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Caffeine
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« on: March 14, 2010, 12:04:32 PM » |
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(Slightly Outdated, written before the class guides)
Overview: If you've been play Team Fortress since either TFC or Quake TF, you'd know that being killed by a pyro was on of the most humiliating things, especially in league play. Infinitely more humiliating than being killed by a scout's crowbar or engi's wrench. This class has finally found a niche after being the still-born bastard child of the game.
Let them eat napalm
Always try to lite as many people on fire as possible, the attrition damage last a very very long time. Lighting a large group on fire is a good way to stop an offensive push in its tracks or break up a defense, especially if there is no enemy medic on duty.
Be the ambush predator
You are not fast, despite being classified as 'offense', running straight at someone with your flame thrower on as they back-peddle is a real quick way to become another notch on that soldier's rocket launcher. Instead, hide somewhere you know people will pass and strike them from the side, at point blank range you can damage people A LOT faster than a medic can heal.
Strike and Retreat - DO NOT CHASE
As with playing ambush, you do not have the health to dance with the heavier classes, lite them on fire and retreat while pumping buckshot into them. Let the fire do the rest of the damage as you run away to heal.
Ax Kills = Biggest Humiliation
If you are close enough to use the Ax, you are close enough to use the flamethrower and do a ton more damage, but if you want to humiliate someone feel free to go at them like Jack Nicholas in a snowbound hotel.
Your Role is Not Offensive
Despite being classified as offense, the pyro is better classed as support. You are not as fast as the scout or do as much damage as the soldier to be effective on Offense, at least on CTF maps. Sometimes its better on D to sit and wait to ambush the enemy's offense, other times its better to go on offense depending on the enemies class mix.
Invisible spies are Everywhere and the Man is out to get you
If anyone looks suspicious test them by lighting them on fire, you are the teams first line of D against spies. When you hit them they light up like a christmas tree. If you think theres a cloaked spy around, hold down the fire button and wildly swing your torch around. Even if you don't think theres anyone around, just tapping the fire button every once in a while can uncover spies.
Despite wearing a gas tank and plastic, Other Pyros are not flammable
Only direct damage with the flame thrower will hurt other pyros, put the flamethrower away, take out the shotgun and back peddle. While they are still dancing in circles trying to hit you with the flame thrower you'll tear them to pieces with the shotgun.
Partner with a spy
A very good way of taking out sentry guns is to have a spy sap one and have a pyro rush it. The flame thrower does a lot of damage to engineer deployables, but odds are you will not get a chance to get close enough to them. Using this system, your flame thrower will actually go through the sentry model and burn the engineer and likely his dispenser as well.
Crowds like a good Bonfire
By far the thing the pyro is best at is clearing out a capture point on a map like Gravelpit, one or two pyros can clean out an entire team. Flip on the torn and run into the fray, people panic when this happens, but make sure to run out when your health is low and let the fire to the rest of the work for you.
Just remember, when playing pyro, you are not the useless piece of garbage you would have been in previous TF iterations, a good pyro makes life a living hell for spies and heavier classes. just remember, play like the name of the class, lite as much shit on fire as you can without becoming toast yourself.
Post Class Updates
Backburner - The Original Flamethrower + Crits
Before the regular flamethrower got its damage nerf and the airblast, it was basically what the backburner is now, without the crits. If you enjoyed playing ambush pyro and/or can not reflect reliably, use this
Airblast, cry more soldiers, cry more
Airblast is the single greatest buff to a TF2 class this side of lv3 teleporters, you can juggle ubers, reflect projectiles/stickies, and push players into hazards or away entirely.
Puff Puff Pass
Puff of Flame + Air blast + Axstinguisher = Death for all but an over healed soldier or a heavy
Reach out and flame someone
The flaregun is great at setting DOTS to someone that's otherwise out of your range, if left unchecked, the flare burns long and can leave a sniper or other light class with very low health.
Axstinguisher, your friend and mine
One of the best melee updates in the game, works great in conjunction with the airblast, for added lulz use in tandem with another pyro, where they light and you ax
Homewrecker, now with actual wrecking ability
Started as a joke weapon...but now it has an actual use, since you can remove sappers you can guard a sentry gun or other thing while the engineer does other stuff, in addition, it remove sappers in one hit rather than 2. Combined with the airblast to remove ubers and projectiles this makes the pyro an excellent defensive combination to the engineer
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