Difference between revisions of "Class:Pyro"

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(Putting Adamido's strategy tip where he intended it.)
 
(Single Shotty to Pelletgun)
 
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{{Page_Class
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{{Infobox manual/Header}}
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{{Class
 
| infoboxclass =
 
| infoboxclass =
{{Infobox Class
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{{Infobox Class Small
 
| classportrait = [[Image:pyro_pic.jpg]]
 
| classportrait = [[Image:pyro_pic.jpg]]
 
| classname = '''Pyro'''
 
| classname = '''Pyro'''
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| armmax = 150
 
| armmax = 150
 
| maxspeed = 315
 
| maxspeed = 315
 +
| health = <span style="color:green;">High</span>
 +
| healthval = 100
 +
| armour = <span style="color:orange;">Medium</span>
 +
| armval1 = 150
 +
| armval2 = 60%
 +
| power = <span style="color:green;">High</span>
 +
| speed = <span style="color:orange;">Medium</span>
 +
| speedval = 300
 +
| role = <span style="color: orangered">Hybrid</span>
 
| gren1 = [[Grenade:Frag|Frag]]
 
| gren1 = [[Grenade:Frag|Frag]]
 
| gren2 = [[Grenade:Napalm|Napalm]]
 
| gren2 = [[Grenade:Napalm|Napalm]]
 
| slot1 = [[Weapon:Crowbar|Crowbar]]
 
| slot1 = [[Weapon:Crowbar|Crowbar]]
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]
+
| slot2 = [[Weapon:Pelletgun|Pelletgun]]
 
| slot4 = [[Weapon:Flamethrower|Flamethrower]]
 
| slot4 = [[Weapon:Flamethrower|Flamethrower]]
 
| slot5 = [[Weapon:Incendiary_Cannon|Incendiary Cannon]]
 
| slot5 = [[Weapon:Incendiary_Cannon|Incendiary Cannon]]
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Pyro
 
Pyro
 
| classintro =
 
| classintro =
The Pyro class is something of an enigma in TFC. Relatively well-armored, and faster than all but the lightest classes, the Pyro is much maligned for his less-than-deadly weaponry. Experienced players recognize that the Pyro is without peer in using his primary tools: frustration and confusion, as demonstrated by his main weapon, the [[Weapon:Flamethrower|flamethrower]].
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A fireman gone horribly wrong, the '''Pyro''' is the chaos-causer of Fortress Forever. He carries a multitude of flame-based weapons to set enemies alight and burn them to death.
  
Although having a short range, the Pyro carries a large ammunition reserve, and can pump out a steady wall of flames nearly indefinitely. These flames are difficult to see through, making it hard for enemies to draw a clear bead on a streaking Pyro. The flames deliver moderate damage while in direct contact, as well as igniting any enemy it touches, causing additional light damage over time until the flames are extinguished either by: 1) contact with water, 2) a friendly [[Class:Medic|Medic's]] [[Weapon:Medikit|medikit]] or 3) time. Furthermore, ignited players have to suffer with flickering flames obscuring their view, compromising their ability to aim and navigate. This is especially debilitating for the Sniper, making this class an ideal counter to them. Some players are so disinclined to risk of being ignited that they avoid Pyros entirely, similar to the aversion to being infected by an enemy Medic.
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The Pyro's main weapon is the [[Weapon:Flamethrower|flamethrower]]. It pumps out a continuous stream of flames and has a huge ammo reserve; allowing the Pyro to harass and control areas for extensive periods of time. He also packs an incendiary cannon and napalm grenades to complete his fiery repertoire. The main tools of a good Pyro are harassment and confusion. On offense, he can keep enemies preoccupied while the faster, more mobile classes make their way to the objective untouched.
  
His secondary weapon, the [[Weapon:Incendiary Cannon|incendiary rocket cannon (or IC)]] is similar to the [[Class:Soldier|Soldier's]] [[Weapon:RPG|RPG]], except the IC rocket is much slower moving, causes significantly less damage on impact (although it has a broad igniting effect where it hits, even through narrow walls or floors), and doesn't suffer from the RPG's restrictive ammunition limit.
 
 
Due to its relative lack of lethality, the Pyro is effective (but not dominant) as either assault or defensive support, softening up a defense for stronger, slower classes to finish off or for lighter, faster classes to slip past, weakening and distracting incoming attackers, or generally being a disruptive force. Its greatest weakness is its susceptibility to the [[Class:Engineer|Engineer's]] [[Grenade:EMP|EMP grenades]], the bane of the Pyro. Virtually all of the ammunition a Pyro carries is highly vulnerable to the EMP blast, creating an explosion powerful enough to kill not only the Pyro, but also any nearby teammates. This class also lacks any significant ranged attacks, making it susceptible when caught out in the open.
 
 
The Pyro also carries 4 unique [[Grenade:Napalm|napalm grenades]], which create a temporary field of flame, igniting any enemies passing through its area of effect. It also spawns with up to 4 [[Grenade:Frag|normal grenades]], the [[Weapon:Single_Shotgun|single shotgun]] and the [[Weapon:Crowbar|crowbar]].
 
 
''Text for the [http://en.wikipedia.org/wiki/Team_Fortress_Classic#Pyro Pyro] taken from the [http://en.wikipedia.org/wiki/Team_Fortress_Classic Wikipedia article on Team Fortress Classic]''
 
 
| changesinfo =
 
| changesinfo =
 
Actually useful.
 
Actually useful.
  
 
Incendiary Cannon rockets are affected by gravity, and their slow pace makes them closer to mortars than RPGs.
 
Incendiary Cannon rockets are affected by gravity, and their slow pace makes them closer to mortars than RPGs.
 +
 +
IC + Napalm jumps are a bit trickier to time, but grant much better propulsion.
 +
| basicstrategy =
 +
* Hit enemies with your Incendiary Cannon, then zigzag towards them and attack them with your Flamethrower for maximum burn damage.
 +
* [[Pyro Jump]]: use your Flamethrower and Incendiary Cannon to get to otherwise inaccessible locations.
 +
| abilities =
 +
{{Inline_Ability|
 +
|name=Quickswitch
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|description=
 +
Right clicking changes between the Flamethrower and the Incendiary Cannon, making it easy to get somebody to level 2 burn and [[Pyro Jump]]!
 +
}}
 +
{{Inline_Ability|
 +
|name=Fire-Retardant
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|description=
 +
A Pyro cannot be lit on fire. He still takes full damage from flame-based weapons, however.
 +
}}
 +
|weapons =
 +
{{Inline_Weapon|
 +
|name=[[Weapon:Crowbar|Crowbar]]
 +
|imgsrc=W_cb_380x190.jpg
 +
|width=190
 +
|description=
 +
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It's a good humiliation tool for someone who is about to die, however.
 +
}}
 +
{{Inline_Weapon|
 +
|name=[[Weapon:Pelletgun|Pelletgun]]
 +
|imgsrc=W_sg_380x190.jpg
 +
|width=190
 +
|description=
 +
Good for taking potshots if the enemy is out of range of your other weapons.
 +
}}
 +
{{Inline_Weapon|
 +
|name=[[Weapon:Flamethrower|Flamethrower]]
 +
|imgsrc=W_ft_380x190.jpg
 +
|width=190
 +
|description=
 +
The signature weapon of the Pyro. The flame stream does considerable damage by itself, but it works best when combined with the stacking damage-over-time effects of the Pyro's other flame weaponry.
 +
}}
 +
{{Inline_Weapon|
 +
|name=[[Weapon:Incendiary_Cannon|Incendiary Cannon]]
 +
|imgsrc=W_rp_380x190.jpg
 +
|width=190
 +
|description=
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Fires flaming projectiles in an arc, which don't do much damage unless combined with the Flamethrower. Can perform rocket jumps similar to the Soldier's.
 +
}}
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| grenades =
 +
{{Inline_Weapon|
 +
|name=[[Grenade:Frag|Frag Grenade]]
 +
|imgsrc=G_fr_190x190.jpg
 +
|width=95
 +
|description=
 +
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction.
 +
}}
 +
{{Inline_Weapon|
 +
|name=[[Grenade:Napalm|Napalm Grenade]]
 +
|imgsrc=G_np_190x190.jpg
 +
|width=95
 +
|description=
 +
Since the addition of flame damage stacking, these are arguably the Pyro's main grenade. He spawns with 2 every life, so make good use of them. A Napalm Grenade has an initial explosion that deals substantial damage and then a bunch of flaming balls (for lack of a better word) scatter around the ground where the grenade exploded. These deal continued damage over time and light any enemy that walks through it on fire.
 +
}}
 +
 
| specialcommandinfo =
 
| specialcommandinfo =
 
Special command switches to the [[Weapon:Flamethrower|Flamethrower]].
 
Special command switches to the [[Weapon:Flamethrower|Flamethrower]].
 
| strategyandtips =
 
| strategyandtips =
The Pyro's weapons will "stack" damage if they are causing burns at the same time.  He can achieve level 1, level 2 or level 3 burn damage rates. The Pyro is quite dangerous when achieving a level 3 burn. To do this, Pyro must use all of his flame weapons in a very brief time. He can still burn lighter classes like Medic or Demoman by using only level 2 burn.  However, to kill a soldier or heavy weapons guy quickly, light them to burn level 3. The most effective tactic is to first prime a napalm grenade, shoot an Increndiary Cannon round, throw the primed napalm grenade and finally light enemy with flamethrower. This will make the enemy scream like a banshee and can take out a Heavyweapons Guy in only a couple seconds.  
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:''See [[Class:Pyro/Strategy]] for more information.''
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==== Offensive Pyro ====
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* You should primarily focus on killing and harassing defenders to clear the way for your teammmates, but don't be afraid to take the enemy flag of the opportunity arises.
 +
* You're one of the worst classes against the Sentry Gun. If you can't get close enough to circle-strafe a Sentry with your Flamethrower, your only option is to use Frag Grenades.
 +
* Watch out for EMP Grenades, they will instantly kill a Pyro with a fully loaded Flamethrower.
 +
* Use Napalm Grenades in confined spaces to cause maximum disruption.
 +
* Remember the Flamethrower and IC are powerful movement tools.
 +
==== Defensive Pyro ====
 +
* Stay outside the flag room and try to land hits on passing attackers with both your Flamethrower and IC, to cause level 2 burn and make it easy for your teammates to finish them off.
 +
* You're most effective against slower classes such as Soldiers and Demomen. Consider switching to another class if the enemy has a lot of Scouts.
 +
==== Playing Against a Pyro ====
 +
* Because he carries a lot of cells, an EMP Grenade will leave a Pyro extremely wounded if it doesn't instantly kill him.
 +
* The Pyro has no reliable anti-Sentry weapons. A well-placed Sentry in the flag room is a good defense against all classes, but especially Pyros.
 +
* As a Soldier or Demoman, try to knock him back with rockets or grenades.
 +
* As a Medic, hit him with your Super Shotgun while retreating. If he manages to close the distance, pull out your Medkit and try to infect him as he burns you with his Flamethrower.
 +
* The Pyro's flame weapons are totally useless in deep water.
 +
* The Medic's Medkits will instantly extinguish burning teammates.
 
| credconceptart =
 
| credconceptart =
 
dood
 
dood
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dood
 
dood
 
| mediapage =
 
| mediapage =
[http://www.fortress-forever.com/media/5 Pyro's Media Page]
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[http://www.fortress-forever.com/media/5 Media Page]
 +
 
 +
| furtherreading =
 +
*Learn [[Pyro Jump|pyro jumping techniques]].
 
}}
 
}}
  
 
[[Category:Classes]]
 
[[Category:Classes]]
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[[Category:Outdated Pages]]
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{{Rating|4}}

Latest revision as of 22:06, 22 July 2016


Pyro pic.jpg
Pyro
Health High 100
Armour Medium 150 (60%)
Speed Medium 300u/s
Power High
Role Hybrid

A fireman gone horribly wrong, the Pyro is the chaos-causer of Fortress Forever. He carries a multitude of flame-based weapons to set enemies alight and burn them to death.

The Pyro's main weapon is the flamethrower. It pumps out a continuous stream of flames and has a huge ammo reserve; allowing the Pyro to harass and control areas for extensive periods of time. He also packs an incendiary cannon and napalm grenades to complete his fiery repertoire. The main tools of a good Pyro are harassment and confusion. On offense, he can keep enemies preoccupied while the faster, more mobile classes make their way to the objective untouched.

Basic Strategy

  • Hit enemies with your Incendiary Cannon, then zigzag towards them and attack them with your Flamethrower for maximum burn damage.
  • Pyro Jump: use your Flamethrower and Incendiary Cannon to get to otherwise inaccessible locations.

Special Abilities

  • Quickswitch
    Right clicking changes between the Flamethrower and the Incendiary Cannon, making it easy to get somebody to level 2 burn and Pyro Jump!

  • Fire-Retardant
    A Pyro cannot be lit on fire. He still takes full damage from flame-based weapons, however.

Weapons

Crowbar

Crowbar

The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It's a good humiliation tool for someone who is about to die, however.

Pelletgun

Pelletgun

Good for taking potshots if the enemy is out of range of your other weapons.

Flamethrower

Flamethrower

The signature weapon of the Pyro. The flame stream does considerable damage by itself, but it works best when combined with the stacking damage-over-time effects of the Pyro's other flame weaponry.

Incendiary Cannon

Incendiary Cannon

Fires flaming projectiles in an arc, which don't do much damage unless combined with the Flamethrower. Can perform rocket jumps similar to the Soldier's.

Grenades

Frag Grenade

Frag Grenade

The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction.

Napalm Grenade

Napalm Grenade

Since the addition of flame damage stacking, these are arguably the Pyro's main grenade. He spawns with 2 every life, so make good use of them. A Napalm Grenade has an initial explosion that deals substantial damage and then a bunch of flaming balls (for lack of a better word) scatter around the ground where the grenade exploded. These deal continued damage over time and light any enemy that walks through it on fire.

Additional Strategy and Tips

See Class:Pyro/Strategy for more information.

Offensive Pyro

  • You should primarily focus on killing and harassing defenders to clear the way for your teammmates, but don't be afraid to take the enemy flag of the opportunity arises.
  • You're one of the worst classes against the Sentry Gun. If you can't get close enough to circle-strafe a Sentry with your Flamethrower, your only option is to use Frag Grenades.
  • Watch out for EMP Grenades, they will instantly kill a Pyro with a fully loaded Flamethrower.
  • Use Napalm Grenades in confined spaces to cause maximum disruption.
  • Remember the Flamethrower and IC are powerful movement tools.

Defensive Pyro

  • Stay outside the flag room and try to land hits on passing attackers with both your Flamethrower and IC, to cause level 2 burn and make it easy for your teammates to finish them off.
  • You're most effective against slower classes such as Soldiers and Demomen. Consider switching to another class if the enemy has a lot of Scouts.

Playing Against a Pyro

  • Because he carries a lot of cells, an EMP Grenade will leave a Pyro extremely wounded if it doesn't instantly kill him.
  • The Pyro has no reliable anti-Sentry weapons. A well-placed Sentry in the flag room is a good defense against all classes, but especially Pyros.
  • As a Soldier or Demoman, try to knock him back with rockets or grenades.
  • As a Medic, hit him with your Super Shotgun while retreating. If he manages to close the distance, pull out your Medkit and try to infect him as he burns you with his Flamethrower.
  • The Pyro's flame weapons are totally useless in deep water.
  • The Medic's Medkits will instantly extinguish burning teammates.

Further reading


Class Guides
Scout  •  Sniper  •  Soldier  •  Demoman  •  Medic •  HWGuy  •  Pyro  •  Spy  •  Engineer  •  Civilian
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