Pyro: Difference between revisions
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The Pyro's biggest downsides are their reliance on ammo, lack of mobility options, ineffectiveness beyond close range, and a predictable playstyle. A good Pyro will constantly spray fire on everything they look at, and this uses up a lot of ammo. Since the airblast also uses up 20 ammo per blast, and is an essential option for any engagement, failing to manage ammo can lead to the Flame Thrower running out of gas before the fight even begins. The Pyro is not exceptional in a fair fight, can often get caught off guard by [[Scout|Scouts]] and [[Heavy|Heavies]] who are just outside of their range, and can fail to catch up to enemies who will simply shoot them from afar. While the [[Twin Barrel]] shores up this weakness, it trades off the midrange damage of the Shotgun, which Pyro needs to be viable beyond close quarters. In addition, their main option for killing enemies is to run up to them and hold the attack button, which is a linear pattern that smart enemies will simply walk backwards from. As a result, effectiveness with the Pyro depends on hiding in spaces that enemies are likely to funnel through, avoiding exposure until the right time to strike, and trapping them in tiny spaces they cannot run away from. In wide open spaces, the Pyro is simply a bad class. | The Pyro's biggest downsides are their reliance on ammo, lack of mobility options, ineffectiveness beyond close range, and a predictable playstyle. A good Pyro will constantly spray fire on everything they look at, and this uses up a lot of ammo. Since the airblast also uses up 20 ammo per blast, and is an essential option for any engagement, failing to manage ammo can lead to the Flame Thrower running out of gas before the fight even begins. The Pyro is not exceptional in a fair fight, can often get caught off guard by [[Scout|Scouts]] and [[Heavy|Heavies]] who are just outside of their range, and can fail to catch up to enemies who will simply shoot them from afar. While the [[Twin Barrel]] shores up this weakness, it trades off the midrange damage of the Shotgun, which Pyro needs to be viable beyond close quarters. In addition, their main option for killing enemies is to run up to them and hold the attack button, which is a linear pattern that smart enemies will simply walk backwards from. As a result, effectiveness with the Pyro depends on hiding in spaces that enemies are likely to funnel through, avoiding exposure until the right time to strike, and trapping them in tiny spaces they cannot run away from. In wide open spaces, the Pyro is simply a bad class. | ||
While the Pyro is not the best class for every scenario, when there's an opportunity for their strengths to be used, they are the roadblock that prevents enemies from getting what they want. On offense, pushing the [[Payload]] or capturing [[control points]] is made easy when you can simply push enemies away, and taking flank routes will prevent enemies from trying to sneak in through the back entrance. On defense, defending an allied [[Sentry Gun|Sentry]] nest significantly shores up its weakness against Spies and explosive spam, and sending fire down any route the enemy wants to push through can stop an offensive before it even starts. While the Pyro's weaknesses are obvious, they are mitigated through deliberate play, and they remain a potent situational class for players with an independent nature - whether for low-skill players who just want to watch the world burn, or for high-skill players that want to explore the full spectrum of Pyro's endless nuance. | While the Pyro is not the best class for every scenario, when there's an opportunity for their strengths to be used, they are the roadblock that prevents enemies from getting what they want. On offense, pushing the [[Payload]] or capturing [[Control Points|control points]] is made easy when you can simply push enemies away, and taking flank routes will prevent enemies from trying to sneak in through the back entrance. On defense, defending an allied [[Sentry Gun|Sentry]] nest significantly shores up its weakness against Spies and explosive spam, and sending fire down any route the enemy wants to push through can stop an offensive before it even starts. While the Pyro's weaknesses are obvious, they are mitigated through deliberate play, and they remain a potent situational class for players with an independent nature - whether for low-skill players who just want to watch the world burn, or for high-skill players that want to explore the full spectrum of Pyro's endless nuance. | ||
== Bio == | == Bio == |
Revision as of 07:10, 30 June 2023
Pyro | |
---|---|
Basic Information | |
Icon | |
Type | Offensive |
Health | 175 (260 with overheal) |
Speed | 100% |
The Pyro is an offensive class who acts both as an independent roamer and a bodyguard for their team, guarding flank routes from enemy assault and having excellent close-range crowd control that punishes enemies who group too close together. With 175 health and 100% speed, they have a good balance between speed and health, and can run straight into enemies who cannot kill them in time, such as Medic and Spy. The Flame Thrower's ability to cut off entrances is a constant consideration for enemies trying to sneak into allied defences, and a surprise attack with the Flame Thrower, which penetrates through multiple enemies, can be devastating to a frontal assault. The ability to set enemies on fire from a single flame, dealing 10 seconds of afterburn damage, gives the Pyro the ability to stay comfortably away from enemies on fire, blasting them with the Shotgun while racking up afterburn damage. They are an extremely hard counter to the Spy, whose trickery is useless when flames are being blasted into every corner. Their airblast ability also gives them potent crowd control with the ability to push enemies (and their projectiles) where they want them, including ÜberCharged enemies, as well as extinguishing allies. With this wide variety of abilities, the Pyro can change their role as the situation calls for, making for a class that rewards reading the situation with exceptional abilities.
The Pyro's biggest downsides are their reliance on ammo, lack of mobility options, ineffectiveness beyond close range, and a predictable playstyle. A good Pyro will constantly spray fire on everything they look at, and this uses up a lot of ammo. Since the airblast also uses up 20 ammo per blast, and is an essential option for any engagement, failing to manage ammo can lead to the Flame Thrower running out of gas before the fight even begins. The Pyro is not exceptional in a fair fight, can often get caught off guard by Scouts and Heavies who are just outside of their range, and can fail to catch up to enemies who will simply shoot them from afar. While the Twin Barrel shores up this weakness, it trades off the midrange damage of the Shotgun, which Pyro needs to be viable beyond close quarters. In addition, their main option for killing enemies is to run up to them and hold the attack button, which is a linear pattern that smart enemies will simply walk backwards from. As a result, effectiveness with the Pyro depends on hiding in spaces that enemies are likely to funnel through, avoiding exposure until the right time to strike, and trapping them in tiny spaces they cannot run away from. In wide open spaces, the Pyro is simply a bad class.
While the Pyro is not the best class for every scenario, when there's an opportunity for their strengths to be used, they are the roadblock that prevents enemies from getting what they want. On offense, pushing the Payload or capturing control points is made easy when you can simply push enemies away, and taking flank routes will prevent enemies from trying to sneak in through the back entrance. On defense, defending an allied Sentry nest significantly shores up its weakness against Spies and explosive spam, and sending fire down any route the enemy wants to push through can stop an offensive before it even starts. While the Pyro's weaknesses are obvious, they are mitigated through deliberate play, and they remain a potent situational class for players with an independent nature - whether for low-skill players who just want to watch the world burn, or for high-skill players that want to explore the full spectrum of Pyro's endless nuance.
Bio
Location of origin: Unknown
Job: Pyrotechnics
Motto: "Mmph mmmph mph-mph mmph mmmmph!"
Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn't speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he's a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.
Weapons
Primary
Weapon | Kill icon |
---|---|
Flame Thrower |
Secondary
Weapon | Kill icon |
---|---|
Shotgun |
|
Flare Gun |
|
Twin Barrel |
Melee
Weapon | Kill icon |
---|---|
Fire Axe |
|
Harvester |
Tips
As a Pyro…
- …your flamethrower does more damage the closer you are to the enemy.
- …ambush enemies to catch them in the short range of your flamethrower. Use corners to your advantage.
- …your flamethrower chews up a lot of ammo. Pick up fallen weapons to refill your supply.
- …switch to your shotgun if enemies retreat beyond the short range of your flamethrower.
- …you can often set enemies on fire and retreat, leaving them to die from the burning.
- …you cannot be ignited by fire-based weapons. Use your shotgun or melee weapons against enemy Pyros in order to counter this.
- …the flamethrower's compression blast (MOUSE2) is a very useful tool. Use it to push enemies, even invulnerable Medics and their buddies, away or into environmental hazards.
- …your flamethrower can extinguish burning teammates with MOUSE2.
- …your flaregun can catch enemies on fire at long range. This works well against enemy Snipers.
Related achievements
Names in other languages
Language | Name | Meaning |
---|---|---|
Bulgarian | Подпалвач | Pyro |
Spanish | Pyro | - |
English | Pyro | - |
French | Pyro | - |
German | Pyro | - |
Hungarian | Piró | Pyro |
Italian | Piro | Pyro |
Polish | Pyro | - |
Brazilian Portuguese | Pyro | - |
Romanian | Pyro | - |
Russian | Поджигатель | Pyro |
Turkish | Pyro | - |
Trivia
- The Pyro's voice actor, Dennis Bateman, also voices the Spy class.
- The Pyro has the same voice for the English, German, Spanish, French, and Russian versions of Team Fortress 2.
- The Napalm grenades on the Pyro's belt were intended to be used as weaponry but were cut during development.
- In Team Fortress 2 Classic, the Pyro is given a new line for their ‘Activate the Charge!’ voice command where he now says ‘COME ON!", This voice line was lifted from Prerelease versions of Team Fortress 2.
- In Team Fortress 2 Classic, the Pyro is the only character who's Meet the Team video is considered non-canon; this, by extension, also makes the ‘Pyroland’ fantasy world non-canonical.