Difference between revisions of "Class:Pyro"

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For all the havoc and damage a Pyro can wreak, there are plenty of things that will end him before he even gets started. The biggest weaknesses of the Pyro are EMP Grenades, Sentry Guns, and long range battles. An EMP Grenade will instantly kill a Pyro with full (or almost full) ammunition. The many cells he carries in his flamethrower make him a prime target. In order to survive EMP grenades, you should empty your flamethrower to about half-ammo (100 cells). Start this when you spawn and usually by the time you make it to the enemy base, you should have about 100 cells left. The 100 cells remaining are plenty of ammo. Emptying your flamethrower ammunition should allow you to survive at least one EMP. It tends to leave you with barely any health, but the important fact is that you're alive.
 
For all the havoc and damage a Pyro can wreak, there are plenty of things that will end him before he even gets started. The biggest weaknesses of the Pyro are EMP Grenades, Sentry Guns, and long range battles. An EMP Grenade will instantly kill a Pyro with full (or almost full) ammunition. The many cells he carries in his flamethrower make him a prime target. In order to survive EMP grenades, you should empty your flamethrower to about half-ammo (100 cells). Start this when you spawn and usually by the time you make it to the enemy base, you should have about 100 cells left. The 100 cells remaining are plenty of ammo. Emptying your flamethrower ammunition should allow you to survive at least one EMP. It tends to leave you with barely any health, but the important fact is that you're alive.
  
Sentry Guns present another problem for the Pyro. They are often in high places at a range the pyro cannot effectively attack. Your best bet with sentry guns is to find a way around them, figure out how to get into close range in order to circle strafe it to death with your flamethrower, or lob grenades at it (assuming your grenades can reach it).
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Sentry Guns present another problem for the Pyro. They are often in high places at a range the pyro cannot effectively attack. Your best bet with sentry guns is to find a way around them, figure out how to get into close range in order to circle strafe it to death with your flamethrower, shoot rockets at it, or lob grenades at it (assuming your grenades can reach it).
  
 
The final big weakness is related to the sentry gun problem. By his very nature, the Pyro is a close-quarters combatant. The IC is a terrible weapon for long-range damage (it is best used for harassment and setting up combos) and the shotgun is out of the question for long range combat. The best solution for this problem is to choose your battles wisely and learn how to navigate through enemy fire to close the gap quickly. The Pyro's has a big speed advantage over most defensive classes. Use it wisely.
 
The final big weakness is related to the sentry gun problem. By his very nature, the Pyro is a close-quarters combatant. The IC is a terrible weapon for long-range damage (it is best used for harassment and setting up combos) and the shotgun is out of the question for long range combat. The best solution for this problem is to choose your battles wisely and learn how to navigate through enemy fire to close the gap quickly. The Pyro's has a big speed advantage over most defensive classes. Use it wisely.
  
 
====Offensive Pyro====
 
====Offensive Pyro====
As an offensive Pyro, you fall somewhere in between a medium and heavy offense class. A lack of concussion grenades makes it take longer for you to get over to the enemy base, but you trade that off for more power. Your primary goal in the enemy base is to act as heavy support: distracting and killing enemy defenders so the other, lighter classes can get through un-harmed. With enough skill and proper timing, you can easily drop multiple enemies in short periods of time. You should also try to move the flag as much as possible. You're fast and have good maneuverability with your IC jumps.
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As an offensive Pyro, you are a master at attacking an enemy's base, thanks to the Flamethrower. Use it to fly to the enemy's base, utilizing "shortcuts" (such as bypassing stairs by flying directly to what the stairs connect) and avoiding everybody that tries to attack you on the way. If somebody won't get out of your face, hit them with the Flamethrower and an IC rocket. Being on level 2 burn should either cause them to bolt back to resupply or die soon. When you're in the enemy's base, start throwing Napalm Grenades where you go, especially in cramped halls. Enemies can't pass them without getting set on fire, forcing them to take an alternate route, but you can fly through them with no problem. If you're in an enclosed area, run to the flag and lob rockets at anybody that gets in your way. Once you grab the flag, equip your Flamethrower and get out! If you threw Napalm Grenades at key areas, there probably won't be any enemies behind or near them, so fly through the grenades. Since you've woken up the entire base, staying back to fight is suicide, so fly outta there ASAP! Getting to a cap point should be easy, as your Flamethrower will probably give you enough elevation to bypass stairs and fly directly to the point.
  
 
====Defensive Pyro====
 
====Defensive Pyro====

Revision as of 19:07, 21 February 2008