Class:Pyro
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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
Ammunition
Ammunition | At Spawn | Maximum | Discard |
---|---|---|---|
Frag Grenade | 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 | Yes |
Special Command
- Selects the Flamethrower for use.
Special Abilities
- Specific to class: Abilities
- Most of the Pyro's weapons and grenades cause enemies to be set on fire. See the Flamethrower, Incendiary Cannon and Napalm pages for information about fire damage & properties.
- The Pyro can use a combination of weapons & grenades to perform trick jumps.
- A Pyro whose fuel tank is shot as the last of his health is sapped will explode in a fireball, but will not cause collateral damage (i.e. it's just a cool effect). His corpse will then burn for a few seconds.
External Links
- Pyro's Class Discussion page on the Fortress Forever forums.
- Pyro's Media Page
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