Team Fortress 2/Pyro: Difference between revisions

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*'''Type:''' [[Image:TF2_achievement_nemesis.jpg||20px]] Offense
*'''Type:''' [[Image:TF2_achievement_nemesis.jpg||20px]] Offense
*'''Special Ability:''' Can't be set on fire, compressed air blast
*'''Special Ability:''' Can't be set on fire, compressed air blast
The Pyro is the best close combat class in the game. The Pyro's flamethrower will set enemies aflame and cause mass chaos. The Pyro is best used in ambushes.
The Pyro is specialises in close quarters combat, dealing out damage rapidly with his flamethrowers. He can also inflict afterburn, which will weaken and kill enemies that manage to escape. The Pyro is deadly when flanking and ambushing. His flames can cause panic and confusion if caught by surprise with it. Outside of that, his air blast ability is a great support and defensive tool. With it, he can deflect projectiles, push enemies away, extinguish flaming teammates and even stall Ubers. Whether if used for deadly ambushes or for supporting the team, the Pyro performs his job greatly.


==Weapons==
==Weapons==
The pyro's loadout makes him suitable for close combat and not much else. One of his unlocks gives him a bit of long range harassing capability, but that's about it.
The Pyro is mostly designed for close range combat, though he does have secondaries to help him at longer ranges. His melee weapons are also great for finishing off enemies at point blank. Flamethrowers with cheap airblasts are suitable for any situation, though the Backburner and the Phlogistinator's crits are deadly when flanking large groups.


===Primary Weapons===
===Primary Weapons===
[[Image:TF2_achievement_infernal_medicine.png||right|thumb|100px|Health packs, water and resupply cabinets all extinguish enemies. Try and get between enemies and sources of relief to force them to choose between death by afterburn and death by flamethrower.]]
[[Image:TF2_achievement_infernal_medicine.png||right|thumb|100px|Health packs, water and resupply cabinets all extinguish enemies. Try and get between enemies and sources of relief to force them to choose between death by afterburn and death by flamethrower.]]
[[Image:TF2_achievement_spontaneous_combustion.png||right|thumb|100px|Puff random teammates with fire. If it burns, it's a spy!]]
[[Image:TF2_achievement_spontaneous_combustion.png||right|thumb|100px|Puff random teammates with fire. If it burns, it's a spy!]]
====Flamethrower====
====Flamethrower/Rainblower/Nostromo Napalmer====
* Ammunition: 200
* Ammunition: 200
* Point Blank Damage: 6.2 per particle (~180 DPS)
* Point Blank Damage: 6.82 per particle (~153.45 DPS)
* Medium Range Damage: 3.72 per particle (~125 DPS)
* Medium Range Damage: 4.09 per particle (~92.07 DPS)
* Afterburn Damage: 60 over 10 seconds
* Afterburn Damage: 60 over 10 seconds
* Critical Hit: 11-19 per particle (~500 DPS)
* Critical Hit: 12-21 per particle (~276.21-460.35 DPS)
* Armageddon Damage: 400 (Decreases by half for each subsequent target)
* Armageddon Duration: 5
The Flamethrower is a very powerful weapon, but has a very short range. The Flamethrower shoots out lots of particles that does tiny damage which racks up due to the amount of particles. The particles lag behind the visible flames rendered in a server. When you hit a player with any one of the particles they will be set on fire and take a further 60 damage over 10 seconds.  A common strategy is to set your opponent on fire and run, leaving your enemy to die by the flames.  Keep in mind that your chances of succeeding will be much higher if you catch your enemy off guard, if the enemy knows you're coming you will likely fail. Disguised spies will be set on fire if you flame them.  A good way to spy-check is to puff some fire into your teammates.  If you do set a "teammate" on fire it is a disguised spy, you should proceed to bake him.
The Flamethrower is a very powerful weapon, but has a very short range. The Flamethrower shoots out lots of particles that does tiny damage which racks up due to the amount of particles. The particles lag behind the visible flames rendered in a server. When you hit a player with any one of the particles they will be set on fire and take a further 60 damage over 10 seconds.  A common strategy is to set your opponent on fire and run, leaving your enemy to die by the flames.  Keep in mind that your chances of succeeding will be much higher if you catch your enemy off guard, if the enemy knows you're coming you will likely fail. Disguised spies will be set on fire if you flame them.  A good way to spy-check is to puff some fire into your teammates.  If you do set a "teammate" on fire it is a disguised spy, you should proceed to bake him.


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The flamethrower's alternate fire will let out a burst of compressed air at the cost of 20 ammo. This burst of air can reflect projectiles, extinguish teammates, shift stickies and bounce enemy players around. Airblasted projectiles become critical hits when returned to the enemy. Keep in mind when reflecting projectiles that the airblast isn't simply a mirror: Rockets, grenades, midair stickies and flares will all be redirected to where your crosshair is pointing. You can use it on ubered people too, try and separate the enemy medic from his patient or just bounce both enemies away until the uber wears off. It can also be useful to stop enemies like scouts from running away: Airblast them into the air to buy you some time to get in between them and wherever they're trying to go. Whenever you see a teammate on fire who isn't likely to head back to resupply, put him out with your airblast.
The flamethrower's alternate fire will let out a burst of compressed air at the cost of 20 ammo. This burst of air can reflect projectiles, extinguish teammates, shift stickies and bounce enemy players around. Airblasted projectiles become critical hits when returned to the enemy. Keep in mind when reflecting projectiles that the airblast isn't simply a mirror: Rockets, grenades, midair stickies and flares will all be redirected to where your crosshair is pointing. You can use it on ubered people too, try and separate the enemy medic from his patient or just bounce both enemies away until the uber wears off. It can also be useful to stop enemies like scouts from running away: Airblast them into the air to buy you some time to get in between them and wherever they're trying to go. Whenever you see a teammate on fire who isn't likely to head back to resupply, put him out with your airblast.
The Rainblower reskin not only automatically puts you in Pyroland vision, it also has its own taunt kill called Armageddon. When activated, you will create a rainbow above you (spew fire out of your mouth) and generate a massive fireball that damages and ignites nearby enemies. The damage is relatively low for a taunt kill, but its area is wide enough to hit multiple enemies nearby.


====Backburner====
====Backburner====
* Ammunition: 200
* Ammunition: 200
* Point Blank Damage: 6.82 per particle (~198 DPS)
* Point Blank Damage: 6.82 per particle (~153.45 DPS)
* Medium Range Damage: 4.09 per particle (~132 DPS)
* Medium Range Damage: 4.09 per particle (~92.07 DPS)
* Afterburn Damage: 60 over 10 seconds
* Afterburn Damage: 60 over 10 seconds
* Critical Hit: 12-21 per particle (~550 DPS)
* Critical Hit: 12-21 per particle (~260.21-460.35 DPS)
The Backburner is the unlockable Flamethrower designed for ambushing. It does more damage and inflicts crits when burning an enemy from behind, but air blasting requires 50 ammo.
The Backburner is the unlockable Flamethrower designed for ambushing. It inflicts crits when burning an enemy from behind, but air blasting requires 50 ammo instead of 20.


The crits from behind means you get much more with an ambush. While the Flamethrower is good for 1-on-1 confrontations, the Backburner can devestate most of the enemy team if caught by surprise. It's increased damage also makes it better against other Pyros, as you can just outdamage them. Your airblasts cost much more ammo, and can quickly run out, so save it only for emergency situations, and don't directly engage Soldiers.
The crits from behind means you get much more with an ambush. While the Flamethrower is good for 1-on-1 confrontations, the Backburner can devestate most of the enemy team if caught by surprise. Your airblasts cost much more ammo, and can quickly run out, so save it only for emergency situations, and don't directly engage Soldiers.


====Degreaser====
====Degreaser====
* Ammunition: 200
* Ammunition: 200
* Point Blank Damage: 6.2 per particle (~180 DPS)
* Point Blank Damage: 6.14 per particle (~138.15 DPS)
* Medium Range Damage: 3.72 per particle (~125 DPS)
* Medium Range Damage: 3.68 per particle (~82.8 DPS)
* Afterburn Damage: 45 over 10 seconds
* Afterburn Damage: 40 over 10 seconds
* Critical Hit: 11-19 per particle (~500 DPS)
* Critical Hit: 11-18 per particle (~248.4-414.45 DPS)
The Degreaser grants you a faster switch time between weapons, but afterburn damage is reduced.
The Degreaser grants you a faster switch time between weapons, but direct damage and afterburn damage is reduced.
 
The Degreaser isn't as good as your other flamethrowers on it's own, but combined with the right weapons, it can become a deadly tool in your arsenal. Set alight an enemy, airblast if you need to then quickly switch to your Axtinguisher or Flare Gun and you can finish them before they even realize what has happened. You will be at a slight disadvantage against other Pyros as you have to rely on your other weapons to outdamage them.
 
====Phlogistinator====
* Ammunition: 200
* Point Blank Damage: 6.14 per particle (~138.15 DPS)
* Medium Range Damage: 3.68 per particle (~82.8 DPS)
* Afterburn Damage: 40 over 10 seconds
* Critical Hit: 11-18 per particle (~248.4-414.45 DPS)
* Buff Effect: Refills health completely and unlimited crits
* Damage Dealt for Effect: 221 fire damage
* Effect Duration: 10 seconds
The Phlogistinator lacks the ability to airblast or deal random crits and has a 10% damage penalty. It does have a unique meter called Mmmph. Any fire damage will fill up the mmmph meter, and when it's full pressing the alt-fire button will make the Pyro taunt and activate the mmmph buff. During the taunt the Pyro receives a 75% resistance to damage. For ten seconds after activation you'll be fully-healed and get unlimited crits.


The Degreaser isn't as good as your other flamethrowers on it's own, but combined with the right weapons, it can become a deadly tool in your arsenal. Set alight an enemy, airblast if you need to then quickly switch to your Axtinguisher or Flare Gun and you can finish them before they even realize what has happened.
The Phlogistinator requires the user to employ similar tactics when using the Backburner due to the lack of airblasts. You must use ambush techniques to take down opponents, and live long enough to fill your Mmmph meter. You can also use other forms of fire damage like the Flare Gun to build meter. Once it's full, try to save it until you come across a large group of enemies and unleash it. With the crits you can quickly take out an entire team without having to worry about your health.


===Secondary Weapons===
===Secondary Weapons===
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The shotgun is the Pyro's standard ranged weapon. The shotgun is an incredibly useful weapon for the pyro, good for finishing off burning enemies, dealing damage while running away from combat, dealing damage while running towards combat and fighting underwater. You should be using the shotgun almost as much as the flamethrower.
The shotgun is the Pyro's standard ranged weapon. The shotgun is an incredibly useful weapon for the pyro, good for finishing off burning enemies, dealing damage while running away from combat, dealing damage while running towards combat and fighting underwater. You should be using the shotgun almost as much as the flamethrower.


All your secondary weapons give you the Hadouken taunt kill. The Pyro will cup his hands together then let's out a short burst of energy that will instantly kill any enemy hit by it. The taunt is too slow to be viable as a killing tool, but it can be a good humiliation kill.
All your secondary weapons except the Scorch Shot give you the Hadouken taunt kill. The Pyro will cup his hands together then let's out a short burst of energy that will instantly kill any enemy hit by it. The taunt is too slow to be viable as a killing tool, but it can be a good humiliation kill.


====Flaregun====
====Flaregun====
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The Detonator is pretty much similar to the Flare Gun, except that you can detonate your flares by right-clicking, igniting enemies nearby. The downside to that is that you will only inflict mini-crits to burning enemies, as well as doing more damage to yourself if you're caught in the blast.
The Detonator is pretty much similar to the Flare Gun, except that you can detonate your flares by right-clicking, igniting enemies nearby. The downside to that is that you will only inflict mini-crits to burning enemies, as well as doing more damage to yourself if you're caught in the blast.


The strategy for the Detonator is pretty similar with the Flare Gun. It's detonation feature negates the difficulty of aiming the flare. You can also detonate flares at your feet to perform a flare jump, a rather weak counterpart to the rocket jump, which is useful for getting onto ledges just out of reach and place yourself in unusual ambush positions.
The strategy for the Detonator is pretty similar with the Flare Gun. It's detonation feature negates the difficulty of aiming the flare. You can also detonate flares at your feet to perform a flare jump, a rather weak counterpart to the rocket jump, which is useful for getting onto ledges just out of reach and to place yourself in unusual ambush positions.


====Reserve Shooter====
====Reserve Shooter====
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The Reserve Shooter is deadly powerful with the Pyro's air blast. Air blasting an enemy into the air and emptying a clip into them will leave them with little health left, if not straight up kill them. Degreaser coupled with this weapon makes the switch time ridiculously fast, but you can also use another flamethrower for better damage.
The Reserve Shooter is deadly powerful with the Pyro's air blast. Air blasting an enemy into the air and emptying a clip into them will leave them with little health left, if not straight up kill them. Degreaser coupled with this weapon makes the switch time ridiculously fast, but you can also use another flamethrower for better damage.
====Manmelter====
* Clip Size: 1 - Reserve Ammo: Infinite
* Base Damage: 30
* Afterburn Damage: 60 over 10 seconds
* Critical Hit: 90
* Hadouken Duration: 3 seconds
* Hadouken Damage: 500
The Manmelter fires energy bolts similar to flares. These shots travel 50% faster and cannot be deflected by airblasts, but cannot inflict random critical hits. The gun itself does not require ammo or reload, though there is a cooldown period between shots. Holding alt-fire with it let's you suck up flames and extinguish teammates, which will give you one guaranteed crit for every teammate extinguished.
The Manmelter's projectiles are much easier to land than normal flares, due to the increased speed. The alt-fire is a cheaper way of extinguishing teammates as it uses no ammo, and works well with the Backburner or the Phlogistinator which have limited or no airblasts to use. The stored crits combined with the faster projectile speed can take down an enemy much quicker, possibly even better than connecting a Flare Gun shot on a burning enemy.
====Scorch Shot====
* Clip Size: 1 - Reserve Ammo: 16
* Base Damage: 15
* Afterburn Damage: 60 over 10 seconds
* Critical Hit: 45
* Execution Duration: 3 seconds
* Execution Damage: 400
The Scorch Shot only deals half the damage of your other flare guns, but its flare is unique in that it will knock players back and ignite nearby enemies on a successful hit. The knockback will be stronger the further your target is from you. It can also be used to destroy stickies.
The Scorch Shot is a bit like a long-distance flamethrower. You get to ignite a group of enemies with one shot and knock your main target back similar to an airblast, which can throw them off cliffs. It is especially good against a Medic and his patient, as you're bound to ignite both with a single flare due to the nature of the projectile. You can also push Ubered foes back from a safe distance.


===Melee Weapons===
===Melee Weapons===
[[Image:TF2_achievement_plan_b.png||right|thumb|100px|If you opt for the flaregun, the fireaxe will be your only defense underwater. Careful.]]
[[Image:TF2_achievement_plan_b.png||right|thumb|100px|If you opt for the flaregun, the fireaxe will be your only defense underwater. Careful.]]
====Fire Axe====
====Fire Axe/Frying Pan/Saxxy/Conscientious Objector/Freedom Staff/Bat Outta Hell/Memory Maker/Lollichop====
* Attack Interval: 0.8 seconds
* Attack Interval: 0.8 seconds
* Normal Damage: 65
* Normal Damage: 65
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The Fire Axe is often outperformed by your Flamethrower, as it is much better for close range. It is an alternative weapon when you're underwater. It is also good for flanking, since enemies will usually regard axe hits as merely stray bullets, until you ignite them with the Flamethrower. The Fire Axe is also better against enemy Pyros than the Axtinguisher, since you can't light them on fire.
The Fire Axe is often outperformed by your Flamethrower, as it is much better for close range. It is an alternative weapon when you're underwater. It is also good for flanking, since enemies will usually regard axe hits as merely stray bullets, until you ignite them with the Flamethrower. The Fire Axe is also better against enemy Pyros than the Axtinguisher, since you can't light them on fire.


====Axtinguisher====
Note that the Lollichop will automatically give you Pyroland vision and has a different taunt animation, though these changes are entirely aesthetic.
 
====Axtinguisher/Postal Pummeler====
* Attack Interval: 0.8 seconds
* Attack Interval: 0.8 seconds
* Normal Damage: 33
* Normal Damage: 33
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This weapon is quite useful for flanking, as enemies usually do not have enough time to return damage if you catch them by surprise. An effective technique is the Puff n'Sting, in which one ignites the enemy, airblasts them into a wall then hit with the axe. This will usually disorient players until the lethal blow.
This weapon is quite useful for flanking, as enemies usually do not have enough time to return damage if you catch them by surprise. An effective technique is the Puff n'Sting, in which one ignites the enemy, airblasts them into a wall then hit with the axe. This will usually disorient players until the lethal blow.


====Homewrecker====
====Homewrecker/Maul====
* Attack Interval: 0.8 seconds
* Attack Interval: 0.8 seconds
* Player Damage: 42-55
* Player Damage: 42-55
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The Sharpened Volcano Fragment does less damage than the Fire Axe, but ignites enemies upon a hit. Your Flamethrower is a better weapon for close-range ignition, but this weapon makes less noise than the Flamethrower's low burn sound, so it can be a stealthier way of igniting enemies. It is very useful in Medieval Mode, as it is 1 of the only 2 weapons capable of igniting enemies.
The Sharpened Volcano Fragment does less damage than the Fire Axe, but ignites enemies upon a hit. Your Flamethrower is a better weapon for close-range ignition, but this weapon makes less noise than the Flamethrower's low burn sound, so it can be a stealthier way of igniting enemies. It is very useful in Medieval Mode, as it is 1 of the only 2 weapons capable of igniting enemies.


====Maul====
====Third Degree====
* Attack Interval: 0.8 seconds
* Player Damage: 42-55
* Building Damage: 130
* Critical Hit: 195
The Maul has the same attributes as the Homewrecker. Any strategy for it also applies here.
 
====Saxxy====
* Attack Interval: 0.8 seconds
* Attack Interval: 0.8 seconds
* Normal Damage: 65
* Normal Damage: 65
* Critical Hit: 195
* Critical Hit: 195
The Saxxy is similar to the Fire Axe, except killing enemies with it turns them into Australium statues. This effect is purely cosmetic and has no effect on gameplay.
The Third Degree deals damage over all enemies connected by a medigun's beams. That is, hitting either the patient or the Medic healing him will damage them both. If there are several Medics healing each other in a chain or healing a single target, hitting one of them will damage all of them. This ability helps you take down enemies being pocketed by Medics that afterburn usually can't do. It also has no drawbacks so it should be used over the Fire Axe anytime.


====Postal Pummeler====
====Neon Annihilator====
* Attack Interval: 0.8 seconds
* Attack Interval: 0.8 seconds
* Normal Damage: 65
* Normal Damage: 52 (65 against buildings)
* Critical Hit: 195
* Critical Hit: 156 (195 against buildings)
The Postal Pummeler has the same attributes and thus has the same strategies as the Axtinguisher.
The Neon Annihilator will deal critical hits on wet enemies, which include any enemy in a body of water, one that has just exited a body of water and someone covered in Jarate or Mad Milk, but lacks the ability to get random crits. It is also able to damage sappers, but will do 20% less damage against players. It is a counterpart to the Axtinguisher, as while the Axtinguisher amplifies your main strength, the Neon Annihilator makes up for a major weakness, which is water. Since this weapon crits against wet players, it means you have a way to continue dealing damage while close to a body of water, though not every map has water, making it a bit situational. You can also work with an allied Scout or Sniper to force crits using their Jarate or Mad Milk.
 
====Conscientious Objector====
* Attack Interval: 0.8 seconds
* Normal Damage: 65
* Critical Hit: 195
This weapon is similar to the Fire Axe in every way, except you can apply a custom decal onto it with the Decal Tool.


==Weapon Sets==
==Weapon Sets==
====The Gas Jockey's Gear====
===The Gas Jockey's Gear===
* Consists of Degreaser, Powerjack and the Attendant hat.
* Consists of Degreaser, Powerjack and the Attendant hat.
* Set Bonus: 10% faster movement speed on wearer and 10% vulnerability to bullets for wearer.
* Set Bonus: 10% faster movement speed on wearer and 10% vulnerability to bullets for wearer.
This set let's you move faster than a Medic, but makes you more vulnerable to bullets. The speed buff is very useful for a variety of situations. You can use it to chase down slower classes easily, which makes up for your Degreaser's lower afterburn. You can also stop Spies from trying to escape by chasing after them after igniting them. Your increased vulnerability to bullets means you are better off ambushing an opponent than chargin straight for them. Watch out especially for Scouts, Heavies and Sentry Guns, and use your speed to escape a difficult gunfight.
This set let's you move faster than a Medic, but makes you more vulnerable to bullets. The speed buff is very useful for a variety of situations. You can use it to chase down slower classes easily, which makes up for your Degreaser's lower afterburn. You can also stop Spies from trying to escape by chasing after them after igniting them. Your increased vulnerability to bullets means you are better off ambushing an opponent than charging straight for them. Watch out especially for Scouts, Heavies and Sentry Guns, and use your speed to escape a difficult gunfight.


====The Infernal Imp====
===The Infernal Imp===
* Consists of the Blazing Bull hat, the Fallen Angel item and the Tail From the Crypt item.
* Consists of the Blazing Bull hat, the Fallen Angel item and the Tail From the Crypt item.
This set is purely cosmetic.
This set is purely cosmetic.
===Dr. Grodbort's Moonman Pack===
* Consists of the Phlogistinator, the Manmelter, the Third Degree, the Bubble Pipe hat and the Moonman Backpack item.
The three weapons in this set works decently well with each other. The Manmelter makes up for the Phlogistinator's inability to extinguish teammates, which also gives it crits to charge up the Mmmph meter faster. The Third Degree is useful against Medics and their patients as you would otherwise only have your Phlogistinator to damage both of them at once, which, with the lack of an airblast and lowered damage, can often end up in the enemy's favor.


==Using the Pyro==
==Using the Pyro==