STATS AND FACTS

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Overview Health/Armour Speed Weapons Special

Overview:

The pyro is one of the most versatile classes in Team fortress. Equally suited for Offense and Defense, the pyro also has the ability to match-up with any class on equal, or superior terms. The combination of good armour, health-level and speed coupled with the balance of short and long range weapons make the pyro a tough opponent.....when you have mastered him....


Health/Armour Issues:

Unlike the scout, demoman, spy and engineer (but alike to all the other classes) the pyro has a nominal 100 point health-level. In addition he can wear up to 150 points of yellow armour which ranks him ahead of every class with the exceptions of the Soldier and Heavy-Weapons Guy. In addition to providing good blast protection, the armour is flame resistant to protect him against his own and others' fire.(believe me you'll need it)


Speed:

Nothing to do but draw comparisons here....the only class that is faster than the pyro is the scout, all other classes are equal or inferior to him in speed.


Weapons:

The pyro starts out with the axe, shotgun, flamethrower and incendiary cannon, as well as two types of grenades: hand and napalm....

the axe:
the common last-resort, bludgeon tool we all love but hate to have to use...HOWEVER...its always fun to see a "XXXXX was Axe-Murdered by YYYYY" message flash across the screen, maybe you can sneak up on an unsuspecting sniper......

the shotgun:
don't look at this gun with too much disdain...it's great to have it to fall back on if you need it, AND its really the only viable way you can do damage underwater. [uses shotgun shells as ammo][duh]

the flamethrower:
ahhhhhh, the sound of rushing flame followed by a frag... can life be sweeter? This is your mainstay so don't get hooked on your rockets cause this is the baby that'll be bringing home dinner and cooking it for you. Use it in close quarters in short bursts or lengthy sweeps while strafing around your victim and cooking him when he's cornered.(I'll elaborate on strafing later on) If you hit your target he'll take damage and catch in fire [NOTE: the fire WILL go out on its own]. The more times you hit him the harder he burns. Great for finishing off wounded enemies, or wounding them so they are easy pickings for your teammates. Also has the benefit of obscuring the vision of your target with clouds of fire. Uses cells as ammo, uses one cell per burst, and you can carry 200 cells....


incendiary cannon:
Looks like the rocket-launcher, but that's about it. When the rockets that this weapon fires explode, they do a small amount of blast damage and set things on fire within their burst radius. It works the same as the flame thrower, multiple rockets make targets burn harder, and it doesn't have the limited range of the flamethrower. Unfortunately, it uses three rockets per firing (you can carry enough rockets for 20 attacks), and doesn't fire very fast, but once you use it, you'll like it..alot. Use it to snipe with, you don't have to score a direct hit to damage AND it can damage through WALLS. Theoretically, if your target is standing against a wall and you hit the other side of the wall with a rocket...you'll set him on fire....??....Doesn't happen often.


grenades:
-hand grenades-- prime them, throw them, watch things go boom. These things are the most overlooked weapons in the game. They explode with twice the power of a normal rocket or pipebomb. The pyro can carry four.

-napalm grenades-- prime them, throw them and these little nasties will sit in the middle of the room and explode repeatedly, each blast simulating an explosion of an incendiary rocket, with the same effect of cumulative damage and burn-rate. The pyro can carry four napalm grenades.
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