Difference between revisions of "Pyro (Classic)"

From Team Fortress Wiki
Jump to: navigation, search
(Basic Strategy)
(Weapons)
Line 66: Line 66:
 
| N/A
 
| N/A
 
| 200
 
| 200
| 20 (Contact)<br>2 (Afterburn)
+
| 20 (Contact)<br>6 (on classes with Heavy armor)<br>9 (on classes with Medium armor)<br>5 (on other Pyros)<br>15 (on classes with light armor)<br>2 (Afterburn)
 
| Ignites players. Cannot inflict afterburn on enemy Pyros.
 
| Ignites players. Cannot inflict afterburn on enemy Pyros.
 
|-
 
|-

Revision as of 05:30, 4 December 2011

Pyro (Classic)
Pyro (Classic)
Basic Information
Type: Offensive
Health: 100 / 150
Armor: 150
Armor type: Medium
Speed: 100%

The Pyro is a playable class in Team Fortress Classic. He possesses fairly high health and medium armor. He moves at a medium speed, and his weapons are designed to incite confusion and deal damage over time.

Basic Strategy

  • Your Incendiary Cannon is your incendiary Rocket Launcher. Its heat can travel through walls. If you can't deal direct hits, use splash damage in a similar fashion to a Soldier's Rocket Launcher. Note that the blast radius is much larger than the Rocket Launcher and sets enemies on fire.
  • Your Flamethrower Your standard Flamethrower. It is to be used at close-mid range.
  • By hitting your enemies with your different flame weapons, you can multiply the afterburn damage. A common strategy is to bombard the enemy team from long range with the Incendiary Cannon, and to then burn them again with the Flamethrower and Napalm Grenades.
  • The Flamethrower's flame particles do not inflict much damage; burn the enemy with other flame weapons after you have set them ablaze in order to inflict maximum damage.
  • Try to play both offensively and defensively depending upon the situation.
  • Napalm Grenades are a great area denial tool. They are also great at disrupting enemies vision and aim.
  • Use all of your fire-based weapons to cause confusion among members of the other team.

Special Abilities

Class Skill: Selects Flamethrower.

Abilities: Can't be set on fire.

Weapons

Weapon Ammo Damage
per hit
Notes / Special Abilities
Type Loaded Carried
HUD crowbar TFC.png
Weapon 1
Crowbar N/A N/A N/A 18 N/A
HUD single shotgun TFC.pngWeapon 2 Single-Barrel Shotgun Shells 8 40 4-23 Fires six pellets.
HUD flamethrower TFC.pngWeapon 3 Flamethrower Cells N/A 200 20 (Contact)
6 (on classes with Heavy armor)
9 (on classes with Medium armor)
5 (on other Pyros)
15 (on classes with light armor)
2 (Afterburn)
Ignites players. Cannot inflict afterburn on enemy Pyros.
HUD incendiary cannon TFC.pngWeapon 4 Incendiary Cannon Rockets 20 N/A 30-60 Ignites players. Cannot inflict afterburn on enemy Pyros.

Grenades

Grenade Grenades
Carried
Damage Range Notes / Special Abilities
Frag tfc.png
Primary
Hand Grenade 4 High Deals massive damage on a four second fuse.
Napalm tfc.png
Secondary
Napalm Grenade 4 Medium Ignites environment and enemies within blast radius for a limited amount of time upon explosion.

Gallery

See also

  • The Pyro in Team Fortress 2.