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===Pyro=== {{topquote|Hmmhmmphfff hmmppphfff hmmmppph!|Pyro}} '''Pyro''', also known as '''Pybro''', is a maniacal, psychotic, axe-crazy, flame-loving, man-melting menace who loves everything that burns or can make things burn. He... She... IT probably isn't even a man at all and most likely a monster that uses a fire-hazard suit to guise itself as a man. I mean, one quick look at its cosmetic should tell you everything about Pyro. It has a very specific vision of the world, or well, ITS world, the rather cutely named ''Pyroland''. Some have taken advantage of their child-like sense of "wonder" (read; morbid curiosity) to employ them into doing various unethical jobs. So far, they're considered to be a wild card by everyone, including their own team. The only three who really appreciate them being Soldier, Engineer and Miss Pauling. In game, Pyro is a jack of all trades. They specialize in close-range combat, ambushing, crowd-control, fending off enemies, front-line defense, spy-checking, general assistance and decent damage-dealing. The flamethrower allows them to not only put their opponents aflame, but also to reflect the projectiles of both Soldiers and Demoman, making them a serious menace for the two of them. On top of that, they can undo any sticky-trap, push enemies away or prevent them from progressing, or make Spy's life a living-hell. They're often considered to be Engie's best friend, due to the fact that they possess weapons and tools to help him around with his buildings, most notably the homewrecker which allows them to un-sap buildings. Because of this, they're considered to be a '''specialist'''. With all of that said however, Pyro is also one of the most polarizing classes in the game, sharing that reputation with Sniper. This is because of their flamethrower being able to hold ground as long the fire button is held, thus most strategies that worked involved literally holding W and Mouse1 and walking into enemies, seemingly without thought. Good players can counter this playstyle with distance and engineer sentries, and certain classes like Heavy and Soldier are effective at tanking the flamethrower enough to kill their opponent; should the latter use a shotgun to avoid potential bursts. <u>Pros</u>: * Jack-of-all-trades class with the basic loadout, so they're not pigeonholed into one duty or another - some loadouts can be more specialized for certain tasks, like ambushing enemies from behind or babysitting sentry nests. * You're a menace to Soldiers and Demomen once you get a handle on airblasting, as this lets you redirect projectiles right back at them or off to the side. You're also '''the''' worst nightmare of a Spy, since your flames will set a disguised or cloaked one alight. Remember: your teammates are immune to friendly fire, so hitting them with a 2-3 second flamethrower stream will quickly suss out any impostors. * Very reliable source of afterburn for the rest of your team, letting you soften up heavier targets and DoT-kill lower health threats. Particularly dangerous if you can get the drop on an opponent, since your constant DPS can chew through their healthbar before they can react. Alas, the meta has ''not'' been kind and afterburn is not as reliable as it was before. ** Your afterburn will linger on even after you die, so seeing the your victims on the kill feed during respawning is always a satisfying moment. It won’t happen a lot as told below, but you will cherish every posthumous point when it does. * One of the more forgiving classes in the game when it comes to mistakes -- you need to reload only on your secondary, you've got decent speed, the third-highest base healthpool, and your weapons are easy to aim and fire. * The simple act of afterburn can scare an enemy from pushing their offense even if they have the health to tank it. Having a longterm source of damage can pressure enemies into pulling back to remove the affliction with a healing source, making flare guns useful for defence or harassing those bloody Snipers. <u>Cons</u>: * Very much a short-range class; wide open areas or long corridors are the bane of your existence due to your flamethrower's person-length range (which becomes even shorter when moving forward due to the flames' behaviour), particularly if there are Snipers in the area. While this issue can be mitigated by replacing the shotgun with a flare gun, this will only provide a weakness against other Pyros (With a natural immunity to afterburn). * Engineer's sentries and Heavy's massive healthpool are both hard counters to Pyro, as they can either tank damage long enough to kill them or beat them in the damage race. The former is best left to your teammates, while the latter should be avoided or ambushed then circle-strafed if possible. Soldiers and Demos can also pose a threat thanks to explosive splash damage or ill-timed airblasts. * Something of a skill gated character. Mitigating your weaknesses needs a lot of work-arounds, wisdom, and experience as opposed to swapping to a different class when the going gets tough, and airblasting (your biggest counter to Demos, Soldiers, and anyone near hazardous terrain) is difficult to get a hang of. * Afterburn damage is only ''really'' effective against low to mid-health targets, since the flames can be easily extinguished by (among other things) health packs, Medics, or a friendly Pyro's airblast. It can be useful for weakening and scaring the enemy, but don't count on it to score many kills. * Expect to see a lot of people yelling "W+M1!" at you, with or without justification. * Using the Gas Passer in MVM ''will'' make someone start calling you racial slurs in voice, as [[Powergaming|its main upgrade is both cheap and OP enough to render half the team obsolete]] [[FAIL|while requiring no actual skill]]. Expect to be kicked if [[That Guy|you keep using it after people ask to you stop]], and maybe even if you don't. ** Similarly, using the Scorch Shot in Casual may result in lethal quantities of salt being directed toward you due to it being both powerful and very easy to use. ====Pyro-Shark==== Something lurks within the waters of Team Fortress. A bio-electrical predator of the waterways waits patiently for its victim to jump into 2Fort’s sewers or Sawmill’s river; by which I mean, a Pyro armed with a weapon that electrocutes enemies, and gives bonus damage depending on how wet their enemies are. If you were hit by a Sniper's jar of piss or a Scout's cumjar, you're fucked. And if you're currently swimming in the water present in some maps, you're DOUBLE-PENETRATED FUCKED. Oftentimes found in the sewers of 2Fort, they're a present build found in any map with bodies of water, often wearing shark-themed cosmetics. <u>Pros:</u> * You become an underwater menace that makes certain bodies of water uninhabitable as long as you’re there to stalk swimmers. * Guaranteed crits against Jarate and Milk means that you benefit greatly from teammates. <u>Cons:</u> * No flamethrower works underwater, so you’re forced into using the shotgun and Neon Sign. You're an almost literal fish in a barrel against ranged attackers. * You rely on other teammates to survive underwater or douse enemies beyond the water. Even then, a glowing dispenser makes a good target for Demomen looking to raise their score.
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