Difference between revisions of "Class:Pyro"

From Fortress Forever Wiki
Jump to navigationJump to search
m
Line 66: Line 66:
 
|name=Fire-Retardant
 
|name=Fire-Retardant
 
|description=
 
|description=
A Pyro is fire-retardant. He cannot be lit on fire and does not suffer much damage from his own (or other's) flame weaponry.
+
A Pyro cannot be lit on fire. He still takes full damage from flame-based weapons, however.
 
}}
 
}}
 
|weapons =
 
|weapons =
Line 95: Line 95:
 
|width=190
 
|width=190
 
|description=
 
|description=
This could be considered the pyro's other "main weapon." It works somewhat like the rocket launcher. However, the projectiles fire in an arc and don't do as much damage as a rocket. However, it has a large splash radius that sets enemies on fire. This is often used as an opener or if you can't close in on your opponent. It also serves as a means of propulsion for the pyro.
+
This could be considered the pyro's other "main weapon." It works somewhat like the rocket launcher. However, the projectiles fire in an arc and don't do as much damage as a rocket. However, it has a large splash radius that sets enemies on fire. This is often used as an opener or if you can't close in on your opponent. It also serves as a means of propulsion for the pyro, who can IC jump similar to the soldiers rocket jump, but doesn't take nearly as much damage.
 
}}
 
}}
 
| grenades =
 
| grenades =
Line 103: Line 103:
 
|width=95
 
|width=95
 
|description=
 
|description=
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. Although it doesn't stack flame damage, it's still a very useful piece of equipment.
+
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction.  
 
}}
 
}}
 
{{Inline_Weapon|
 
{{Inline_Weapon|
Line 117: Line 117:
 
| strategyandtips =
 
| strategyandtips =
 
====Damage Stacking====
 
====Damage Stacking====
The Pyro's weapons will "stack" damage if they are causing burns at the same time.  He can achieve level 1, level 2 or level 3 burn damage rates. The Pyro is quite dangerous when achieving a level 3 burn. To do this, Pyro must use all of his flame weapons in a very brief time.  He can still burn lighter classes like Medic or Demoman by using only level 2 burn.  However, to kill a soldier or heavy weapons guy quickly, light them to burn level 3.  The most effective tactic is to first prime a napalm grenade, shoot an Increndiary Cannon round, throw the primed napalm grenade and finally light enemy with flamethrower.  This will make the enemy scream like a banshee and can take out a Heavy Weapons Guy in only a couple seconds.  
+
The Pyro's weapons will "stack" damage if they are causing burns at the same time.  He can achieve level 1, level 2 or level 3 burn damage rates. Burn level 1 is a mild annoyance, where as burn level 3 is almost a guaranteed kill in most cases. To do this, Pyro must use all of his flame weapons in a very brief time.  He can still do serious damage to lighter classes like Medic or Demoman by using only level 2 burn.  However, to kill a soldier or heavy weapons guy quickly, light them to burn level 3.  The most effective tactic is to first prime a napalm grenade, shoot an Increndiary Cannon round, throw the primed napalm grenade and finally light enemy with flamethrower.  This will make the enemy scream like a banshee and can take out a Heavy Weapons Guy in only a couple seconds.  
  
 
====Weapon Jumping====
 
====Weapon Jumping====
The Pyro can also make use of his incendiary cannon and napalm grenades to achieve a very effective means of self-propulsion. Shooting oneself with the incendiary cannon (IC) will provide a small, but significant height gain. Using the IC alone can clear most important areas and is also useful for starting a quick bunnyhop. If you find yourself in need of more height, add a napalm grenade to the mix. Although the timing can be a bit tricky, an IC + napalm grenade jump can propel the Pyro to great heights. This is accomplished by priming a napalm grenade and then doing an IC jump right before the grenade goes off. If timed properly, the combined force of the cannon and the grenade will give an extreme vertical boost. This tactic seems most effective with basic vertical jumps, but it may be possible to apply it to horizontal or arcing jumps.
+
The Pyro can also make use of his incendiary cannon and napalm grenades to achieve a very effective means of self-propulsion. Shooting oneself with the incendiary cannon (IC) will provide a small, but significant height gain. Using the IC alone can clear most important areas and is also useful for starting a quick bunnyhop. If you find yourself in need of more height, add a napalm grenade to the mix. Although the timing can be a bit tricky, an IC + napalm grenade jump can propel the Pyro to great heights. This is accomplished by priming a napalm grenade and then doing an IC jump right before the grenade goes off. If timed properly, the combined force of the cannon and the grenade will give an extreme vertical boost. This tactic seems most effective with basic vertical jumps, but it may be possible to apply it to horizontal or arcing jumps. The pyro can also push himself around backwards (and upwards if you face downwards) with the flamethrower.
  
 
====Keeping Yourself Alive====
 
====Keeping Yourself Alive====

Revision as of 16:29, 1 February 2008