Difference between revisions of "Class:Pyro"
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− | '''Flame Resistance'''<br>As long as he has armor, the Pyro cannot be lit on fire and does not suffer much damage from his own (or other's) flame weaponry. | + | *<p>'''Flame Resistance'''<br>As long as he has armor, the Pyro cannot be lit on fire and does not suffer much damage from his own (or other's) flame weaponry.</p> |
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Revision as of 12:15, 13 December 2007
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TODO on this page
- Change the template from Page_Class => Class; Info box => Info box small
You need to add the abilities, weapons and grenades parameters
And also the extra parameters for the info box (health, armour, power, speed)
See Class:Scout or Class:Pyro for example of pages that are already done
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 flamethrower.
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 Medic's 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.
His secondary weapon, the incendiary rocket cannon (or IC) is similar to the Soldier's 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 Engineer's 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 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 normal grenades, the single shotgun and the crowbar.
Text for the Pyro taken from the Wikipedia article on Team Fortress Classic
Changes from Team Fortress Classic
Actually useful.
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.
Special Command
Special command switches to the Flamethrower.
Special Abilities
Flame Resistance
As long as he has armor, the Pyro cannot be lit on fire and does not suffer much damage from his own (or other's) flame weaponry.
Weapons
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.
Shotgun
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.
Flamethrower
The signature weapon of the pyro. It spews fire out to a medium range and lights enemies 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.
Incendiary Cannon
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.
Grenades
Grenades here.
Ammunition
All classes are technically capable of carrying all of the different types of Ammunition. The various types of ammo in Fortress Forever are listed here along with the amount the class spawns with, the maximum the class can carry, and whether or not a class can discard that type of ammo. (For example, a Soldier can not discard Rockets since his RPG uses them.)
Some classes spawn with 0 of a specific type of ammo, and some classes can not pick up a specific type of ammo at all (represented by a 0 in the "Maximum" column).
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Strategy And Tips
Credits
Concept Art: dood
Model: dood
Skin: dood
Voice: dood
External Links
These are links related to the Pyro.
- Pyro's Media Page
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