« Previous12Next »
RSS Feed

xHassassin's Pyro Guide!

#  Jan 02, 2009 at 11:25 PM
Join Date:
Dec 24, 2008
Post Count:
273
 
xHassassin 88948
Loading...
Specialty: Scout
 

I'm sort of new to this site, but whatever. Here are some of the tips and tricks that I've learned while playing as Pyro. Keep in mind that these are just opinions. Fell free to disagree with them if you wish. I've noticed that most other class threads have a stickied guide and that the Pyro section is missing one, so I guess that’s what motivated me to write this.

And so, without further ado, let's begin. 

To navigate to a certain section, just press Ctrl+F and search the section's code indicated in the brackets.

Special Thanks goes to: Kaz21, Dartagan

INDEX:

1. WEAPONS [QWER1]

2. GENERAL TIPS + STRATAGIES [QWER2]

3. CLASS SPECIFIC STRATAGIES [QWER3]

4. UNLOCKABLE WEAPONS [QWER4]

5. CLOSING COMMENTS [QWER5]


WEAPONS [QWER1]

As a Pyro, you have 3 weapons, and another three that you can upgrade to by getting achievements.


Default Weapons:


Flamethrower:

Damage Per Second: 90-153. Depends on how close you are to your enemy. 

Ammo: 200, no clip

Crit effect: 3x Damage

Special Effects: 

Leaves enemies burning for another ~6 seconds or so, deals 50 afterburn damage.

Ability to use compression blast

Shotgun:

Damage: 80~90 each shot assuming that all bullets hit target. 180 Damage when crit.

Ammo: 6, 32 clip

Special Effects:

The Pyro's only non close ranged weapon

Fire Axe:

Damage: 40~80 each hit. Critical does 195.

Special Effects: Most people don't realize this, but the axe actually has a range of ~3 feet when stationary, more if the pyro is moving forward, and even more if the pyro is rushing forward and the enemy is retreating backwards.

Unlockable Weapons:


Backburner:

Stats: Same as flamethrower

Special Effects: 

Guaranteed critical hits when hitting from the back area, equivalent to up to ~450 damage per second, enough to kill an overbuffed heavy.

Compression blast is disabled.

Flare Gun

Damage: ~15 on hit, 60 if crit. Afterburn of ~6 seconds for 50 afterburn damage.

Ammo: 1, 16 clip.

Special Effects: 

The round drops over long distances, sort of like the medic's syringe.

Sets enemies on fire, effect doesn't decrease over time but there's a limited range due to the curved nature of the round.

Axtinguisher

Damage: 20~40 on hit, 195 crit.

Special Effects:

There is an automatic crit if the enemy you're hitting is on fire.

Same range effects as the fire axe.

The weapon with the most DPS if the enemy is on fire.

SPECIAL!

HADOUKEN

Taunt with at least 1 ammo in Flare gun or Shotgun, takes like 3 seconds to initiate, but all enemies ~3ft in front of the direction you were pointing will be instantly killed. Good for humiliating scoped snipers or killing people on the winning team when they rush towards your spawn.

GENERAL TIPS + STRATAGIES [QWER2]

There’s not much, since most of you’re playing style is based on what class(es) you’re against, but here’s some general tips for your gaming.

- Know the map you're playing on. You'll need to know all the secondary tunnels and passageways you can use to flank your enemy. You should also keep an eye on the locations of the health packs.

- Try to keep a medic with you. They're ridiculously helpful, but most of them are rushing off to heal soldiers and heavies so they probably won't bother to heal a wimpy little pyro like you unless they know that you're leading the scoreboards or something.

- You don’t need to keep on burning the enemy until he/she is dead. Most of the time, they’ll get killed by the afterburn anyways. Your shotgun is a great way to finish off a burning opponent. Besides, chasing an opponent to enemy territory just so you can get the satisfaction of burning them into a crisp isn’t good for the pyro’s health either. An exception of this is the heavy since they have the sandvich. It still isn’t worth it to be chasing after them though. If you can’t kill them, just retreat.

- Surprise is your best friend. Since the pyro is mainly all close ranged combat, if any of your enemies see coming, you’ve already ruined your chances of success and you’re probably going to die.

- Try to know the locations of the health packs in the map you’re playing. If you’ve burned an enemy, most of the time they’re going to be looking for a friendly medic, dispenser, or health pack to stop the afterburn with. If you’ve got your eyes on the healthpacks, and can intercept them before they get there, you’ve gained a 1/3 chance to get a kill you otherwise would’ve missed.

- Make sure you know a location where you can safely retreat to, such as a friendly sentry or some chokepoint that your team is currenly owning. If you bite off more than you can chew, it’ll help you not get hunted down and killed by the angry, burning players that you’ve just pissed off.

- Constantly be moving. A moving target means a harder target to hit. 

- I’m pretty sure that you’re able to get on top of most classes by jumping and then crouching, landing on their heads. Haven’t actually tested this out yet, but it’d be fun.

- Work with your spy to take out sentries. Have the spy sap the sentries, and immediately after, rush into the room to take out the temporarily disabled sentries.

- Hide behind corners when your team loses on a map and use the Hadouken taunt to embarrass those pompous kids who’re strutting around killing everything in sight.

- You’re still able to shoot through the gates, although it’s a bannable offence on most servers. To do so, stand around half a foot to a foot away from the gate, facing towards it at approximately a 30 degree angle flame almost parallel to the gate, but not quite. Some of the flame passes through the gate and hits the enemy. People die surprisingly fast this way, that’ll teach them to taunt in front of you.

CLASS SPECIFIC STRATAGIES [QWER3]

SCOUT

These guys can be annoying little buggers if they’re played by good people. Most of the time, they’ll run close to you, start spamming their shotguns, and run away. Just set them on fire , chase them around until they’re no longer in your flamethrower range anymore, and retreat while firing your shotgun at them. However, if they’re being played by decent players, they’ll be jumping all over the place and you probably won’t be able to hit them with your flamer. Just spam your flamethrower/shotgun while making a dash for friendly territory. You won’t be able to kill them anyways.

SOLDIER

These guys are ridiculously annoying. Even the suckiest soldier can send a rocket to your feet and another one immediately after you land to kill your just like that. A crit rocket will kill you in one hit. You’ll want to be going in and out of cover, trying to compression blast their rockets whenever you can to scare them. Try charging at them with your shotgun at times too. You’re just trying to scare them into taking out their shotgun and when they do, rush at them with your flamer. Otherwise, just make a tactical retreat if you can. Compression blasts won’t help you much because most soldiers already know to aim towards a pyro’s feet. Although if you do send most of their rockets back at them or at least deflect them, many soldiers will get scared and take out their shotgun, letting you burn them to a crisp. Try send them flying up in the air with the compression blast if you can. It’ll disorient them and give you time to run away, or continue killing them. I find that most soldiers are quite easy to kill if they don’t have a medic.

DEMOMAN

This class isn’t really much of a big threat. As long as you pay attention to where you’re going and avoid places where they’re camping with their stickies, you’ll be fine. They generally won’t be able to hit you with their grenade launcher unless you’re just standing in one place, If you’re chasing after them and they’re laying stickies all round, either compression blast them out of the minefield or take out your shotgun and get away from his stickies. It’s really annoying when of them them gets lucky and hits you with a launched critical sticky though.

HEAVY

These guys have a ridiculous amount of health. It’ll take you 2~3 seconds to kill them when they’re not overbuffed, and when they are, it’s basically impossible to get in their face and kill them before they get their gun spinning and riddle you with bullets. Heavies will generally be sticking around medics. You’ll have to kill their medics before you can hit them, which means you have to rush in, take out his medic, retreat, and then find another chance to hit him when he’s alone. Lone heavies are relatively easy to take out if you take them by surprise. Flame them, compression blast them into the air if you can as soon as they start to rev up their gun, and run away while firing the shotgun. Natasha makes it so that you don’t want to be charging at the heavy head on, since when you’re in such close range, the speed decrease really comes into play and you literally won’t be able to move. The sandvich also makes hit and run tactics largely useless against heavies since they’ll be able to neutralize the afterburn with the healing. There’s nothing you can do about that though, just suck it up and try to finish off the burning heavy whenever you can. 

Other Information From Kaz21

The axtinguisher deals 195 damage if the enemy is on fire. Use this to your advantage. Two hits from the axtinguisher along with one or two puffs from the flamethrower will instantly kill any heavy, even if they're fully buffed.

PYRO

Another annoying class. They can’t be set on fire, but will be damaged by your flamethrower. It ends up being a game of who can keep each other in their crosshairs the longest. Remember that when you move your flamethrower, the flame lags behind by like a foot, so always aim ahead of the enemy pyro if you’re doing one of those dances. Try to jump around and dodge as much as you can, and when you feel that the pyro is at low health, back away and shoot at him with your shotgun. Try to move backwards while flaming since it’ll increase the range of your flames but will decrease the range of the enemy pyro’s. They may realize this and switch to the shotgun, which is when you can rush in and deal massive damage. If you’re about to die, run for friendly territory while firing your shotgun or flamethrower, depending on how far away you are from the pyro.

ENGINEER

Level 3 sentries are the only ones that pose a threat to the pyro. The level 1 and 2 sentries can easily be taken out, along with their engineers, by circle-strafing it (rotating around the sentry in a circle, taking advantage of the fact that the sentries rotate slower than you are able to move). You’ll need to have some sort of a head start on the sentries to do this though, so make sure the sentry isn’t pointed directly at you when you jump out of cover. However, you won’t be able to take out sentries if you don’t have any cover, as their knockback will basically keep you stationary until you get out of their range. Don’t try to take on level 3 sentries unless you’re getting ubered or you know it’s at a really low hp. Also, don’t jump when fighting sentries since their knockback can knock you up into the map limits and keep you there until you die or they run out of rounds (99.99% of the time it’s the first).Also, if the engie decided to build his sentry near a corner, you can try to edge around it until you can see a part of the sentry, but it can’t fire on you, and take it out like that. Flames also pass through machines to hit the engineer himself. Doesn’t really help much unless all you’re trying to accomplish is to kill the engineer so that some other class can go in and take the sentry out.

MEDIC

They’ll usually be accompanied by either a soldier, heavy, demo, or pyro. Demos and Pyros aren’t really popular unless they’re rushing in for an uber. You want to kill the medic first whenever facing a pair, as it’ll be considerably harder if not impossible to kill certain enemies such as the heavy while they have a medic buffing them. If you’ve got them on fire and they’re running away, don’t pursue, since they’ve most likely got the bloodsauger out and just might regain enough hp from hitting you such that they don’t die from your afterburn, and you don’t want that do you?

Regarding Ubers

The most important thing you want to do when fighting a medic team is to force the medic to use their uber early in order to save their own lives, or to kill them before they’re able to use their uber. If however, they do manage to get their uber going, compression blast the medic as far away from the person he’s ubering if you can. If not, don’t retreat, but stay behind them, or in the neutral area, under cover. The person who’s being ubered usually doesn’t look behind him, since he’s invincible, and will only try to kill everything in front of him. If you’re retreating and happen to get into his line of sight, he’ll start hunting after you, too. However, if you’re not in his line of sight, he’ll just push as far into you’re territory as possible and then either die or retreat. Usually when a medic ubers a companion, there’s a bunch of non-ubered enemies rushing with them. If that’s the case, just try to find cover and stay there until they all pass you by, and then surprise them by burning them in the back. If it’s only the medic and his companion, just trail behind them by 10 feet or so. When the uber wears off, they’ll try to retreat and you can burn them up when they do so.

SNIPER

These guys are only annoying at long range. As said before, constantly stay moving and strafe a lot. If you get headshotted, that’s life. Deal with it. The flare gun is nice for dealing with snipers since it’ll mess up their aim, but I don’t use it. Largely useless at close quarters. Just sneak behind them and burn them up.

SPY

They’ll always be disguised. Try puffing on teammates randomly to spy check. Other than that, there’s not much to say. Watch your back, and if you encounter any resistance at all, immediately do a 360 turn while spamming the flamer. I won’t repeat the obvious stuff such as that spies can’t walk through allies or friendly machines. When getting healed from a dispenser, puff on everyone that comes near. Don’t keep a continuous stream of fire going like others may tell you since that’ll just tip the spy off and make it such that he won’t get near you, unless you’re at a choke point, in which case it’s fine to keep on puffing fire since cloaked spies won’t be able to get through without getting detected.

UNLOCKABLE WEAPONS [QWER4]

As stated in the first section, the unlockable weapons are the backburner, flare gun, and axtinguisher. I’ll compare these together in this section.

Shotgun vs Flare Gun:

The Flare Gun is only useful when you’re trying to mess up a sniper’s aim. Other than that, it’s pretty useless. On the other hand, the shotgun deals quite a bit of damage and can finish off enemies not within your flamer’s range. I’d say that the Shotgun is a no-brainer here.

Information From Kaz21

The Flare Gun's effects don't decrease according to range, so it's the pyro's best long range weapon. Better than the scout's and engie's pistols at long ranges.

Fire Axe vs Axtinguisher 

Honestly, I don’t use these weapons a lot, since both flamethrowers do more dps than the Fire Axe, and can hit partial hits too. Plus they give an afterburn, so I don’t really see the point of the fire axe. The axtinguisher however, you can use in combo with the default flamethrower. Puff the enemy, compression blast him into the air, and then hit him with the axtinguisher. Kills everything but heavies. For me, the choice didn’t matter since I don’t use the weapons either way, but I guess the axtinguisher is more useful, so I picked that. Plus it gives you a bigger e-peen since it tells everyone that you’ve completed the 20+ acheivements required for it.

Flamethrower vs Backburner 

I can’t really make a good decision on which one is better yet. The backburner grants you extra damage, but the compression blast is extremely useful. I originally started out using the backburner, but the realized that the compression blast was far more useful, and I got critical flames from my flamethrower from time to time anyways, so I stuck with the default flamethrower. It depends on your playing style though.

Regarding the Compression Blast 

The Compression Blast takes up 25 flamethrower ammo, and creates a blast of air in front of you that sends anything there back. This includes rockets, stickies, grenades, and enemies. If you send a rocket back, it becomes your rocket, and you can get the kill, If you send a grenade back, it becomes a grenade of your team color and won’t hurt you, but will still give you the kill if you use it to kill an enemy I think I’ve never used a Compression Blasted grenade to kill anyone before. The CP is an extremely powerful tool for pushing ubers back, as it can send the medic far away enough such that his teammate is no longer invincible, or it can send both players back. This is especially usefull for heavy ubers since by the time the heavy un-revvs, walks back to his original place, and revs up again, the uber is already over.

CLOSING COMMENTS [QWRE5] 

Well, I hope you’ve enjoyed reading this guide. I was bored this one Friday night and was without internet connection. Whew, 7 pages of typing, that’s quite a lot. I’ll post this up and get some shut eye. That’s about it I guess. If you notice anything wrong, as I suspect there are since I haven’t done any editing at all, feel free too tell me, same with anything you think might make this better.

THE END 

#  Jan 02, 2009 at 11:39 PM
Join Date:
Jan 07, 2008
Post Count:
1513
 
Dartagnan 81953
Loading...
Specialty: Spy
Steam ID: sewercake
GamerTag: muskokajoe
Clan: {TF2F}
Admin ServersSponsorSquigMember
 
<3 smilies
#  Jan 03, 2009 at 2:49 AM
Join Date:
Jul 03, 2008
Post Count:
94
 
Kaz21 86334
Loading...
 
Just some things to fix, it is exactly 50 afterburn. The shotgun is primarily close range, at long range pistol will kill quicker then shotgun, and flare gun quicker than both. Flare gun is his best long range weapon.
Also the axtinguisher is the best way to kill heavies, it only takes 2 swings on a heavy to kill him, even if a medic is healing him, the flare gun is good for setting a heavy up for it if he doesent have a medic, or if another pyro has lit him on fire that works better. Sure you cant puff boosh and sting them aswell, but the axtinguisher is most useful on heavies. I do however agree shotgun is more useful than flare gun.
What is with all the smiles?

Other than that, pretty good guide. =)
Never knew the hadouken wasnt a 1 hit ko, thats interesting, out of all the hadouken kills ever, I doubt many people have even tried to kill a heavy with a medic healing him with hadouken. =P
#  Jan 03, 2009 at 3:38 AM
Join Date:
Jan 03, 2009
Post Count:
396
 
Zenith013 89058
Loading...
Specialty: Scout
Steam ID: Zenith
Clan: TF2F
SquigMember
 
A good guide for new players, id like to see some advanced tactics that go beyond what could be found by experience alone. I am however, unable to think of anything to add to the guide, job well done
#  Jan 03, 2009 at 7:09 AM
Join Date:
Dec 24, 2008
Post Count:
273
 
xHassassin 88948
Loading...
Specialty: Scout
 
Thanks.
Erm, the Pyro doesn't have a pistol I think?
Anyways, I'll add the rest of the stuff you told me, thanks.
The smilies are due to Word. It adds a : p > : p > (No spaces) everytime you press return to signify a new line or something.
#  Jan 03, 2009 at 7:23 AM
Join Date:
Jan 07, 2008
Post Count:
1513
 
Dartagnan 81953
Loading...
Specialty: Spy
Steam ID: sewercake
GamerTag: muskokajoe
Clan: {TF2F}
Admin ServersSponsorSquigMember
 
hadouken is always an instant kill.
#  Jan 03, 2009 at 7:31 AM
Join Date:
Dec 24, 2008
Post Count:
273
 
xHassassin 88948
Loading...
Specialty: Scout
 
Hmm, that's weird. It says:
"433 damage (Instant Kill on all but the overhealed Heavy), and lights on fire." on the pyro wiki page but on the Hadouken page it says insta kill.
I actually think it's an instant kill on everything since I killed an overbuffed heavy with my hadouken to get the acheivement...
Eh, I'll go change it to instant kill.
#  Jan 03, 2009 at 7:42 AM
Join Date:
Dec 05, 2008
Post Count:
378
 
Ar$enal24 88730
Loading...
Specialty: Sniper
Steam ID: M_24
 
Quote:
Originally Posted by xHassassin
Hmm, that's weird. It says:
"433 damage (Instant Kill on all but the overhealed Heavy), and lights on fire." on the pyro wiki page but on the Hadouken page it says insta kill.
I actually think it's an instant kill on everything since I killed an overbuffed heavy with my hadouken to get the acheivement...
Eh, I'll go change it to instant kill.

don't trust tf2 wiki, it lies. (example, they claim that one single crit sticky does the most damage in the game, but last time i check they list a direct sticky at 253, and a direct crit rocket at 270
#  Jan 03, 2009 at 8:15 AM
Join Date:
Mar 05, 2008
Post Count:
97
 
Tyrael 83401
Loading...
Specialty: Pyro
Steam ID: tyrael64
 
Yowch, formatting bug? There's smilies everywhere.
#  Jan 03, 2009 at 9:44 AM
Join Date:
Jun 02, 2008
Post Count:
531
 
Mibbok 85306
Loading...
Specialty: Pyro
Steam ID: Mibbok
Clan: applying for {TF2F}
 
 Ok guide. Well written with many, starter-advanced tactics. I could tell meant to break people from that W+M1 phase. Though it suffers the same problem that many other pyro guides have shown. Airblast, Shotty,Axtinguisher. Alot of the stuff you post there I disagree mostly because of your lack of experience. No offence and I do give you credit for the well written, organized, and informative guide. I just think that if you had explored other styles of pyro play, rather than posting the overgeneralize AB,Shotty,Axtinguisher.
« Previous12Next »

Copyright 2007-2008 All Rights Reserved

Team Fortress 2


2 Guys 1 Kill: {TF2F} FlyingPenguin - (102 kill assists)
Captures Blocked: Nimbli Bimbli - (26 captures blocked)
Dominator: {TF2F} Bitch Nasty - (25 dominations)
Flags Captured: Corporal Clegg - (11 flags captured)
Flags Defended: MechaEdd - (12 flags defended)
Physician Assisted Homicide: {TF2F}SME®BUI©K - (271 medic kill assists)
Points Captured: {TF2F}SME®BUI©K - (30 points captured)
Revenger: Count_Flakula - (10 revenges)
Spy Power: Chro - (19 objects killed as spy)
Ubercharger: {TF2F}SME®BUI©K - (89 ubercharges)
Axe Man: {TF2F} Ninja Dude - (18 kills with fireaxe)
Axtinguished: {TF2F} BOOSH Rizzilio - (81 kills with axtinguisher)
Batter Up!: soup! - (16 kills with bat)
Biggest Prick: Sam - ClutchKill.com - (8 kills with syringegun)
Blood Sucker: {TF2F}SME®BUI©K - (30 kills with blutsauger)
Broke Backburner: {TF2F} FlyingPenguin - (223 kills with backburner)
Can You Dig It?: {TF2F}.TüRb!NE. - (3 kills with shovel)
Doctor's Certificate: Maero - (16 kills with bonesaw)
Drunken Brawler: [???] Deviruchi - (4 kills with bottle)
Epic Defender: {TF2F} Spy - (9 kills with wrench)
Fire Spitter: {TF2F}blistering - (100 kills with flamethrower)
Flare Gunner: {TF2F} FlyingPenguin - (12 kills with flare gun)
Grenade Spammer: GeneralSheep - (47 kills with pipe)
Grey Matter: STar - (168 snipings as sniper)
Hadouken Master: Xandier - (1 kills with pyro taunt)
Hot Potato: {TF2F} BOOSH Rizzilio - (4 kills with rocket deflection)
I <3 Sasha: {TF2F} Bitch Nasty - (181 kills with minigun)
Knife Maniac: {TF2F} Dartagnan - (109 knifings)
Last Resort: [Ba-El] BoC - (26 kills with smg)
Manslayer: [FRGT] Klare - (10 kills with machete)
Master Fister: Maero - (3 kills with fists)
Peashooter Marksman: Corporal Clegg - (48 kills with scout pistol)
Pickle Squad Award: [NH]Pitt - (18 pickles man handled)
Rocket Scientist: [TF2F]Lancer - (217 kills with rocket)
Scatter Shot: Corporal Clegg - (147 kills with scattergun)
Sentrygun Master: Numenor - (142 kills with sentrygun)
Spam Blocker: {TF2F} BOOSH Rizzilio - (1 kills with pipe deflection)
Spy Checker: {TF2F} Fanlaen - (5 kills with pistol)
Sticky Explosion: {TF2F}Album - (105 kills with pipe remote)
Ubersawer: Psycholord - (27 kills with ubersaw)
Stats Refreshed 6/24/2008 5:00:03 AM CST
AddThis Social Bookmark Button
Fortcast Podcast
Donate
Welcome, you are not logged in.
Login or Register
Team Fortress 2 Fort Team Fortress 2 Fort