallery
The QWTF Pyro.
The Classic Pyro as seen in the Catch-Up comic.
The Classic BLU Pyro as seen in A Cold Day in Hell.
The Classic BLU Pyro without her mask on as seen in Old Wounds.
Trivia
- According to the Team Fortress 2 comic, Old Wounds, the Pyro from Team Fortress Classic is named Beatrice.
See also
- The Pyro in Team Fortress 2.
References
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