Difference between revisions of "Pyro weapons (competitive)"

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=== Usage ===
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=== Secondary Weapon Usage ===
  
 
Pyros selecting a secondary should primarily consider the enemy teams class composition; if the enemy has more pyros, then the Shotgun would be the most effective choice, as the Shotgun deals large amounts of damage in close-range combat, and enemy Pyros are resistant to the other weapons Afterburn. However, the Flaregun is useful against enemies that are already burning, or are too far away to burn with the Pyro's primary weapon.
 
Pyros selecting a secondary should primarily consider the enemy teams class composition; if the enemy has more pyros, then the Shotgun would be the most effective choice, as the Shotgun deals large amounts of damage in close-range combat, and enemy Pyros are resistant to the other weapons Afterburn. However, the Flaregun is useful against enemies that are already burning, or are too far away to burn with the Pyro's primary weapon.

Revision as of 17:38, 10 August 2011

This article is for competitive play, based on the standard community competitive format.
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 Some or all info may be outdated.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.

Primary Weapons

All of the Pyro's primary weapons are used for lighting enemies on fire at a close range, and can easily kill classes with lower health quickly if caught off guard.

Flamethrower

RedFlamethrowerTilt.png

The Flamethrower is a weapon that can cause some serious damage to enemies at close range, and doesn't have the drawbacks (or strengths) that the Pyro's other flamethrowers do, instead keeping moderate afterburn damage and the Compression Blast ability.


Weapon Damage Critical Damage Function Times Special
Flamethrower
RedFlamethrowerTilt.png
  • 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)
  • Afterburn: 3 damage every 0.5 seconds for 10 seconds (60 damage total)
  • Critical: 3x base damage, then rounded to the nearest whole (418.5 per second)
  • Mini-Crit: 1.35x base damage, then rounded to the nearest whole
  • Mini-Crit Afterburn: 4 damage every 0.5 second for 10 seconds (80 damage total)
  • Attack Interval: 0.04s
  • Ammo Consumption Interval: 0.08s
  • Compression Blast Interval: 0.75s
  • Fire causes Afterburn.
  • Fire particles at max range are unpredictable
  • Airblast reflects projectiles
  • Reflected projectiles become Mini-Crits
  • Airblast pushes enemies into the air
  • Airblast extinguishes burning allies
  • Does not function underwater


Backburner

RedBackburnerTilt.png

The Backburner is very similar to the flamethrower. However this weapon requires far more ammunition to Compression Blast, in exchange for boosted damage, and automatic critical hits when behind enemies; perfect for ambushing unsuspecting enemies around corners. Effective use of the Backburner's automatic Crits from behind can finish off any class rather quickly, however, due to the limited Compression Blast, one must practice caution when engaging Soldiers, Demomen, or Huntsman Snipers, due to their dangerous projectile attacks.


Weapon Damage Critical Damage Function Times Special
Backburner
RedBackburnerTilt.png
  • 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)
  • Afterburn: 3 damage every 0.5 second for 10 seconds (60 damage total)
  • Critical: 3x base damage, then rounded to the nearest whole (481.3 per second)
  • Mini-Crit: 1.35x base damage, then rounded to the nearest whole
  • Mini-Crit Afterburn: 4 damage every 0.5 seconds for 10 seconds (80 damage total)
  • Attack Interval: 0.04s
  • Ammo Consumption Interval: 0.08s
  • Fire causes Afterburn.
  • Fire particles at max range are unpredictable
  • +10% Damage
  • Automatic Crits from behind
  • +150% airblast cost
  • Does not function underwater


Degreaser

RED Degreaser.png

The Degreaser is an interesting flamethrower variant; it retains the Compression Blast ability and decreases the delay for weapon switching as well, but at a decrease in afterburn damage. This decrease in damage makes this weapon less effective for direct attack methods, however the quickened weapon switch ability gives the Pyro the ability to light enemies on fire, and attack with his secondary or melee weapon almost immediately, and can be devastating given the proper loadout.

The decrease in delay of the weapon switch makes this an effective weapon, especially when partnered with the Axtinguisher, allowing the Pyro to light an enemy on fire and employ the Axtinguisher's 100% Critical hit chance on burning targets near instantly, which can fell any class in one to three hits.


Weapon Damage Critical Damage Function Times Special
Degreaser
RED Degreaser.png
  • 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)
  • Afterburn: 2 damage every 0.5 second (3 damage every fourth tick) for 10 seconds (45 damage total)
  • Critical: 3x base damage, then rounded to the nearest whole (418.5 per second)
  • Mini-Crit: 1.35x base damage, then rounded to the nearest whole
  • Over 512 units Mini-Crit: 8/hit
  • Mini-Crit Afterburn: 4 damage every 0.5 seconds for 10 seconds (80 damage total)
  • Attack Interval: 0.04s
  • Ammo Consumption Interval: 0.08s
  • Compression Blast Interval: 0.75s
  • Weapon Switch delay reduced by 65%
  • Afterburn damage reduced by 25%
  • Otherwise similar to the Flamethrower


Primary Weapon Usage

Many Pyros prefer to use the Flamethrower or the Degreaser over the Backburner, mainly because the use of Compression Blast can be found to be quite useful in many situations, especially when dealing with enemies with projectile weaponry. The Backburner, however, is useful on maps with many tight areas and choke points, as the increased damage can cause a lot of damage over a short time to a group of enemies.

Secondary Weapons

The Pyro's secondary weapons focus mainly on finishing off enemies already on fire, or for attacking enemy pyros.

Shotgun

Shotgun IMG.png

The Shotgun is a highly reliable secondary weapon for a Pyro, as it is his only hitscan weapon available to him. The shotgun deals massive damage at close range due to damage rampup, and is generally favorable over other weapons when dealing with enemy Pyros, as Pyros are resistant to the Afterburn effect of the Pyro's flamethrowers and the Flaregun. The Shotgun is also useful for finishing off enemies that are already on fire, stacking the Shotgun's damage along with damage caused by Afterburn, which may quickly kill off any weaker classes the Pyro may encounter.


Weapon Damage Critical Damage Function Times Special
Shotgun
Shotgun IMG.png
Point-Blank: 90
512 units: 6/hit, avg 6 hits
Over 1024 units: 3/hit
Critical: 18/hit (max 180)
Point-Blank Mini-Crit: 121
Over 512 units Mini-Crit 8/hit
Attack: 0.625s
Reload Start: 1.0s
Reload More: 0.5s
Affected by fixed weapon spread (1 extra pellet at center).


Flaregun

RedFlaregun.png

The Flaregun is a useful secondary weapon for Pyros that want to light enemy classes afire from a range. This weapon is useful for attacking enemies at a longer range than any of the Pyro's other weapons, as it is more accurate than the Shotgun, and doesn't gain damage rampup or falloff. However, when aiming with this weapon, it's useful to keep in mind that the flares arc midair, making it increasingly difficult to hit enemies at a range without adjusting one's aim.

The Flaregun can prove to be incredibly useful against enemies that are already on fire, as the Flaregun automatically Crits or Mini-Crits any enemies that are burning from long to short range respectively. This can finish off weaker classes quite quickly, as the flares renew the burning effect on the target. However, this weapon proves near useless on enemy Pyros, as the flares themselves do not do a lot of damage, and Pyros are resistant to the Afterburn effect.


Weapon Damage Critical Damage Function Times Special
Flaregun
RedFlaregun.png
Base: 30 Critical: 90
Mini-Crit: 41
Attack Interval: 2.02s
  • Causes Afterburn
  • Crits burning targets regardless of range


Secondary Weapon Usage

Pyros selecting a secondary should primarily consider the enemy teams class composition; if the enemy has more pyros, then the Shotgun would be the most effective choice, as the Shotgun deals large amounts of damage in close-range combat, and enemy Pyros are resistant to the other weapons Afterburn. However, the Flaregun is useful against enemies that are already burning, or are too far away to burn with the Pyro's primary weapon.

Melee Weapons

The Pyro's melee weapons have a balance between attack speed and damage that may be useful against other Pyros, who are resistant to afterburn, or classes who are unaware. However, the Pyro's primary weapon may prove to be more effective in close-range combat than his melee weapon.

Fire Axe

Axe IMG.png

The Fire Axe is the Pyro's default melee weapon, and, as such, has none of the strengths or weaknesses that the Pyro's other melee weapons have.


Weapon Damage Critical Damage Function Times Special
Fire Axe
Axe IMG.png
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 0.8s
  • Completely standard melee weapon.


Axtinguisher

Axtinguisher.png

The Axtinguisher is a unique weapon, in that it is guaranteed 100% Critical-hit chance against burning targets, but does signifigantly reduced damage against targets who aren't. This weapon is very useful when paired with the Degreaser, as the reduced weapon switch time of the Degreaser can allow the Pyro to burn a target, and attack with the Axtinguisher almost immediately, felling most classes in one hit. This weapon, however, is utterly useless against enemy Pyros.


Weapon Damage Critical Damage Function Times Special
Axtinguisher
Axtinguisher.png
  • Melee: 33 (65 against buildings)
  • Critical: 195
  • Mini-crit: 44
  • Attack: 0.8s
  • 100% Critical-hit chance against burning players.
  • Deals 50% less damage to non-burning players.
  • No Critical-hits on non-burning players.


Homewrecker

Homewrecker.png

The Homewrecker is a weapon that proves to be most useful when attacking enemy Engineers. The Homewrecker deals doubled damage against all Engineer buildings, effectively destroying any building in one to two hits. This weapon is also effective when assisting friendly Engineers, as one swing of the Homewrecker destroys enemy Spy's Electro-Sappers. However, this weapon deals reduced damage against players.


Weapon Damage Critical Damage Function Times Special
Homewrecker
Homewrecker.png
  • Melee: 49 (130 against buildings)
  • Critical: 146
  • Mini-crit: 66
  • Attack: 0.8s
  • 100% increased damage against buildings
  • Destroys Electro-Sappers
  • 25% less damage against players


Powerjack

RED Powerjack.png

The Powerjack is a powerful melee weapon, that does increased damage in comparison to the Pyro's other melee weapons. The weapon also has the ability to heal the Pyro whenever a kill is made with the weapon, and is one of the few weapons that can overheal the player. This weapon can increase the survivability of a Pyro, as he can light a target on fire, and finish the enemy off with the Powerjack, gaining health that may have been lost in the encounter.


Weapon Damage Critical Damage Function Times Special
Powerjack
RED Powerjack.png
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 0.8s
  • +75 health restored on kill
  • +20% damage from melee sources while active.


Back Scratcher

Back Scratcher.png

The Back Scratcher, like the Powerjack, is a powerful melee weapon that has an increase to damage done. The Back Scratcher, however, supports a more independant Pyro, by netting the Pyro more health from Health Kits, but at the same time reducing healing from dispensers or Medics. This forces the Pyro to rely more on scattered Health Kits rather than other primary sources of healing.


Weapon Damage Critical Damage Function Times Special
Back Scratcher
Back Scratcher.png
  • Melee: 81
  • Critical: 244
  • Mini-crit: 109
  • Attack: 0.8s
  • +25% damage done
  • +50% health gained from packs on wearer
  • -75% health gained from healers on wearer


Sharpened Volcano Fragment

Sharpenedvolcanofragment.png
Note: This weapon is banned in a majority of leagues for acquisition time (meaning that some time needs to pass to allow players to acquire it before lifting the ban is considered).

The Sharpened Volcano Fragment is unique in that, on hit, the target hit is ignited. However, the weapon deals reduced damage against all targets, making this weapon mediocre at best, due to the Pyro's primary weapon igniting enemies as well. This weapon can cause more damage than the other melee weapons that the Pyro has over time, but is a lot less effective against other Pyros.


Weapon Damage Critical Damage Function Times Special
Sharpened Volcano Fragment
Sharpenedvolcanofragment.png
  • Melee: 52
  • Afterburn: 3 damage every 0.5 seconds for 10 seconds (60 damage total)
  • Critical: 156
  • Mini-crit: 70
  • Mini-crit Afterburn: 4 damage every 0.5 seconds for 10 seconds (80 damage total)
  • Attack: 0.8s
  • On-Hit: Target is engulfed in flames
  • -20% damage




See Also