Thread: Pyro Guide
- 06-06-09, 10:17 PM #1
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Pyro GuideThe Pyro
A Guide to the Post Update Pyro
By Ruukil and Anti-Squeaker
The Pyro; a flame wielding harbinger of death. Played right, it can spell death for all of the classes in the game, and can make or break a game. Some say that Pyros require no skill. And they're right. Being a Pyro takes no skill at all. All you have to do is select it from the class menu. But being a good Pyro is truly a challenge. Knowing what weapons to take, how to airblast anything that comes your way, and how to not die from sentries without a medic is all knowledge that only a few at TTP posses. I am not saying that Anti-Squeaker and I are the best Pyros. We are just trying to give basic hints, tips and tricks for being a better Pyro and better team players.
The Pyro relies on remaining undetected until it's too late; its superior power at close range is only matched by that of the slow and large Heavy.
You as a Pyro excel against Spys, Snipers, Medics, and Engineers. Adversely, Heavies, Soldiers, Demos and other Pyros can be the greatest foes of the Pyro with a higher potential for raw power. Against these foes you will find they can even win when the Pyro has the upper hand.
Probably the most effective strategy of the Pyro is to flank. Never give yourself away until you are upon them. Just like the spy, if you are identified as a target it is best to retreat and try another route. If you are seen retreat while firing the flamethrower, this gives you visual cover.
Once you have set your enemies on fire ensure your own survival, even though you may not kill them all you may kill one and wound many others. Wile escaping it is best to pull out the shotgun or flaregun and continue pumping them with rounds. In some cases you may be chased by a Soldier or Demoman. In this case if you have the standard flamethrower be prepared to deflect rockets and stickies directed at you.
Once you do this on either attack or defense the enemy will be weakened and your team has made a gain.
In the capturing of a point or in its defense the airblast is one of the most useful items in the game. On raised platforms it can send weakened enemies to a most enjoyable death. Remember that this can destroy your ammunition and leave you helpless.
- from 'Meet the Sniper'
Flamethrower – The flamethrower is the default weapon of the Pyro. Its compressed airblast is wonderful for stopping ubers and removing stickies from the area. It is extremely effective for protecting your team. The airblast can reflect stickies and rockets, juggle ubers, and put out fires on your allies.
Backburner - Without the compression blast the Pyro has trouble against Demomen and Soldiers. However, the ability to inflict 100% critical hits while firing behind an enemy means it can take out low health classes fast and any class in one second. In some cases this excludes the overhealed Heavy. In this case it takes just over 1 second.
Shotgun – The secondary weapon of a number of classes it is best to pull out when finishing off enemies.
Flare gun – Useful for setting enemies alight from range it can cause confusion amongst the enemy, who expect a Pyro has just come up behind them.
Fireaxe – This melee weapon has a farther reach than most other melee weapons and is good if you need to finish an enemy off. Not very sneaky but if a Pyro is quick enough it can kill faster than a Backburner. In most cases it is more reliable to keep burning them.
Axetinguisher – Probably the better of the two melee weapons unless you are against another Pyro. It gives a critical hit automatically if the enemy is on fire will do about 200 damage. This paired with a bit of a burn will kill just about anything. Unfortunately if they are not on fire it will do very little damage and is only useful if the enemy is already burning.
These are assuming you find them one-on-one.
Soldier – probably your most formidable enemy. They can attack from range and have a rate of fire above your airblast, so it is best to attempt to reflect every other rocket if the enemy is firing a full clip. In most cases the airblast and shotgun are your only weapons against him. If you can gain the higher ground against the soldier you can usually survive. Catching him on fire with your flamethrower and getting to a safe distance are your best bets for killing a soldier.
Demoman – similar to the soldier catching them on fire and retreating are your best bets for survival. Watch for stickies as these are the best laid traps that can end you in no time.
Heavy – His minigun is your death. If you can set him on fire and retreat before he can spin his gun you can win, but if he knows you're coming you should rely on burn damage and a few hits with the shotgun to take him down. If he is paired with a medic he will be invincible for the most part. Even with a backburner he is hard to kill. So it's best to kill his medic first and get away before he can turn on you.
Pyro – You fighting yourself and you can not set yourself on fire. In most cases it depends on who can keep the other in their cross hair longer. If you are both in close combat it is best to attempt to retreat wile holding the primary fire button down on your flamethrower. This will increase your rage wile limiting the other pyro's, this works if the pyro continues chase. In other cases it is best to pull the shotgun out and fire wile retreating to friendly territory.
Scout – Scouts have the advantage of speed. But, they are weak and can take very little damage. Catching a scout on fire is all you usually need to do, but it is best to follow up the fire with a shotgun or flaregun just to be safe.
Medic – A good medic can kill you, but in most cases it's easy to simply keep the pressure on with your flamethrower. If they take out a needle gun and are out of range it is best to retreat and let the fire damage finish them off.
Engineer – Aside from their sentry, they’re fairly harmless. Burn them to death.
Sentry - The engineer’s sentry is a threat. But it is one that you can overcome. In order for a sentry to be effective it must have good cover. Usually you just need to be in range to kill it, once there you need only to circle strafe it until it has sustained the damage to die.
Another strategy is to place the engineer between you and the sentry. Usually you can get close enough to catch him and his sentry in the cone of fire. By the time he is dead so is his sentry.
Spy – With the new update is good to know that the spy still doesn't stand a chance against you. You just need to watch for the new weapons he holds.
Spy checking has been around forever, and the pyro is the best. Just 'puff' all of your allies you see running around. If they speak on the mic or discharge their weapon it's obvious they are not a spy. If they catch fire... it's a spy.
The Dead Ringer will allow the spy to take little damage and feign death. As a pyro, you need to watch for this, if the enemy dies too quickly, you should suspect something and spy check. Also listen up for the tell-tale sound he makes when he uncloaks.
The Cloak and Dagger allows for the spy to stay cloaked as long as he sits still. This means he can wait until it suits him to move in and attack. Check corners as you move towards your objective.
- TF2 Wiki
Remember that not every situation has a uniform way of dealing with the enemy. There will be times when the enemy knows how to deal with you and there are occasions where the enemy will be helpless against you. There are instances where you will have to die for the greater good, you have to judge them as you see them.
You have to think tactically. Predict your enemy and be prepared to stop them.
Lastly, you have the best taunt in the entire game, use it.
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