Difference between revisions of "Class:Pyro"

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| armmax = 150
 
| armmax = 150
 
| maxspeed = 315
 
| maxspeed = 315
| health = <span style="color:orange;">Medium</span>
+
| health = <span style="color:green;">High</span>
 +
| healthval = 100
 
| armour = <span style="color:orange;">Medium</span>
 
| armour = <span style="color:orange;">Medium</span>
| power = <span style="color:orange;">Medium</span>
+
| armval1 = 150
| speed = <span style="color:green;">High</span>
+
| armval2 = 60%
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| power = <span style="color:green;">High</span>
 +
| speed = <span style="color:orange;">Medium</span>
 +
| speedval = 300
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| 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]]
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| 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 =
A fireman gone horribly wrong, the Pyro is the chaos-causer of Fortress Forever. He carries a multitude of different flame-based weapons to set enemies alight and burn them all to death. He has the third highest armor in the game (after the HW Guy and Soldier) and is faster than all but the Scout and Medic. This combination of armor and speed allows the Pyro to operate efficiently in either an offensive role, defensive role, or maybe even somewhere in between. The map can also influence this choice.  
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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.
  
The Pyro's main weapon is, fittingly, 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 incendiary cannon is useful at range and the grenades can set a small area ablaze. The main tools of a good Pyro are harassment and confusion. Although the changes to the Pyro in FF make him an effective killing machine, he is still good at being the team distraction. On offense, he can keep enemies preoccupied while the faster, more mobile classes (i.e. Scout and Medic) make their way to the objective untouched. On defense, he can serve as a sort of roamer, confusing and being a constant in thorn in the side of the enemy offense.
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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.
 
 
While countless specific examples of what a Pyro can do could be given, it all boils down to the fact the Pyro's main role is harassment and chaos-causing. If you've been looking for an outlet for that brewing pyromania, this is the class for you.
 
  
 
| changesinfo =
 
| changesinfo =
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IC + Napalm jumps are a bit trickier to time, but grant much better propulsion.
 
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 =  
 
| abilities =  
 +
{{Inline_Ability|
 +
|name=Quickswitch
 +
|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|
 
{{Inline_Ability|
 
|name=Fire-Retardant
 
|name=Fire-Retardant
 
|description=
 
|description=
A Pyro is fire-retardant. He cannot be lit on fire and does not suffer much damage from his own (or other's) flame weaponry.
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A Pyro cannot be lit on fire. He still takes full damage from flame-based weapons, however.
 
}}
 
}}
 
|weapons =
 
|weapons =
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}}
 
}}
 
{{Inline_Weapon|
 
{{Inline_Weapon|
|name=[[Weapon:Single Shotgun|Shotgun]]
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|name=[[Weapon:Pelletgun|Pelletgun]]
 
|imgsrc=W_sg_380x190.jpg
 
|imgsrc=W_sg_380x190.jpg
 
|width=190
 
|width=190
 
|description=
 
|description=
The regular shotgun is a surprisingly useful addition to the pyro's arsenal. While definitely not a main weapon, a few quick shots can kill that low-health scout who is out of range of your flame weaponry and is about to disappear with your flag.
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Good for taking potshots if the enemy is out of range of your other weapons.
 
}}
 
}}
 
{{Inline_Weapon|
 
{{Inline_Weapon|
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|width=190
 
|width=190
 
|description=
 
|description=
The signature weapon of the pyro. It spews fire out to a medium range and lights enemies [[:Category:Status_Effects#On_Fire|ablaze]]. 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. It holds a maximum of 200 cells and thus can be fired continuously for an long period of time.
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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|
 
{{Inline_Weapon|
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|width=190
 
|width=190
 
|description=
 
|description=
This could be considered the pyro's other "main weapon." It works somewhat like the rocket launcher. However, the projectiles fire in an arc and don't do as much damage as a rocket. However, it has a large splash radius that sets enemies on fire. This is often used as an opener or if you can't close in on your opponent. It also serves as a means of propulsion for the pyro.
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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.
 
}}
 
}}
 
| grenades =
 
| grenades =
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|width=95
 
|width=95
 
|description=
 
|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. Although it doesn't stack flame damage, it's still a very useful piece of equipment.
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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|
 
{{Inline_Weapon|
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|width=95
 
|width=95
 
|description=
 
|description=
Since the addition of flame damage stacking, these are arguably the Pyro's main grenade. He spawns with 4 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.  
+
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.  
 
}}
 
}}
  
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Special command switches to the [[Weapon:Flamethrower|Flamethrower]].
 
Special command switches to the [[Weapon:Flamethrower|Flamethrower]].
 
| strategyandtips =
 
| strategyandtips =
====Damage Stacking====
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:''See [[Class:Pyro/Strategy]] for more information.''
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 Heavy Weapons Guy in only a couple seconds.  
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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.
====Weapon Jumping====
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* 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.
The Pyro can also make use of his incendiary cannon and napalm grenades to achieve a very effective means of self-propulsion. Shooting oneself with the incendiary cannon (IC) will provide a small, but significant height gain. Using the IC alone can clear most important areas and is also useful for starting a quick bunnyhop. If you find yourself in need of more height, add a napalm grenade to the mix. Although the timing can be a bit tricky, an IC + napalm grenade jump can propel the Pyro to great heights. This is accomplished by priming a napalm grenade and then doing an IC jump right before the grenade goes off. If timed properly, the combined force of the cannon and the grenade will give an extreme vertical boost. This tactic seems most effective with basic vertical jumps, but it may be possible to apply it to horizontal or arcing jumps.
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* Watch out for EMP Grenades, they will instantly kill a Pyro with a fully loaded Flamethrower.
 
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* Use Napalm Grenades in confined spaces to cause maximum disruption.
====Keeping Yourself Alive====
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* Remember the Flamethrower and IC are powerful movement tools.
For all the havoc and damage a Pyro can wreak, there are plenty of things that will end him before he even gets started. The biggest weaknesses of the Pyro are EMP Grenades, Sentry Guns, and long range battles. An EMP Grenade will instantly kill a Pyro with full (or almost full) ammunition. The many cells he carries in his flamethrower make him a prime target. In order to survive EMP grenades, you should empty your flamethrower to about half-ammo (100 cells). Start this when you spawn and usually by the time you make it to the enemy base, you should have about 100 cells left. The 100 cells remaining are plenty of ammo. Emptying your flamethrower ammunition should allow you to survive at least one EMP. It tends to leave you with barely any health, but the important fact is that you're alive.
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==== 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.
Sentry Guns present another problem for the Pyro. They are often in high places at a range the pyro cannot effectively attack. Your best bet with sentry guns is to find a way around them, figure out how to get into close range in order to circle strafe it to death with your flamethrower, or lob grenades at it (assuming your grenades can reach it).
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* 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.
 
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==== Playing Against a Pyro ====
The final big weakness is related to the sentry gun problem. By his very nature, the Pyro is a close-quarters combatant. The IC is a terrible weapon for long-range damage (it is best used for harassment and setting up combos) and the shotgun is out of the question for long range combat. The best solution for this problem is to choose your battles wisely and learn how to navigate through enemy fire to close the gap quickly. The Pyro's has a big speed advantage over most defensive classes. Use it wisely.
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* Because he carries a lot of cells, an EMP Grenade will leave a Pyro extremely wounded if it doesn't instantly kill him.
 
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* 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.
====Offensive Pyro====
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* As a Soldier or Demoman, try to knock him back with rockets or grenades.
As an offensive Pyro, you fall somewhere in between a medium and heavy offense class. A lack of concussion grenades makes it take longer for you to get over to the enemy base, but you trade that off for more power. Your primary goal in the enemy base is to act as heavy support: distracting and killing enemy defenders so the other, lighter classes can get through un-harmed. With enough skill and proper timing, you can easily drop multiple enemies in short periods of time. You should also try to move the flag as much as possible. You're fast and have good maneuverability with your IC jumps.
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* 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.
 
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* The Pyro's flame weapons are totally useless in deep water.
====Defensive Pyro====
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* The Medic's Medkits will instantly extinguish burning teammates.
The defensive Pyro does best in spots where enemies cannot easily avoid or move past him. Stay away from wide, open areas. Enemy scouts and medics will easily conc jump by you, making you pretty much worthless. Stay in areas where enemies are forced to slow down or move in a predictable route. Also, don't worry about killing them, but try to achieve at least a level 2 burn on anyone that goes by you. It will severely injure them by the time they get to the rest of the defense.
 
 
 
====Fighting other Pyros====
 
Since you're both flame retardant, the fight will take a little longer than usual. The flamethrower will not ignite your opponent, but it still does decent damage if you manage to keep it on him. Use your Incendiary Cannon and Shotgun at range. Use the Shotgun to damage them from long range, then use your IC to throw them around once they get close to you. Do not waste napalm grenades on other Pyros, use your regular frag grenades.
 
 
 
 
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[[Category:Classes]]
 
[[Category:Classes]]
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[[Category:Outdated Pages]]
 
{{Rating|4}}
 
{{Rating|4}}
{{Infobox manual/Footer}}
 

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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