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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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