Pyro
From Team Fortress Wiki
The Pyro is a versatile attack/defense class, specializing in ambush tactics.
Contents |
[edit] Team Fortress 2
Class #: 3
Category: Offense
Health: 175
Attack: Average to Strong
Defense: Weak
Weapons: Flamethrower, Shotgun, Fire Axe
Unlockables: Backburner, Flare Gun, Axtinguisher
Ability: Flame-Retardant; Lasting Flames
Although the Pyro can kill anything easily with in range and has a solid amount of health, in long range he's as good as dead. This means although he will run over the Scout and Spy; the Soldier, Demoman and Sniper will easily take him/her out because of their long range weapons. Heavy, Engineer, and Medic classes can usually run from his flames while shooting at him, thus making ambushes essential. Against another Pyro, the Shotgun is best as the Pyro's suit prevents being lit on fire, though the direct damage from the flamethrower itself still occurs.
The Pyro's main weapon is his flamethrower, which appears to be constructed from a propane tank, an old gas pump, a shower-head and other assorted plumbing parts; the overall appearance of the weapon is a very unique, 'homebrewed' effect. The Flamethrower weapon deals massive damage in close quarters, but has a phenomenally short range. This means that an enemy can quickly move out of harms way to pick off the hapless Pyro. The flamethrower also possesses a unique compression blast, or what some people call a "blowback" ability. Not only is the compression blast able to blow away enemies far, but it can also be used to reflect dangerous projectiles(excluding bullets). It can reflect rockets to even an arrow from the huntsman bow. The shotgun can eliminate foes at greater distances, although it still has a very short range.
In June 2008, Valve hinted that The Pyro may be in fact a female.[1] On the TF2 Offical Blog, Jakob Jungles posted an image that referred to the Pyro as "he" in the description.[2] Although clearly referred to as a male, the card ends with the phrase 'if he is even a man at all.' This might suggest the Pyro might not be human at all, but is more likely to keep players guessing at his gender. Also, the recent spy update the sentence "When Pyro hears about this she'll be inconsolable." Was posted on the TF2 Blog. Which was changed a few hours later to "Pyro's going to be inconsolable now."
[edit] Team Fortress Classic
| Health | 100 |
| Armour: | 150 |
| Armour Type: | Yellow Armor |
| Speed: | Fast |
| Grenade 1 | Frag Grenade |
| Grenade 2 | Napalm Grenade |
| Weapon 1 | Axe/Crowbar |
| Weapon 2 | Single Shotgun |
| Weapon 3 | Flamethrower |
| Weapon 4 | Incendiary Cannon |
| Maximum Shells: | 40 |
| Maximum Nails: | 50 |
| Maximum Rockets: | 60 (QWTF and ETF), 20 (TFC) |
| Maximum Cells: | 200 |
| Maximum Primary Grenades: | 4 (QWTF and TFC), 3 (ETF) |
| Maximum Secondary Grenades: | 4 |
In TFC, The Pyro is marked by his team-colored flame-resistant hazard suit and opaque face-plate, as well as the large fuel tanks on his back. The Pyro has his flamethrower which functions similar to how it does in TF2, but his other weapons change. He is equipped with an incindiary rocket launcher that, if it does not kill its target outright (and it very rarely does. More on that later), it litters the impact site with flames that catch enemies on fire like the flamethrower. The pyro is also equipped with napalm grenades that work the same way that the rocket launcher does. In addition, a Pyro is resistant to being set on fire by other Pyros, just like in TF2.
Players who have started with Team Fortress Classic will notice a significant boost to the damage the Pyro can do when playing TF2, in exchange for taking away what little range he had. TFC pyros were primarily a 'divide and conquer' class, designed only to confuse and frustrate the enemy, as no weapon in his arsenal could easily kill a player outright. For instance, one could take two direct hits from the Incindiary Cannon and still walk away from it to keep fighting. Pyros in TFC are better off pairing with a HWGuy to confuse and distract the enemy while his partner rips into them with his minigun.
When confronting a Pyro in TFC, the same rules as in TF2 apply: Keep your distance. Since pyros no longer have the Incindiary Cannon, strafe and pick off the Pyro with the shotgun or fire ax before you get burned or grenaded.
[edit] Tips
- KILL IT WITH FIRE
The strength of a Pyro comes in his ability to set enemies on fire with his flamethrower and incendiary cannon. The more you hit your enemies with fire, the longer they'll burn and the more damage they'll take. You're a great class for sowing confusion in the enemy ranks, mainly because it's really hard to aim effectively when you're burning to death. Keep in mind that your weaponry doesn't do a lot of damage though, and it'll take quite a while to kill armored classes like the Soldier and HW Guy. Get in close, set them on fire, and retreat while they burn. Keep doing it until they die.
- Use your incendiary cannon effectively.
The flamethrower is your main method of setting enemies on fire, but the incendiary cannon has two advantages that make it essential in some situations. First, and most obvious, is that it has a far greater range and can ignite multiple targets at once. The rockets travel fairly slowly, but have a larger blast radius than the Soldier's rockets. They don't do much damage, and they don't set everyone on fire, so they're great for lighting up the enemy Snipers and providing the confusion your team needs to get a squad across the open areas between bases. Secondly, and most importantly, they ignite enemies through walls. The heat generated by the rockets penetrates right through walls, floors and ceilings, setting any enemies on the other side alight as well. If the enemy Snipers are causing you trouble on 2fort, run under them and fire some shots into the ceiling.
- Be the first line of Defense.
One of the most useful things a Pyro can do is be the first line of Defense for a team. Guard the entrance to your base, and make it your mission to set every single enemy who passes you on fire. Don't worry too much about killing them, just make sure you ignite them a bit. Once they're past you, warn the rest of the team's Defense that there are incoming enemies. This early warning, combined with the fact that no attackers reach the main Defense without being singed, can often be the thing that prevents the enemy from breaking through.
- Hold them off with your napalm grenades.
Napalm grenades set an area of ground on fire for a few seconds, igniting any players who try to move through it. They're great for blocking off an area, saving time and probably your life. Drop them on the ground if you're being pursued, or throw one into rooms filled with enemy defenders to force them to move away from their positions.
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[edit] References
http://www.gotgames.com.au/forums/team-fortress-2-157/pyro-female-22396/
http://www.teamfortress.com/post.php?id=1711
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