Difference between revisions of "Class:Pyro"

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(Putting Adamido's strategy tip where he intended it.)
 
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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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The Pyro class is something of an enigma in FF. 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]].
  
 
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.
 
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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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.
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IC + Napalm jumps are a bit trickier to time, but grant much better propulsion.
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|weapons =
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{{Inline_Weapon|
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|name=Crowbar
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|imgsrc=Banner.png
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|description=
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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.
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}}
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{{Inline_Weapon|
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|name=Shotgun
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|imgsrc=Banner.png
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|description=
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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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}}
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{{Inline_Weapon|
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|name=Flamethrower
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|imgsrc=Banner.png
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|description=
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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.
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}}
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{{Inline_Weapon|
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|name=Incendiary Cannon
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|imgsrc=Banner.png
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|description=
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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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}}
 
| 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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====Damage Stacking====
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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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====Weapon Jumping====
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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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====Keeping Yourself Alive====
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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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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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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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| 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]
 
}}
 
}}
  
 
[[Category:Classes]]
 
[[Category:Classes]]

Revision as of 12:08, 13 December 2007


Pyro
Pyro pic.jpg
Health And Armour
Health Maximum 100
Armour Type: Yellow
Armour On Spawn: 50
Armour Maximum: 150
Movement
Maximum Speed: 315
Grenades
Grenade 1: Frag
Grenade 2: Napalm
Weapons
slot1: Crowbar
slot2: Single Shotgun
slot3: Nothing
slot4: Flamethrower
slot5: Incendiary Cannon
slot6: Nothing

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 FF. 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

The Pyro has no special abilities.

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).


Ammunition
Ammunition At Spawn Maximum Discard
Frag 2 4 No
Napalm Grenade 4 4 No
Shells 20 40 No
Nails 0 50 Yes
Cells 170 200 No
Rockets 5 20 No
Detpacks 0 0 No


Strategy And Tips

Credits

Concept Art: dood

Model: dood

Skin: dood

Voice: dood

External Links

These are links related to the Pyro.


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