Compression blast
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— The Pyro
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Compression blast, also known as air blast, is the alternate fire for the Pyro's primary weapons. It appears as a blast of sphere-shaped gas emitting from the end of the weapon. When the alternate fire button is used, the Pyro will use twenty ammunition (fifty ammunition with the Backburner equipped) to push enemies away several feet. It can also also reflect most projectiles and instantly extinguish burning teammates.
Contents
Deflection
Projectiles within the area of effect are redirected so that they are launched towards the Pyro's crosshair. When these projectiles are deflected, they are not simply "reflected" as if from a mirror; rather, the Pyro can redirect them. Deflected projectiles are essentially stopped and fired again from the Pyro's current position, aimed directly at the Pyro's crosshair. With the right timing and position, a skilled or well-positioned Pyro can deflect projectiles at right angles to their original path. Grenades and stickybombs that are already on a surface will roll in the direction pointed to by the cursor.
The following projectiles can be compression blasted:
- Rockets (all types, including Level 3 Sentry Gun rockets)
- Grenades
- Stickybombs
- Sandman baseballs
- Flares
- Jarate and Mad Milk
- Huntsman arrows and Crusader's Crossbow bolts
- Cow Mangler 5000 energy blasts
Grenades and baseballs are not naturally given any additional vertical velocity when they are reflected. Aiming these deflected projectiles is more difficult, but their trajectory can be controlled by the Pyro's angle and position. They must be reflected upward in order to arc as they do when fired normally.
Deflected projectiles are considered to have been fired by the Pyro deflecting them for the purposes of friendly fire and kill awards. For example, a RED grenade will turn BLU when deflected and hurt any RED team players in the approximated area when it explodes. It can also hurt the Pyro who deflected it, similar to a Soldier damaging himself with his own rockets. The only exception to these rules is the stickybomb. Although they can be pushed away, they do not change ownership. The only change to a deflected stickybomb is that if the Demoman who fired the stickybomb detonates it while within its blast radius, the Pyro will be credited for the kill. Deflected Mad Milk and Jarate will soak enemy players, and will have all the attributes of normal Jarate and Mad Milk. The Pyro will be given kill assists if a teammate kills an enemy under the effects of reflected Jarate. On-hit effects are applied to the Pyro that reflected it. For example, it is possible to gain the +15 health bonus from the Black Box's rocket if the deflected rocket successfully hits a target. Likewise, the Crusader's Crossbow's arrows will heal teammates if reflected.
Non-critical deflected projectiles will always turn into mini-crits, while critical projectiles retain their critical status. Additionally, a deflected baseball will only stun, as it would for the Scout who launched it. If the Pyro is crit boosted, for example under the effects of the Kritzkrieg's ÜberCharge, reflected projectiles will turn into critical projectiles.
Demonstration
Associated kill icons
Deflected arrow † | |
Deflected arrow headshot | |
Deflected Cow Mangler 5000 energy blast | |
Deflected flare † | |
Deflected grenade † | |
Deflected rocket | |
Deflected Sandman baseball | |
Deflected stickybomb † |
†These kill icons were contributed by NeoDement.
Strategy
The reflective abilities of an air blast can be used both offensively or defensively:
Defense
- Reflecting projectiles prevents them from harming your allies even if the projectile is not relocated. This is particularly effective against grenades and rockets.
- A compression blast can be used to blow away stickybombs, making an enemy Demoman's job more difficult. This is especially useful when defending the Engineer's Sentry Gun as stickybombs can be difficult to destroy by a single Engineer with his Shotgun or Pistol.
- It can also be used to repel enemies trying to attack friendly Engineer buildings at close range.
- In Control Point (game mode), King of the Hill, and Payload matches, it can be used to remove attacking players from the point in order to stave them off until your allies can get there for reinforcement.
- The air blast can be used to increase the space between the air blaster and the enemy, allowing escape when at low heath.
Offense
- In combat situations, use the surroundings to your advantage and try to blast your enemies off ledges and towards other hazards on the map.
- An ÜberCharge does not prevent the knock back of a compression blast. The Pyro can take advantage of this and separate the Medic from his patient by knocking him or the patient away: This will mean that only the Medic is Übercharged and on his own.
- The knock back from an air blast can be used to cancel the Scout's double-jump.
- The Demoman's charge can be rendered useless with the air blast. Beware of the extended melee reach that is shared by many of the Demoman's melee weapons.
- Huntsman Snipers cannot fire while airborne; the air blast allows you to render them helpless by keeping them in the air.
- Using the air blast, one can juggle an enemy in the air in a predictable route, rendering them helpless in the air for teammates to attack or simply advance past them.
- It can be used to push an enemy into a corner, creating a good chance to finish them with your other weapons.
- The air blast can be used to force unsuspecting enemies around corners into friendly Sentry range for easy kills.
- In Control Point (game mode), King of the Hill, and Payload matches, it can be used to remove defending opponents blocking the capture, particularly useful when outnumbered or overpowered and the point or check point has almost been captured.
- A compression blast can be used to pin an ignited enemy against a wall, making them an easy target for the Axtinguisher. This action is commonly referred to amongst veteran Pyro players as a "Puff n' Sting."
- It is possible to reflect a Level 3 Sentry Gun rocket and kill the Engineer that is repairing it.
- Any normal projectile reflected with an air blast will automatically become a mini-Crit after being deflected.
Related achievements
Soldier
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Pyro
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Update history
- Added alt-fire compression blast to the basic Flamethrower.
- Fixed Compression Blast and Flare Gun trail particles on DX8.
- Compression blast now extinguishes fire on friendly targets.
- Grenades and rockets deflected by a Pyro under the effects of Kritzkrieg will now be criticals.
- Fixed not being able to reflect arrows with the Flamethrower.
- Force-A-Nature & Flamethrower air blast knockback effects no longer work on disguised Spies.
- A Pyro's air blast will now extinguish burning disguised enemy Spies, since knockback no longer affects disguised enemy Spies.
- Reverted Force-A-Nature and airblast knockback on disguised Spies, so that they can once again be knocked back.
- Fixed the Pyro's airblast pushing Spectators in free-look mode.
December 17, 2009 Patch (WAR! Update)
- Fixed being able to affect friendly pipes with airblast (they would unstick).
- Fixed Pyros not getting the proper kill icon for kills with deflected Direct Hit rockets.
- Fixed the Pyro not being able to deflect enemy flares.
- Airblast re-fire delay reduced by 25%.
- Airblast ammo usage reduced by 20%.
- All reflected rockets/grenades/arrows now Mini-Crit.
- Airblasting enemies into environmental deaths now awards the death credit to the Pyro.
- Fixed deflected Stickybombs becoming Mini-Crits when detonated.
- Fixed deflected Stickybombs becoming Crits if the Pyro was Crit-boosted.
- [Undocumented] Pyro's Airblast pushes grounded stickies approximately twice the distance now.
- Fixed a Flamethrower bug that allowed players to rapidly fake the Pyro's airblast effect.
April 14, 2011 Patch (Hatless Update)
- Removed airblast restriction from Backburner (at a 150% cost).
Bugs
- Holding down the secondary fire button to continuously use a compression blast will cause the recoil animation to play only once before remaining static.
- Headshooting an enemy with a reflected arrow will have the kill icon of a normal headshot (as opposed to that of an arrow headshot).
Unused content
- As of the September 30, 2010 Mann-Conomy Update, the Pyro (through editing the items_game.txt file) has the ability to charge an air blast. Charging increases the knock back dealt to enemies. It has no effect on projectiles.
Trivia
- The size of an air blast is 280 Hammer units.
- If a baseball is air blasted back and stuns the Scout that hit it, it will show the enemy Scout assisting himself if he is killed by the Pyro.
- Despite the fact that syringes are projectiles, they cannot be reflected.
- If a teammate kills an enemy who has been recently air blasted, the Pyro receives a kill assist.
- Killing someone with a deflection produces a unique kill icon depending on the projectile. Interestingly, there are a few inconsistencies for kill icons from reflected projectiles.
- Sentry Gun rockets can be reflected, but the kill icon used is the reflected rocket kill icon instead of their own.
- Reflected Direct Hit and Black Box rockets do not have a unique icon of their own, but instead use the kill icon from the generic reflected rocket icon.
- In a similar fashion, reflected Scottish Resistance stickybombs do not possess their own unique kill icon. The kill icon used is the generic reflected stickymine icon.
- Reflected flaming arrows, flaming headshots, and Sandman balls possess unique kill icons in game files, but are all currently unused.
See also
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