Fabulous Flamer
“The Pyro doesn’t get lag compensation with the flamethrower in the same way which other characters do for their weaponry, which I think has a really subtle effect on perception, and it gets worse as your net connection gets worse. It’s one of the vagaries of multiplayer. Sometimes you think that what’s going on might not be what’s going on…..” -Valve’s Robin Walker
A”Remember to” list;
1) Remember: You have to aim with the flame thrower like you would have aimed in Quake II back in the 90′s. You need to lead your opponent a whole character length away at or around a latency of 50ms. You only aim directly at them if they are standing still.
2) Remember: You can easily take out lvl 1 and lvl 2 turrets. You need to make sure that you can pop out of corners and “flank” them. You need to circle strafe them in a loop whilst aiming directly at them (remember they are not moving). Never attempt to take out a lvl 3 even if you have a medic on you, the only way to do this is if you’ve become uber. I would say that the pyro is the second most effective turret demolisher.
3) Remember: You are the second to fastest class this means; A) don’t try to run down a scout or another Pyro with your flame thrower its best to use the shotgun B) If the chance comes up to take down an enemy, you want to run up behind them and get as close as possible before you “Flame on”. The Pyro is pretty much the Spy with out the disguise or the cloak. So you need to flank as much as possible.
4) Remember: Get in and get out. You need to light the fire and GTFO, as you backpedal away from an enemy you need to start shotgunning in their direction. Usually I try and take out other Pyros, since your suit is flame retardant this class is the best candidate.
5) Remember: Team Fortress 2 is a very class balanced game. The Pyro’s worst enemy is the Solider and the Heavy. Here are some tips to take out both; A) You really want to stay away from the Solider, only in very close quarters can you even think about taking one down. Your best bet is to set him on fire and dodge the rockets as you backpedal and shoot him with a shotgun. The Solider has a long reload time you can also use that to your advantage. B) The heavy is pretty easy if you can gain higher ground and then drop down on him. What I usually end up doing is Circle Strafe him counter clockwise till he turns towards me then circle strafe clockwise. There will be a brief moment when you run past his crossfire so beware.
6) Remember: When set on fire, an enemy will take 3-5 damage every half a second for about 8 seconds for a total of around 60 damage if not extinguished. And that is not counting if you are continuously making contact with your flame. The flame does 10-15 dmg per round of ammo.
7) Remember: You only have 175 health. This means you will die if hit by; 2 rockets, 4 heavy rounds, 2 scatter gun blasts (up close), 2 grenades, 2 sticky bombs, 3 revolver shots, 9 pistol rounds, and possible 1-2 shotgun rounds from and engineer.
8 ) Remember: The Pyro is the #1 spy detector. Check anyone who is suspicious and sometimes feel free to flame the air.
Thats about all I can think of off the top of my head. Let me know what you think and if this is at all useful, if not what the fuck is the point. I left out most of the basics because I realize that if you have played any amount of Pyro there are just some things that are known.
-Bullet-Tooth Tony (not Blue)
Tags: flame, pyro, Team Fortress 2
I think the pyro’s taunts are actually gameplay hints, too. You just can’t understand them.
I wish there was more taunts for the pyro!
There definantly needs to be subtitles for the Pyro
yes, but then the game would be rated M because his tips are diiiiirty tips.
Time for an article by Tony on how to play the heavy.