Difference between revisions of "Pyro match-ups"

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m (Flare Gun harassment is excellent against all classes...probably except the Scout.)
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| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>Pyro
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>Pyro
| Because the two of you cannot be ignited and are immune to [[afterburn]], many of your weapons are rendered almost useless. To deal maximum damage, use the [[Shotgun]], even at close range. If he charges at you with his Flamethrower, backpedal while firing yours – due to the innate time flames take to travel, he will take more damage. The compression blast can be used to position the enemy Pyro so that you can either retreat or land an easy Shotgun blast. If the two of you insist on flaming each other, the Pyro equipped with the [[Backburner]] will have the advantage.
+
| Because the two of you cannot be ignited and are immune to [[afterburn]], many of your weapons are rendered almost useless. To deal maximum damage, use the [[Shotgun]], even at close range. If he charges at you with his Flamethrower, backpedal while firing yours – due to the innate time flames take to travel, he will take more damage. The compression blast can be used to position the enemy Pyro so that you can either retreat or land an easy Shotgun blast. However, remember that immunity to afterburn won't protect you from the lion's share of a flamethrower's damage, so in extremely tight situations, the flamethrower is often better than the shotgun, the [[Backburner]] obviously more so.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman match-ups|Demoman]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman match-ups|Demoman]]
| As when dealing with Soldiers, you'll want to make good use of your [[airblast]]. Protect your team and yourself by reflecting the grenades and Stickybombs that the Demoman launches at you. Aim your compression blast carefully, as your own reflected projectiles are still harmful. While he is reloading, pepper him with your secondary weapon while steadily approaching. The Demoman’s weapons are difficult to aim and can inflict self-damage at close range; once you close the distance, you should easily be able to kill him. If the Demoman insists on using the [[Chargin’ Targe]] to rush you down, cancel his charge and keep his melee attacks at bay with your compression blast.  
+
| As when dealing with Soldiers, you'll want to make good use of your [[airblast]]. Protect your team and yourself by reflecting the grenades and Stickybombs that the Demoman launches at you. Aim your compression blast carefully, as your own reflected projectiles are still harmful. While he is reloading, pepper him with your secondary weapon while steadily approaching. The Demoman’s weapons are difficult to aim and can inflict self-damage at close range; once you close the distance, you should easily be able to kill him. If the Demoman insists on using the [[Chargin’ Targe]] to rush you down, quickly fire a puff of flame and then use your compression blast to break the charge. If you have the [[Axtinguisher]] equipped you will easily beat him in the resulting melee battle. If you haven't, simply flame him as he tries to get into melee range.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]]
| It is usually suicide to directly face a Heavy, the other class that specializes in close range combat; his [[Minigun]] can shred you in less than a second. If he already sees you, your best option would be just to harass him with your secondary weapon at range. To take him out quickly enough, you’ll have to ambush him and perhaps use the [[Axtinguisher]] to deal your highest possible burst damage. If you are having trouble, [[airblast]] him away and retreat.
+
| It is usually suicide to directly face a Heavy, the other class that specializes in close range combat; his [[Minigun]] can shred you in less than a second. If he already sees you, your best option would be just to harass him with your secondary weapon at range. To take him out quickly enough, you’ll have to ambush him and perhaps use the [[Axtinguisher]] to deal your highest possible burst damage. If you are having trouble, [[airblast]] him away and retreat. At range, your [[Flare gun]] can be relied upon to deliver a succession of [[Critical hit]]s which even a heavy cannot ignore.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
| A lone Engineer is an easy target. His Sentry Gun, however, is more resilient than even a Heavy. If the Sentry Gun has already been upgraded to level 3, you won’t be able to circle-strafe it. Unless you can safely attack it with your [[Flamethrower]] or [[Shotgun]] from an angle, you’re best off retreating and coming back with teammates. If you're feeling ambitious, try reflecting the Sentry Gun rockets back at the Sentry Gun or its owner.
+
| A lone Engineer is an easy target. His Sentry Gun, however, is more resilient than even a Heavy. If the Sentry Gun has already been upgraded to level 3, you will find it difficult to circle-strafe it without taking heavy damage. Unless you can safely attack it with your [[Flamethrower]] or [[Shotgun]] from an angle, you’re best off retreating and coming back with teammates. If you're feeling ambitious, try reflecting the Sentry Gun rockets back at the Sentry Gun or its owner. Your flamethrower can penetrate his buildings and attack him directly, which makes demolishing sentry positions much easier when [[Übercharge]]d.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
| Although you can easily defeat a Medic in a one-on-one duel, he will usually be surrounded by his teammates. You probably won’t be able to pick him off, as his natural health regeneration makes [[afterburn]] less effective. Unless you can ambush the Medic, leave directly targeting him to your teammates. When a Medic deploys his [[ÜberCharge]], use your [[airblast]] to separate him from his patient and prematurely cut the ÜberCharge link.
+
| Although you can easily defeat a Medic in a one-on-one duel, he will usually be surrounded by his teammates. You probably won’t be able to pick him off, as his natural health regeneration makes [[afterburn]] less effective. Unless you can ambush the Medic, leave directly targeting him to your teammates. When a Medic deploys his [[ÜberCharge]], use your [[airblast]] to separate him from his patient and prematurely cut the ÜberCharge link. A medic with a primed [[Übercharge]] will usually deploy it in time to save himself. Circumvent this by killing him quickly with the axtinguisher or a well lined up Backburner flame.
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|Sniper]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|Sniper]]
| The Sniper is perhaps your exact opposite. While you deal damage over a wide area at close range, the Sniper deals precise damage to single targets at long range. If possible, stay out of sight until you are within Flamethrower range. An ignited Sniper will have difficulty aiming his weapon, so harass him with your Flare Gun if he spots you. Move erratically to avoid being headshot and fire your primary to obscure his view of your head; once you close the distance, the Sniper is easy prey. Don’t rely on [[afterburn]] to kill a Sniper, as his [[Jarate]] can extinguish your flames. Defensively, you can use your [[compression blast]] to reflect [[Huntsman]] arrows and Jarate.
+
| The Sniper is perhaps your exact opposite. While you deal damage over a wide area at close range, the Sniper deals precise damage to single targets at long range. If possible, stay out of sight until you are within Flamethrower range. An ignited Sniper will have difficulty aiming his weapon, so harass him with your Flare Gun if he spots you. Move erratically to avoid being headshot and fire your primary to obscure his view of your head; once you close the distance, the Sniper is easy prey. Don’t rely on [[afterburn]] to kill a Sniper, as his [[Jarate]] can extinguish your flames. Defensively, you can use your [[compression blast]] to reflect [[Huntsman]] arrows and Jarate. Once close, he is usually easy prey, but do watch out for quick headshots from the [[Huntsman]]
 
|-
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
| You are the deadliest enemy a Spy can face. Although you are not immune to backstabs, your flames are a natural deterrent for any Spy. [[Fire]] nullifies both the [[Cloak]] and [[disguise]] of any Spy, so [[Spy-check]] all of your teammates with a quick puff of flame. Don’t hesitate to switch to your secondary weapon to chase a fleeing Spy; his [[Revolver]] is surprisingly accurate and is capable of picking you off. You can further annoy enemy Spies by using the [[Homewrecker]] to remove their [[Electro Sapper]]s from friendly buildings.
+
| You are the deadliest enemy a Spy can face. Although you are not immune to backstabs, your flames are a natural deterrent for any Spy. [[Fire]] nullifies both the [[Cloak]] and [[disguise]] of any Spy, so [[Spy-check]] all of your teammates with a quick puff of flame. Don’t hesitate to switch to your secondary weapon to chase a fleeing Spy; his [[Revolver]] is surprisingly accurate and is capable of picking you off, don't be afraid to retreat if he is out of the effective range of your shotgun, as his revolver is a superior weapon at this range. You can further annoy enemy Spies by using the [[Homewrecker]] to remove their [[Electro Sapper]]s from friendly buildings.
 
|}
 
|}
  

Revision as of 16:01, 27 July 2011

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The Pyro on strategies
Class Strategy
Pyro.png
Pyro
vs Scout.png
Scout
You will have trouble against a Scout that can stay out of your Flamethrower’s short range. Try to engage him in an enclosed area to stop him from dodging your attacks as easily. Use your Shotgun or Flare Gun until he is close enough to ignite. If you can get into position, use your compression blast to shove him into a wall and render him immobile long enough for you to incinerate him. As long as you can get just one puff of flame onto him, he’ll have to retreat eventually to extinguish the afterburn.
Pyro.png
Pyro
vs Soldier.png
Soldier
When dealing with an enemy Soldier, you'll want to make use of your airblast to reflect his rockets back and force him to take out his Shotgun. Once you close the distance, he’ll have to continue using the Shotgun or fire rockets at his feet, damaging himself. With prediction, you are actually able to reflect his rockets the moment they leave his Rocket Launcher. His slow speed makes him susceptible to an ambush.
Pyro.png
Pyro
vs Pyro.png
Pyro
Because the two of you cannot be ignited and are immune to afterburn, many of your weapons are rendered almost useless. To deal maximum damage, use the Shotgun, even at close range. If he charges at you with his Flamethrower, backpedal while firing yours – due to the innate time flames take to travel, he will take more damage. The compression blast can be used to position the enemy Pyro so that you can either retreat or land an easy Shotgun blast. However, remember that immunity to afterburn won't protect you from the lion's share of a flamethrower's damage, so in extremely tight situations, the flamethrower is often better than the shotgun, the Backburner obviously more so.
Pyro.png
Pyro
vs Demoman.png
Demoman
As when dealing with Soldiers, you'll want to make good use of your airblast. Protect your team and yourself by reflecting the grenades and Stickybombs that the Demoman launches at you. Aim your compression blast carefully, as your own reflected projectiles are still harmful. While he is reloading, pepper him with your secondary weapon while steadily approaching. The Demoman’s weapons are difficult to aim and can inflict self-damage at close range; once you close the distance, you should easily be able to kill him. If the Demoman insists on using the Chargin’ Targe to rush you down, quickly fire a puff of flame and then use your compression blast to break the charge. If you have the Axtinguisher equipped you will easily beat him in the resulting melee battle. If you haven't, simply flame him as he tries to get into melee range.
Pyro.png
Pyro
vs Heavy.png
Heavy
It is usually suicide to directly face a Heavy, the other class that specializes in close range combat; his Minigun can shred you in less than a second. If he already sees you, your best option would be just to harass him with your secondary weapon at range. To take him out quickly enough, you’ll have to ambush him and perhaps use the Axtinguisher to deal your highest possible burst damage. If you are having trouble, airblast him away and retreat. At range, your Flare gun can be relied upon to deliver a succession of Critical hits which even a heavy cannot ignore.
Pyro.png
Pyro
vs Engineer.png
Engineer
A lone Engineer is an easy target. His Sentry Gun, however, is more resilient than even a Heavy. If the Sentry Gun has already been upgraded to level 3, you will find it difficult to circle-strafe it without taking heavy damage. Unless you can safely attack it with your Flamethrower or Shotgun from an angle, you’re best off retreating and coming back with teammates. If you're feeling ambitious, try reflecting the Sentry Gun rockets back at the Sentry Gun or its owner. Your flamethrower can penetrate his buildings and attack him directly, which makes demolishing sentry positions much easier when Übercharged.
Pyro.png
Pyro
vs Medic.png
Medic
Although you can easily defeat a Medic in a one-on-one duel, he will usually be surrounded by his teammates. You probably won’t be able to pick him off, as his natural health regeneration makes afterburn less effective. Unless you can ambush the Medic, leave directly targeting him to your teammates. When a Medic deploys his ÜberCharge, use your airblast to separate him from his patient and prematurely cut the ÜberCharge link. A medic with a primed Übercharge will usually deploy it in time to save himself. Circumvent this by killing him quickly with the axtinguisher or a well lined up Backburner flame.
Pyro.png
Pyro
vs Sniper.png
Sniper
The Sniper is perhaps your exact opposite. While you deal damage over a wide area at close range, the Sniper deals precise damage to single targets at long range. If possible, stay out of sight until you are within Flamethrower range. An ignited Sniper will have difficulty aiming his weapon, so harass him with your Flare Gun if he spots you. Move erratically to avoid being headshot and fire your primary to obscure his view of your head; once you close the distance, the Sniper is easy prey. Don’t rely on afterburn to kill a Sniper, as his Jarate can extinguish your flames. Defensively, you can use your compression blast to reflect Huntsman arrows and Jarate. Once close, he is usually easy prey, but do watch out for quick headshots from the Huntsman
Pyro.png
Pyro
vs Spy.png
Spy
You are the deadliest enemy a Spy can face. Although you are not immune to backstabs, your flames are a natural deterrent for any Spy. Fire nullifies both the Cloak and disguise of any Spy, so Spy-check all of your teammates with a quick puff of flame. Don’t hesitate to switch to your secondary weapon to chase a fleeing Spy; his Revolver is surprisingly accurate and is capable of picking you off, don't be afraid to retreat if he is out of the effective range of your shotgun, as his revolver is a superior weapon at this range. You can further annoy enemy Spies by using the Homewrecker to remove their Electro Sappers from friendly buildings.

See also