Difference between revisions of "Pyro weapons (competitive)"
GianAwesome (talk | contribs) m (→Flaregun) |
(Need stats for phlogistinator, manmelter, reserve shooter. Otherwise, cleanup!) |
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{{Competitive}} | {{Competitive}} | ||
− | |||
The [[Pyro (competitive)|Pyro]]'s weaponry is best suited for medium to close range encounters, focusing heavily on a fire-based arsenal to get the job done. However, this leaves the Pyro with a lack of reliable long-range weapons, encouraging him to ambush enemies at close range. | The [[Pyro (competitive)|Pyro]]'s weaponry is best suited for medium to close range encounters, focusing heavily on a fire-based arsenal to get the job done. However, this leaves the Pyro with a lack of reliable long-range weapons, encouraging him to ambush enemies at close range. | ||
==Primary Weapons== | ==Primary Weapons== | ||
− | All of the Pyro's primary weapons | + | |
+ | All of the Pyro's primary weapons have damage ramp-up. The flames of the flamethrowers become unpredictable at maximum range. Fire damage dealt causes afterburn. Fire particles will penetrate players and buildings. If the weapon can airblast, airblasts will deflect projectiles, converting them into mini-crit projectiles. Airblasts will knock back players and planted stickybombs. Airblasts will extinguish friendly burning allies. Flame throwers will not deal fire damage underwater. | ||
=== Flamethrower === | === Flamethrower === | ||
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[[Image:RedFlamethrowerTilt.png|100px|right]] | [[Image:RedFlamethrowerTilt.png|100px|right]] | ||
− | The Flamethrower | + | The Flamethrower deals standard damage, and deals significant afterburn. |
− | |||
{| class="wikitable grid" | {| class="wikitable grid" | ||
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! style="background-color:#FFF4CC;" | [[Flamethrower]] <br>[[Image:RedFlamethrowerTilt.png|70x39px]] | ! style="background-color:#FFF4CC;" | [[Flamethrower]] <br>[[Image:RedFlamethrowerTilt.png|70x39px]] | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * '''0-200 Units:''' 6.2 per particle (139.5 per second) | + | * '''0-200 Units:''' 6.2 per particle. (139.5 per second) |
− | * '''200-384 Units:''' Linear decrease from 6.2 to 3.72 per particle (83.7 per second) | + | * '''200-384 Units:''' Linear decrease from 6.2 to 3.72 per particle. (83.7 per second) |
− | * '''Afterburn:''' 3 damage every 0.5 seconds for 10 seconds (60 damage total) | + | * '''Afterburn:''' 3 damage every 0.5 seconds for 10 seconds. (60 damage total) |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * '''Critical:''' 3x base damage, then rounded to the nearest whole (418.5 per second) | + | * '''Critical:''' 3x base damage, then rounded to the nearest whole number. (418.5 per second) |
− | * '''Mini-Crit:''' 1.35x base damage, then rounded to the nearest whole | + | * '''Mini-Crit:''' 1.35x base damage, then rounded to the nearest whole number. |
− | * '''Mini-Crit Afterburn:''' 4 damage every 0.5 second for 10 seconds (80 damage total) | + | * '''Mini-Crit Afterburn:''' 4 damage every 0.5 second for 10 seconds. (80 damage total) |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Attack Interval:''' 0.04s | * '''Attack Interval:''' 0.04s | ||
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* '''Compression Blast Interval:''' 0.75s | * '''Compression Blast Interval:''' 0.75s | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * | + | * Can airblast. |
− | * | + | ** Airblasts cost 20 ammo each, for a total of 10. |
− | * | ||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
<br> | <br> | ||
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[[Image:RedBackburnerTilt.png|100px|right]] | [[Image:RedBackburnerTilt.png|100px|right]] | ||
− | The Backburner | + | The Backburner deals increased damage from direct fire, but the same amount of afterburn as the stock Flame Thrower. It also deals critical hits in a 90º radius behind players. Its airblasts cost 50 ammo, as opposed to the standard 20, requiring precision use of airblasts. |
− | |||
{| class="wikitable grid" | {| class="wikitable grid" | ||
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! style="background-color:#FFF4CC;" | [[Backburner]] <br>[[Image:RedBackburnerTilt.png|70x39px]] | ! style="background-color:#FFF4CC;" | [[Backburner]] <br>[[Image:RedBackburnerTilt.png|70x39px]] | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * '''0-200 Units:''' 6.82 per particle (160.4 per second) | + | * '''0-200 Units:''' 6.82 per particle. (160.4 per second) |
− | * '''200-384 Units:''' Linear decrease from 6.82 to 4.09 per particle (92.07 per second) | + | * '''200-384 Units:''' Linear decrease from 6.82 to 4.09 per particle. (92.07 per second) |
− | * '''Afterburn:''' 3 damage every 0.5 second for 10 seconds (60 damage total) | + | * '''Afterburn:''' 3 damage every 0.5 second for 10 seconds. (60 damage total) |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * '''Critical:''' 3x base damage, then rounded to the nearest whole (481.3 per second) | + | * '''Critical:''' 3x base damage, then rounded to the nearest whole number. (481.3 per second) |
− | * '''Mini-Crit:''' 1.35x base damage, then rounded to the nearest whole | + | * '''Mini-Crit:''' 1.35x base damage, then rounded to the nearest whole number. |
− | * '''Mini-Crit Afterburn:''' 4 damage every 0.5 seconds for 10 seconds (80 damage total) | + | * '''Mini-Crit Afterburn:''' 4 damage every 0.5 seconds for 10 seconds. (80 damage total) |
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Attack Interval:''' 0.04s | * '''Attack Interval:''' 0.04s | ||
* '''Ammo Consumption Interval:''' 0.08s | * '''Ammo Consumption Interval:''' 0.08s | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * | + | * Can airblast. |
− | * | + | ** Airblasts cost 50 ammo each, for a total of 4. |
− | |||
− | |||
− | * | ||
− | |||
|} | |} | ||
<br> | <br> | ||
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[[Image: RED Degreaser.png|100px|right]] | [[Image: RED Degreaser.png|100px|right]] | ||
− | The Degreaser | + | The Degreaser deals the same fire damage as the stock Flame Thrower, but deals reduced afterburn. It allows for 65% faster weapon switching. |
− | |||
− | |||
− | |||
{| class="wikitable grid" | {| class="wikitable grid" | ||
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|- | |- | ||
! style="background-color:#FFF4CC;" | [[Degreaser]] <br>[[Image:RED Degreaser.png|70x39px]] | ! style="background-color:#FFF4CC;" | [[Degreaser]] <br>[[Image:RED Degreaser.png|70x39px]] | ||
− | | style="background-color:#FFF4CC;" | | + | | style="background-color:#FFF4CC;" | |
− | * '''0-200 Units:''' 6.2 per particle (139.5 per second) | + | * '''0-200 Units:''' 6.2 per particle. (139.5 per second) |
− | * '''200-384 Units:''' Linear decrease from 6.2 to 3.72 per particle (83.7 per second) | + | * '''200-384 Units:''' Linear decrease from 6.2 to 3.72 per particle. (83.7 per second) |
− | * '''Afterburn:''' 2 damage every 0.5 second (3 damage every fourth tick) for 10 seconds (45 damage total) | + | * '''Afterburn:''' 2 damage every 0.5 second (3 damage every fourth tick) for 10 seconds. (45 damage total) |
− | | style="background-color:#FFF4CC;" | | + | | style="background-color:#FFF4CC;" | |
− | * '''Critical:''' 3x base damage, then rounded to the nearest whole (418.5 per second) | + | * '''Critical:''' 3x base damage, then rounded to the nearest whole number. (418.5 per second) |
− | * '''Mini-Crit:''' 1.35x base damage, then rounded to the nearest whole | + | * '''Mini-Crit:''' 1.35x base damage, then rounded to the nearest whole number. |
* '''Over 512 units Mini-Crit:''' 8/hit | * '''Over 512 units Mini-Crit:''' 8/hit | ||
− | * '''Mini-Crit Afterburn:''' 4 damage every 0.5 seconds for 10 seconds (80 damage total) | + | * '''Mini-Crit Afterburn:''' 4 damage every 0.5 seconds for 10 seconds. (80 damage total) |
− | | style="background-color:#FFF4CC;" | | + | | style="background-color:#FFF4CC;" | |
* '''Attack Interval:''' 0.04s | * '''Attack Interval:''' 0.04s | ||
* '''Ammo Consumption Interval:''' 0.08s | * '''Ammo Consumption Interval:''' 0.08s | ||
* '''Compression Blast Interval:''' 0.75s | * '''Compression Blast Interval:''' 0.75s | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * | + | * Can airblast. |
− | * | + | ** Airblasts cost 20 ammo each, for a total of 10. |
− | * | ||
|} | |} | ||
<br> | <br> | ||
+ | |||
+ | ==Phlogistinator== | ||
=== Primary Weapon Usage === | === Primary Weapon Usage === | ||
− | + | The stock Flame Thrower and the Degreaser both provide 10 airblasts, the most of any flame thrower. Airblasts tend to be quite useful with large quantites of projectiles. The Backburner can be good for a pyro who is confident in their ambushes, or in case of a large quantity of enemies. The Degreaser's decreased switch time allows it to pair well with the [[#Flare Gun|flare gun]] and the [[#Axtinguisher|Axtinguisher]], making it a popular choice. | |
==Secondary Weapons== | ==Secondary Weapons== | ||
− | The Pyro's secondary weapons | + | The Pyro's secondary weapons tend to be for finishing off enemies, rather than taking up the brunt of their health. All Pyro secondaries perform the [[Hadoken]] taunt. |
=== Shotgun === | === Shotgun === | ||
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[[Image:Shotgun_IMG.png|100px|right]] | [[Image:Shotgun_IMG.png|100px|right]] | ||
− | The Shotgun | + | The Shotgun deals well with other Pyros, as they are not effected by afterburn. It deals large quantities of damage at close range, and moderate damage at medium range. |
− | |||
{| class="wikitable grid" | {| class="wikitable grid" | ||
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|- | |- | ||
! style="background-color:#fffae7;" | [[Shotgun]] <br>[[Image:Shotgun IMG.png|70x39px]] | ! style="background-color:#fffae7;" | [[Shotgun]] <br>[[Image:Shotgun IMG.png|70x39px]] | ||
− | | style="background-color:#fffae7;" | '''Point-Blank:''' 90 | + | | style="background-color:#fffae7;" | |
− | | style="background-color:#fffae7;" | '''Critical:''' 18/ | + | * '''Point-Blank:''' 90 |
− | | style="background-color:#fffae7;" | '''Attack:''' 0.625s | + | * '''512 units:''' 6/bullet, avg 6 hits |
− | | style="background-color:#fffae7;" | Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center). | + | * '''Over 1024 units:''' 3/hit |
+ | | style="background-color:#fffae7;" | | ||
+ | * '''Critical:''' 18/bullet | ||
+ | * '''Point-Blank Mini-Crit:''' 121 | ||
+ | * '''Over 512 units Mini-Crit''' 8/bullet | ||
+ | | style="background-color:#fffae7;" | | ||
+ | * '''Attack:''' 0.625s | ||
+ | * '''Reload Start:''' 1.0s | ||
+ | * '''Reload More:''' 0.5s | ||
+ | | style="background-color:#fffae7;" | | ||
+ | * Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center). | ||
|} | |} | ||
<br> | <br> | ||
− | === | + | === Flare Gun === |
[[Image:RedFlaregun.png|100px|right]] | [[Image:RedFlaregun.png|100px|right]] | ||
− | The | + | The Flare Gun has the ability to set enemies on fire from afar. It deals impact damage, and if the enemy is already on fire, it deals critical impact damage. It causes afterburn identical to the Flame Thrower |
− | |||
− | |||
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|- | |- | ||
! style="background-color:#fffae7;" | [[Flaregun]] <br>[[Image:RedFlaregun.png|70x39px]] | ! style="background-color:#fffae7;" | [[Flaregun]] <br>[[Image:RedFlaregun.png|70x39px]] | ||
− | | style="background-color:#fffae7;" | '''Base:''' 30 | + | | style="background-color:#fffae7;" | |
− | | style="background-color:#fffae7;" | '''Critical:''' 90 | + | * '''Base:''' 30 |
− | | style="background-color:#fffae7;" | '''Attack Interval:''' 2.02s | + | * '''Afterburn:''' 3 damage every 0.5 seconds for 10 seconds. (60 damage total) |
+ | | style="background-color:#fffae7;" | | ||
+ | * '''Critical:''' 90 | ||
+ | * '''Mini-Crit:''' 41 <br> | ||
+ | | style="background-color:#fffae7;" | | ||
+ | * '''Attack Interval:''' 2.02s | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * | + | * Deals critical hits on already burning targets. |
− | |||
|} | |} | ||
<br> | <br> | ||
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[[Image:Backpack Detonator.png|150px|right]] | [[Image:Backpack Detonator.png|150px|right]] | ||
− | The Detonator is very similar to the Flare Gun | + | The Detonator is very similar to the Flare Gun. Its flares can be detonated with alt-fire, setting enemies on fire within a small radius. It deals increased damage, allowing pyros to jump with it in the same manner as a Soldier's rockets, if less effectively. If it strikes a burning target without being detonated, it deals mini-crit damage. After hitting a target in any manner, it will cause afterburn equivalent to the stock Flame Thrower. |
− | the | ||
{| class="wikitable grid" | {| class="wikitable grid" | ||
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|- | |- | ||
! style="background-color:#fffae7;" | [[Detonator]] <br>[[Image:Backpack Detonator.png|140x78px]] | ! style="background-color:#fffae7;" | [[Detonator]] <br>[[Image:Backpack Detonator.png|140x78px]] | ||
− | | style="background-color:#fffae7;" | '''Base:''' 30 | + | | style="background-color:#fffae7;" | |
− | | style="background-color:#fffae7;" | '''Critical:''' 90 | + | * '''Base:''' 30 |
− | | style="background-color:#fffae7;" | '''Attack Interval:''' 2.02s | + | * '''Explosion''' 16 |
+ | * '''Afterburn:''' 3 damage every 0.5 seconds for 10 seconds. (60 damage total) | ||
+ | | style="background-color:#fffae7;" | | ||
+ | * '''Critical:''' 90 | ||
+ | * '''Mini-Crit:''' 41 | ||
+ | | style="background-color:#fffae7;" | | ||
+ | * '''Attack Interval:''' 2.02s | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * | + | * Deals mini-crits on already burning targets. |
− | + | * Flares can detonate to deal reduced damage and set multiple players alight. | |
− | *Flares can detonate to deal reduced damage and set players alight | + | * +25% damage to self |
− | *+25 damage to self | ||
|} | |} | ||
− | |||
<br> | <br> | ||
+ | |||
+ | ==Reserve Shooter== | ||
+ | |||
+ | ==Manmelter== | ||
=== Secondary Weapon Usage === | === Secondary Weapon Usage === | ||
− | + | The shotgun deals consistant close range damage, whereas the Flare Gun and Detonator can be great for sniping a particular class with continued crits or minicrits. The detonator offers more flexibility, allowing the Pyro to navigate the map more intricately. The stock Shotgun tends to be chosen, since it helps conserve primary ammunition while having a significant clip itself. | |
==Melee Weapons== | ==Melee Weapons== | ||
− | The Pyro | + | The Pyro has a variety of Melee weapons, which deal damage in specialized ways. |
=== Fire Axe === | === Fire Axe === | ||
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[[Image:Axe_IMG.png|100px|right]] | [[Image:Axe_IMG.png|100px|right]] | ||
− | The Fire Axe | + | The stock Fire Axe deals consistant damage, and can be used if the Pyro is out of or low on ammunition. |
− | |||
{| class="wikitable grid" | {| class="wikitable grid" | ||
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* '''Attack:''' 0.8s | * '''Attack:''' 0.8s | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * | + | * Stock melee weapon. |
|} | |} | ||
<br> | <br> | ||
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[[Image:Axtinguisher.png|100px|right]] | [[Image:Axtinguisher.png|100px|right]] | ||
− | The Axtinguisher | + | The Axtinguisher deals critical hits to players who are on fire. It pairs well with the Degreaser, but is useless against another Pyro. |
− | The [[Postal Pummeler]] | + | The [[Postal Pummeler]] has the same stats as the Axtinguisher. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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[[Image:Homewrecker.png|100px|right]] | [[Image:Homewrecker.png|100px|right]] | ||
− | The Homewrecker | + | The Homewrecker deals with buildings as opposed to players. It deals increased damage versus enemy buildings, and removes sappers from friendly buildings. It deals reduced damage versus players. |
− | The [[Maul]] | + | The [[Maul]] has the same stats as the Homewrecker. |
{| class="wikitable grid" | {| class="wikitable grid" | ||
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|- | |- | ||
! style="background-color:#FFF4CC;" | [[Homewrecker]] <br>[[File:Homewrecker.png|70x39px]] | ! style="background-color:#FFF4CC;" | [[Homewrecker]] <br>[[File:Homewrecker.png|70x39px]] | ||
− | | style="background-color:#FFF4CC;" | | + | | style="background-color:#FFF4CC;" | |
− | * '''Melee:''' 49 | + | * '''Melee:''' 49 |
− | | style="background-color:#FFF4CC;" | | + | * '''Melee against buildings:''' 130 |
+ | | style="background-color:#FFF4CC;" | | ||
* '''Critical:''' 146 | * '''Critical:''' 146 | ||
* '''Mini-crit:''' 66 | * '''Mini-crit:''' 66 | ||
− | | style="background-color:#FFF4CC;" | | + | | style="background-color:#FFF4CC;" | |
* '''Attack:''' 0.8s | * '''Attack:''' 0.8s | ||
− | | style="background-color:#FFF4CC;" | | + | | style="background-color:#FFF4CC;" | |
− | * | + | * Deals double damage to buildings. |
− | * Destroys Electro-Sappers | + | * Destroys Electro-Sappers on friendly buildings. |
− | * 25% less damage against players | + | * 25% less damage against players. |
|} | |} | ||
<br> | <br> | ||
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[[Image: RED Powerjack.png|100px|right]] | [[Image: RED Powerjack.png|100px|right]] | ||
− | The Powerjack | + | The Powerjack grants the Pyro 75 health on kill, with the ability to gain overheal (with standard decay) from it. The Pyro cannot be overhealed beyond 150% base health. It makes the Pyro take 20% increased melee damage while active. |
− | |||
{| class="wikitable grid" | {| class="wikitable grid" | ||
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* '''Attack:''' 0.8s | * '''Attack:''' 0.8s | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * | + | * 75 health gained on kill. |
+ | ** Can overheal. | ||
+ | ** Cannot overheal beyond 150% | ||
* +20% damage from melee sources while active. | * +20% damage from melee sources while active. | ||
|} | |} | ||
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[[Image:Back Scratcher.png|100px|right]] | [[Image:Back Scratcher.png|100px|right]] | ||
− | The | + | The Backscratcher offers Pyros more independence. It proviedes increased melee damage, bonus health from health packs, but a severe reduction of health gained from medics and dispensers. |
− | |||
{| class="wikitable grid" | {| class="wikitable grid" | ||
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[[Image:Sharpenedvolcanofragment.png|100px|right]] | [[Image:Sharpenedvolcanofragment.png|100px|right]] | ||
− | : '''Note:''' This weapon is banned in a majority of leagues for acquisition time | + | : '''Note:''' This weapon is banned in a majority of leagues for acquisition time. |
− | |||
− | |||
+ | The Sharpened Volcano Fragment deals reduced damage on hit, but causes afterburn on the target. | ||
{| class="wikitable grid" | {| class="wikitable grid" | ||
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|- | |- | ||
! style="background-color:#FFF4CC;" | [[Sharpened Volcano Fragment]] <br>[[File:Sharpenedvolcanofragment.png|70x39px]] | ! style="background-color:#FFF4CC;" | [[Sharpened Volcano Fragment]] <br>[[File:Sharpenedvolcanofragment.png|70x39px]] | ||
− | | style="background-color:#FFF4CC;" | | + | | style="background-color:#FFF4CC;" | |
* '''Melee:''' 52 | * '''Melee:''' 52 | ||
− | * '''Afterburn:''' 3 damage every 0.5 seconds for 10 seconds (60 damage total) | + | * '''Afterburn:''' 3 damage every 0.5 seconds for 10 seconds. (60 damage total) |
− | | style="background-color:#FFF4CC;" | | + | | style="background-color:#FFF4CC;" | |
* '''Critical:''' 156 | * '''Critical:''' 156 | ||
* '''Mini-crit:''' 70 | * '''Mini-crit:''' 70 | ||
− | * '''Mini-crit Afterburn:''' 4 damage every 0.5 seconds for 10 seconds (80 damage total) | + | * '''Mini-crit Afterburn:''' 4 damage every 0.5 seconds for 10 seconds. (80 damage total) |
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Attack:''' 0.8s | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * -20% damage | ||
+ | |} | ||
+ | <br> | ||
+ | |||
+ | ==Third Degree== | ||
+ | |||
+ | [[Image:Third_Degree_IMG.png|100px|right]] | ||
+ | |||
+ | The Third Degree deals consistant damage, and can be used if the Pyro is out of or low on ammunition. Although it deals damage through Medi Gun beams, this will rarely have any effect. | ||
+ | |||
+ | {| class="wikitable grid" | ||
+ | ! class="header" | Weapon | ||
+ | ! class="header" | Damage | ||
+ | ! class="header" | [[Critical hits|Critical]] Damage | ||
+ | ! class="header" | Function Times | ||
+ | ! class="header" | Special | ||
+ | |- | ||
+ | ! style="background-color:#FFF4CC;" | [[Third Degree]] <br>[[File:Third_Degree_IMG.png|70x39px]] | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Melee:''' 65 | ||
+ | | style="background-color:#FFF4CC;" | | ||
+ | * '''Critical:''' 195 | ||
+ | * '''Mini-crit:''' 88 | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
* '''Attack:''' 0.8s | * '''Attack:''' 0.8s | ||
| style="background-color:#FFF4CC;" | | | style="background-color:#FFF4CC;" | | ||
− | * | + | * Damage is transfered between players connected by medic beams. |
− | |||
|} | |} | ||
<br> | <br> | ||
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===Melee Weapon Usage=== | ===Melee Weapon Usage=== | ||
− | + | The Axtinguisher provides the quickest source of damage, whereas the Homewrecker is useful in the presence of engineers, such as on Payload or Attack/Defend maps. The powerjack is useful for the Pyro to quickly regain health on a kill, but leaves the player vulnerable to melee damage. The Backscratcher helps a Pyro to survive longer without a medic, but makes him impossible to heal. The Volcano fragment deals afterburn, but provides few other benefits. The Third Degree can always be used in place of the Fire Axe, but still deals low damage. The Axtinguisher tends to be a favorite for Pyros, and the Powerjack can help them recover from near-death. The Backscratcher can also be useful if the Pyro is separated from the team. | |
==See Also== | ==See Also== |
Revision as of 18:10, 19 February 2012
The community competitive scene changes frequently. Some or all info may be outdated.
The Pyro's weaponry is best suited for medium to close range encounters, focusing heavily on a fire-based arsenal to get the job done. However, this leaves the Pyro with a lack of reliable long-range weapons, encouraging him to ambush enemies at close range.
Contents
Primary Weapons
All of the Pyro's primary weapons have damage ramp-up. The flames of the flamethrowers become unpredictable at maximum range. Fire damage dealt causes afterburn. Fire particles will penetrate players and buildings. If the weapon can airblast, airblasts will deflect projectiles, converting them into mini-crit projectiles. Airblasts will knock back players and planted stickybombs. Airblasts will extinguish friendly burning allies. Flame throwers will not deal fire damage underwater.
Flamethrower
The Flamethrower deals standard damage, and deals significant afterburn.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Flamethrower |
|
|
|
|
Backburner
The Backburner deals increased damage from direct fire, but the same amount of afterburn as the stock Flame Thrower. It also deals critical hits in a 90º radius behind players. Its airblasts cost 50 ammo, as opposed to the standard 20, requiring precision use of airblasts.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Backburner |
|
|
|
|
Degreaser
The Degreaser deals the same fire damage as the stock Flame Thrower, but deals reduced afterburn. It allows for 65% faster weapon switching.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Degreaser |
|
|
|
|
Phlogistinator
Primary Weapon Usage
The stock Flame Thrower and the Degreaser both provide 10 airblasts, the most of any flame thrower. Airblasts tend to be quite useful with large quantites of projectiles. The Backburner can be good for a pyro who is confident in their ambushes, or in case of a large quantity of enemies. The Degreaser's decreased switch time allows it to pair well with the flare gun and the Axtinguisher, making it a popular choice.
Secondary Weapons
The Pyro's secondary weapons tend to be for finishing off enemies, rather than taking up the brunt of their health. All Pyro secondaries perform the Hadoken taunt.
Shotgun
The Shotgun deals well with other Pyros, as they are not effected by afterburn. It deals large quantities of damage at close range, and moderate damage at medium range.
Weapon | Damage | Critical Damage | Function Times | Special |
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Shotgun |
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Flare Gun
The Flare Gun has the ability to set enemies on fire from afar. It deals impact damage, and if the enemy is already on fire, it deals critical impact damage. It causes afterburn identical to the Flame Thrower
Weapon | Damage | Critical Damage | Function Times | Special |
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Flaregun |
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Detonator
The Detonator is very similar to the Flare Gun. Its flares can be detonated with alt-fire, setting enemies on fire within a small radius. It deals increased damage, allowing pyros to jump with it in the same manner as a Soldier's rockets, if less effectively. If it strikes a burning target without being detonated, it deals mini-crit damage. After hitting a target in any manner, it will cause afterburn equivalent to the stock Flame Thrower.
Weapon | Damage | Critical Damage | Function Times | Special |
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Detonator |
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Reserve Shooter
Manmelter
Secondary Weapon Usage
The shotgun deals consistant close range damage, whereas the Flare Gun and Detonator can be great for sniping a particular class with continued crits or minicrits. The detonator offers more flexibility, allowing the Pyro to navigate the map more intricately. The stock Shotgun tends to be chosen, since it helps conserve primary ammunition while having a significant clip itself.
Melee Weapons
The Pyro has a variety of Melee weapons, which deal damage in specialized ways.
Fire Axe
The stock Fire Axe deals consistant damage, and can be used if the Pyro is out of or low on ammunition.
Weapon | Damage | Critical Damage | Function Times | Special |
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Fire Axe |
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Axtinguisher
The Axtinguisher deals critical hits to players who are on fire. It pairs well with the Degreaser, but is useless against another Pyro.
The Postal Pummeler has the same stats as the Axtinguisher.
Weapon | Damage | Critical Damage | Function Times | Special |
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Axtinguisher |
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Homewrecker
The Homewrecker deals with buildings as opposed to players. It deals increased damage versus enemy buildings, and removes sappers from friendly buildings. It deals reduced damage versus players.
The Maul has the same stats as the Homewrecker.
Weapon | Damage | Critical Damage | Function Times | Special |
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Homewrecker |
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Powerjack
The Powerjack grants the Pyro 75 health on kill, with the ability to gain overheal (with standard decay) from it. The Pyro cannot be overhealed beyond 150% base health. It makes the Pyro take 20% increased melee damage while active.
Weapon | Damage | Critical Damage | Function Times | Special |
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Powerjack |
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Back Scratcher
The Backscratcher offers Pyros more independence. It proviedes increased melee damage, bonus health from health packs, but a severe reduction of health gained from medics and dispensers.
Weapon | Damage | Critical Damage | Function Times | Special |
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Back Scratcher |
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Sharpened Volcano Fragment
- Note: This weapon is banned in a majority of leagues for acquisition time.
The Sharpened Volcano Fragment deals reduced damage on hit, but causes afterburn on the target.
Weapon | Damage | Critical Damage | Function Times | Special |
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Sharpened Volcano Fragment |
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Third Degree
The Third Degree deals consistant damage, and can be used if the Pyro is out of or low on ammunition. Although it deals damage through Medi Gun beams, this will rarely have any effect.
Weapon | Damage | Critical Damage | Function Times | Special |
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Third Degree 70x39px |
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Melee Weapon Usage
The Axtinguisher provides the quickest source of damage, whereas the Homewrecker is useful in the presence of engineers, such as on Payload or Attack/Defend maps. The powerjack is useful for the Pyro to quickly regain health on a kill, but leaves the player vulnerable to melee damage. The Backscratcher helps a Pyro to survive longer without a medic, but makes him impossible to heal. The Volcano fragment deals afterburn, but provides few other benefits. The Third Degree can always be used in place of the Fire Axe, but still deals low damage. The Axtinguisher tends to be a favorite for Pyros, and the Powerjack can help them recover from near-death. The Backscratcher can also be useful if the Pyro is separated from the team.
See Also
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