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Pyro: Difference between revisions

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{{Quotation|'''The Pyro''' ''attempting to communicate to their team''|''Hudda hudda huh!''}}
{{Quotation|'''The Pyro''' ''attempting to communicate to their team''|''Hudda hudda huh!''}}


The '''Pyro''' is an [[Classes#Offense|offensive class]] who acts both as an independent roamer and a bodyguard for their team, guarding flank routes from enemy assault and having excellent close-range crowd control that punishes enemies who group too close together. With 175 health and 100% speed, they have a good balance between speed and health, and can run straight into enemies who cannot kill them in time, such as [[Medic]] and [[Spy]]. The [[Flame Thrower]]'s ability to cut off entrances is a constant consideration for enemies trying to sneak into allied defences, and a surprise attack with the Flame Thrower, which penetrates through multiple enemies, can be devastating to a frontal assault. The ability to set enemies on fire from a single flame, dealing 10 seconds of [[afterburn]] damage, gives the Pyro the ability to stay comfortably away from enemies on fire, blasting them with the [[Shotgun]] while racking up afterburn damage. They are an extremely hard counter to the Spy, whose trickery is useless when flames are being blasted into every corner. Their [[airblast]] ability also gives them potent crowd control with the ability to push enemies (and their projectiles) where they want them, including [[ÜberCharge|ÜberCharged]] enemies, as well as extinguishing allies. With this wide variety of abilities, the Pyro can change their role as the situation calls for, making for a class that rewards reading the situation with exceptional abilities.
The '''Pyro''' is an anonymous individual in a flame retardant suit with an affinity for all things fire. They are an [[Classes#Offense|offense class]] that specializes in close-range damage, ambush manoeuvres and guarding their team's territory.


The Pyro's biggest downsides are their reliance on ammo, lack of mobility options, weakness at long range, and an be quite predictable playstyle. Pyro's primary weapon, being automatic and drawing directly from the ammo reserve, spends a lot of ammo. . Since the airblast also uses up 20 ammo per blast, and is an essential option for any engagement, failing to manage ammo can lead to the Flame Thrower running out of gas mid-fight and said Pyro dying. The Pyro is not exceptional in a fair fight, can often get caught off guard by [[Scout|Scouts]] and [[Heavy|Heavies]] who are just outside of their range, and can fail to catch up to enemies who will simply shoot them from afar. But that is what secondaries are for. The [[Twin Barrel]] shores up Pyro's long range weakness in exchange for consistent midrange damage., the [[Shotgun]] helps deal with enemies beyond close range, and the [[Flare Gun]] helps Pyros deal frightening amount of damage to potentially infinite range, scaring off [[Sniper]]s who could otherwise easily deal with a Pyro. In addition, their main option for killing enemies is to run up to them and hold the attack button. However, this is a linear pattern that smart enemies will simply walk backwards from, which means Pyros must get creative with how to approach enemies. There are multiple ways a Pyro can get around their short range. This includes but is not limited to: combining damage-centric secondaries and primary weapons to put out more damage from range, closing the distance with mobility options such as the Twin Barrel, hiding in spaces that and waiting for enemies to come to the Pyro, coming from unexpected angles, and trapping them in tiny spaces they cannot run away from. Creativity is a Pyro's best tool.
The Pyro’s primary weapon is a homemade flamethrower that ignites enemies and inflicts [[afterburn]], which is useful for guarding areas of interest and for [[Spy]] checking. Their secondary weapons are not as strict and are designed to complement the primary weapon. From hitscan shotguns to projectile flare guns, switching between primary and secondary weapons can allow the Pyro to quickly combo multiple sources of damage onto the opponent.


While the Pyro is not the best class for every scenario, when there's an opportunity for their strengths to be used, they are the roadblock that prevents enemies from getting what they want. While they are considered an offensive class, they are effectively a jack of all trades, and while not the best in any specific scenario, can be second best in every scenario. On offense, pushing the [[Payload]] or capturing [[Control Points|control points]] is made easy when you can simply push enemies away, and taking flank routes will prevent enemies from trying to sneak in through the back entrance. On defense, defending an allied [[Sentry Gun|Sentry]] nest significantly shores up its weakness against Spies and explosive spam, and sending fire down any route the enemy wants to push through can stop an offensive before it even starts. While the Pyro's weaknesses are obvious, they are mitigated through deliberate play, and they remain a potent situational class for players with an independent nature - whether for low-skill players who just want to watch the world burn, or for high-skill players that want to explore the full spectrum of Pyro's endless nuance and become the world's best enemy team nuisance.
Another one of the Pyro’s most useful tools at their disposal is the alternate fire [[compression blast]] (also known as airblast) in their primary weapons. The airblast allows Pyro to extinguish ignited teammates, push enemies away and reflect projectiles such as rockets, grenades and even throwable weapons such as the [[Brick]].


== Bio ==
Taking advantage of their ever-present fire resistance, mitigating their close-ranged weaknesses through careful play and quick thinking, and finding opportunities to exploit the enemies' mistakes can make Pyro one of the most game-changing classes any team can have.
Location of origin: Unknown


Job: Pyrotechnics
The Pyro is voiced by Dennis Bateman.


Motto: "Mmph mmmph mph-mph mmph mmmmph!"
== Bio ==
 
<poem>
Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn't speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he's a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.
'''Location of origin:''' Unknown
'''Job:''' Pyrotechnics
'''Motto:''' "Mmph mmmph mph-mph mmph mmmmph!"
'''Description:''' Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn't speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he's a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.
</poem>


== Weapons ==
== Weapons ==
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As a Pyro…
As a Pyro…
* …you cannot be ignited by fire-based weapons. Use your [[shotgun]] or melee weapons against enemy Pyros in order to counter this.
* …you are mostly immune to burning and fire damage. Use your secondary and melee weapons against enemy Pyros to get a quicker kill.
* …you can often set enemies [[afterburn|on fire]] and retreat, leaving them to die from the burning.
* …you can set enemies [[afterburn|on fire]] and quickly retreat, leaving them to die from the burning.
* …your [[Flame Thrower|flamethrower]]{{sic}} does more damage the closer you are to the enemy.
* …your [[Flame Thrower]] deals more damage the closer you are to the enemy.
* …your flamethrower chews up a lot of ammo. Pick up fallen weapons to refill your supply.
* …your Flame Thrower chews up a lot of ammo. Pick up ammo packs and fallen weapons to refill your supply.
* …ambush enemies to catch them in the short range of your flamethrower. Use corners to your advantage.
* …ambush enemies to catch them in the short range of your Flame Thrower. Use corners and dropdowns to your advantage.
* …the flamethrower's [[Airblast|compression blast]] ({{Attack2}}) is a very useful tool. Use it to push enemies, even [[ÜberCharge|invulnerable]] [[Medic|Medics]] and their buddies, away or into environmental hazards.
* …the Flame Thrower's [[Airblast|compression blast]] ({{Attack2}}) is a very useful tool. Use it to push enemies, even [[ÜberCharge|invulnerable]] [[Medic|Medics]] and their buddies, away or into environmental hazards.
* …your flamethrower can extinguish burning teammates with {{Attack2}}.
* …your Flame Thrower can extinguish burning teammates with {{Attack2}}.
* …switch to your shotgun if enemies retreat beyond the short range of your flamethrower.
* …switch to your [[Shotgun]] if enemies retreat beyond the short range of your Flame Thrower.
* …your [[Fire Axe]] is a great choice for dealing with enemy Pyros.
* …your [[Fire Axe]] is a great choice for dealing with retreating enemies in close range.
* …your [[Flare Gun|flare gun]] can catch enemies on fire at long range. This works well against enemy [[Sniper|Snipers]].
* …your [[Flare Gun]] can catch enemies on fire at long range. This works well for picking off far away enemies like [[Sniper|Snipers]].
* …the [[Twin Barrel]] can be used to close the gap between you and your target. Propel yourself upward or towards your enemies!
* …the [[Twin Barrel]] can be used to close the gap between you and your target. Propel yourself upward or towards your enemies!
* …the Twin Barrel does not deal damage as reliably as your shotgun. If you're losing in an encounter, use it to propel yourself away in retreat!
* …the Twin Barrel does not deal damage as reliably as your Shotgun. If you're losing in an encounter, use it to propel yourself away in retreat!
* …the [[Harvester]] can generate a guaranteed critical hit, and allows you to heal from your enemies.
* …the [[Harvester]] can generate a guaranteed critical hit, and allows you to heal from your enemies.
* …dying with the Harvester equipped will extinguish any enemies you've set on fire.
* …dying with the Harvester equipped will extinguish any enemies you've set on fire.
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|tr=Pyro
|tr=Pyro
|uk=Піро|uk_m=Pyro
|uk=Піро|uk_m=Pyro
|zh-hans=火焰兵|zh-hans_m=Pyro
}}
}}


== Update history ==
== Update history ==
{{Update history|
{{Update history|
'''[[2.0.0]]'''
{{Update|2.0.0}}
* Updated the Pyro’s head to be consistent with the rest of the classes. (Uses a separate texture-sheet and higher poly mesh.)
* Updated the Pyro’s head to be consistent with the rest of the classes. (Uses a separate texture-sheet and higher poly mesh.)


'''[[2.1.3]]'''
{{Update|2.1.3}}
* Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)
* Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations
}}
}}
== Comparison from ''Team Fortress 2'' ==
* In ''Team Fortress 2 Classified'', the Pyro is the only character who's Meet the Team video is considered non-canon.
** This retcon also makes the ''Pyroland'' fantasy world non-canonical.


== Trivia ==
== Trivia ==
*The Pyro's voice actor, Dennis Bateman, also voices the [[Spy]] class.
* Throughout <i>Team Fortress 2</i>'s development, Pyro was predominantly referred to and depicted as male. From Dennis Batemans stating the voice director referred to them as "He", to concept art depicting them as a middle aged man. Despite this, several classes mocked Pyro as effeminate in game.
*The Pyro has the same voice for the English, German, Spanish, French, and Russian versions of Team Fortress 2.
* Before the [[3.0.0|Steam release]], the Pyro had their ‘Activate the Charge!’ voice command replaced where they now yell "COME ON!" This voice line was lifted from prerelease versions of ''Team Fortress 2''.
*The Napalm grenades on the Pyro's belt were intended to be used as weaponry but were cut during development.
*In Team Fortress 2 Classic, the Pyro is given a new line for their ‘Activate the Charge!’ voice command where he now says ‘COME ON!", This voice line was lifted from Prerelease versions of Team Fortress 2.
*In Team Fortress 2 Classic, the Pyro is the only character who's Meet the Team video is considered non-canon; this, by extension, also makes the ‘Pyroland’ fantasy world non-canonical.


[[Category:Pyro]]
{{Nav classes}}
[[Category:Regular classes]]