Difference between revisions of "Pyro (Classic)"

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The '''Pyro''' is a playable class in ''[[Team Fortress Classic]]''. She<ref>[http://www.teamfortress.com/tf05_old_wounds/#f=11 A woman named Beatrice is revealed to be the BLU Pyro, is seen torturing the soldier in "Team Fortress #5 - Old Wounds"]</ref> possesses fairly high health and medium [[Armor (Classic)|armor]]. She moves at a medium speed, and her weapons are designed to incite confusion and deal damage over time.
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The '''Pyro''' is a playable class in ''[[Team Fortress Classic]]''. She<ref>[https://www.teamfortress.com/tf05_old_wounds/#f=11 A woman named Beatrice is revealed to be the BLU Pyro, is seen torturing the soldier in "Team Fortress #5 - Old Wounds"]</ref> possesses fairly high health and medium [[Armor (Classic)|armor]]. She moves at a medium speed, and her weapons are designed to incite confusion and deal damage over time.
  
 
== Basic Strategy ==
 
== Basic Strategy ==
 
* Avoid [[Water (Classic)|water sources]], as your potential victims can extinguish themselves.  
 
* Avoid [[Water (Classic)|water sources]], as your potential victims can extinguish themselves.  
* Your [[Incendiary Cannon (Classic)|Incendiary Cannon]] is your incendiary Rocket Launcher. If you can't deal direct hits, use splash damage in a similar fashion to a Soldier's Rocket Launcher. Note that the blast radius is much larger than the Rocket Launcher and sets enemies on fire, and the heat travels through thin walls.  
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* Your [[Incendiary Cannon (Classic)|Incendiary Cannon]] is your incendiary Rocket Launcher. If you cannot deal direct hits, use splash damage in a similar fashion to a Soldier's Rocket Launcher. Note that the blast radius is much larger than the Rocket Launcher and sets enemies on fire, and the heat travels through thin walls.  
  
* Your [[Flamethrower (Classic) | Flamethrower]] is your standard Flamethrower. It is to be used at close-mid range. The flame sprites travel a decent distance, unlike what some sources say. You should still stick to this weapon for mainly close encounters. A major problem, however, is that against faster classes (like Scout and Medic) the flames may be a bit too slow to catch them, depending on your position relative to the enemy
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* Your [[Flamethrower (Classic)|Flamethrower]] is your standard Flamethrower. It is to be used at close-mid range. The flame sprites travel a decent distance, unlike what some sources say. You should still stick to this weapon for mainly close encounters. A major problem, however, is that against faster classes (like Scout and Medic) the flames may be a bit too slow to catch them, depending on your position relative to the enemy
  
 
* By hitting your enemies with your different flame weapons, you can stack the afterburn damage. A common strategy is to bombard the enemy team from long range with the Incendiary Cannon, and to then burn them again with the Flamethrower and Napalm Grenades.
 
* By hitting your enemies with your different flame weapons, you can stack the afterburn damage. A common strategy is to bombard the enemy team from long range with the Incendiary Cannon, and to then burn them again with the Flamethrower and Napalm Grenades.
  
* The Afterburn of the Pyro in TFC is drastically slower than in Quake Team Fortress. Attempting to leave someone to fall to afterburn without using Frag Grenades and/or burning them heavily is rather unwise, especially if they are standing near a resupply bag. [[Demoman (Classic) | Demomen]] and lighter classes have a greater chance of falling to afterburn than a [[Soldier (Classic) | Soldier]] or [[Heavy Weapons Guy (Classic) | HWGuy]].
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* The Afterburn of the Pyro in TFC is drastically slower than in Quake Team Fortress. Attempting to leave someone to fall to afterburn without using Frag Grenades and/or burning them heavily is rather unwise, especially if they are standing near a resupply bag. [[Demoman (Classic)|Demomen]] and lighter classes have a greater chance of falling to afterburn than a [[Soldier (Classic)|Soldier]] or [[Heavy Weapons Guy (Classic)|HWGuy]].
  
 
* Try to play both offensively and defensively depending upon the situation.
 
* Try to play both offensively and defensively depending upon the situation.
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* [[Napalm Grenade (Classic)|Napalm Grenades]] are a great area denial tool. They are also great at disrupting enemies vision and aim.  
 
* [[Napalm Grenade (Classic)|Napalm Grenades]] are a great area denial tool. They are also great at disrupting enemies vision and aim.  
  
* Use all of your fire-based weapons to cause confusion among members of the other team. The flame sprites can obstruct enemy vision, especially [[Sniper (Classic) | Snipers]], but, obstructing enemy vision this way is not as effective as concing the enemy.
+
* Use all of your fire-based weapons to cause confusion among members of the other team. The flame sprites can obstruct enemy vision, especially [[Sniper (Classic)|Snipers]], but, obstructing enemy vision this way is not as effective as concing the enemy.
  
* Use your [[Single-Barrel Shotgun (Classic) | Single-Barrel Shotgun]] as a last resort or at really long range. It should seldom be used, if at all. You can also use this gun underwater, or after using a Frag grenade on a medium-light class to finish them off.
+
* Use your [[Single-Barrel Shotgun (Classic)|Single-Barrel Shotgun]] as a last resort or at really long range. It should seldom be used, if at all. You can also use this gun underwater, or after using a Frag grenade on a medium-light class to finish them off.
  
* The afterburn damage seems to be capped. This is best seen with using the Incendiary Cannon. Firing more than three rockets at an enemy will not cause afterburn damage, as the flames will cancel out, forcing the player to start burning the enemy again. It is best to use only 3 rockets in this instance if you desire to inflict afterburn damage. With the Flamethrower and Napalm Grenade, the situation is not as consistent and not as observable.
+
* The afterburn damage seems to be capped. This is best seen with using the Incendiary Cannon. Firing more than three rockets at an enemy does not cause afterburn damage, as the flames cancel out, forcing the player to start burning the enemy again. It is best to use only 3 rockets in this instance if you desire to inflict afterburn damage. With the Flamethrower and Napalm Grenade, the situation is not as consistent and not as observable.
  
 
* Rarely, a Pyro can catch fire. It is possibly due to a Pyro being depleted of Asbestos Armor, as all classes come with a special armor type.
 
* Rarely, a Pyro can catch fire. It is possibly due to a Pyro being depleted of Asbestos Armor, as all classes come with a special armor type.
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! class="header" width="15%" rowspan=2 | Weapon
 
! class="header" width="15%" rowspan=2 | Weapon
 
! class="header" width="7%"  colspan=3 | Ammo
 
! class="header" width="7%"  colspan=3 | Ammo
! class="header" width="9%" rowspan=2 | Damage<br/>per hit
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! class="header" width="9%" rowspan=2 | Damage<br/>per hit
 
! class="header" width="44%" rowspan=2 | Notes / Special Abilities
 
! class="header" width="44%" rowspan=2 | Notes / Special Abilities
 
|-
 
|-
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== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
File:pyronew_tfc.png|The new ''TFC'' Pyro.
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File:pyronew tfc.png|The new ''TFC'' Pyro.
File:pyroold_tfc.png|The old ''TFC'' Pyro.
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File:pyroold tfc.png|The old ''TFC'' Pyro.
File:pyro_qwtf.png|The ''[[QWTF]]'' Pyro.
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File:pyro qwtf.png|The ''[[Team Fortress|QWTF]]'' Pyro.
 
File:Classic Pyro new.png|The Classic Pyro as seen in the [[Catch-Up]] comic.
 
File:Classic Pyro new.png|The Classic Pyro as seen in the [[Catch-Up]] comic.
 
File:TFC Pyro (comics).png|The Classic BLU Pyro as seen in [[A Cold Day in Hell]].
 
File:TFC Pyro (comics).png|The Classic BLU Pyro as seen in [[A Cold Day in Hell]].
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== Trivia ==
 
== Trivia ==
*According to the ''Team Fortress 2'' comic, [[Old Wounds]], the Pyro from ''Team Fortress Classic'' is named Beatrice.
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* According to the ''Team Fortress 2'' comic, [[Old Wounds]], the Pyro from ''Team Fortress Classic'' is named Beatrice.
  
 
== See also ==
 
== See also ==
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== References ==
 
== References ==
<references />
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<references/>
  
 
{{TFC Nav}}
 
{{TFC Nav}}
{{Classic Pyro nav}}
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{{ClassicPyroNav}}

Revision as of 04:52, 1 February 2023

Pyro (Classic)
Pyro (Classic)
Basic Information
Health: 100 / 150
Armor: 150
Armor type: Medium
Speed: 100% (300 units/s)

The Pyro is a playable class in Team Fortress Classic. She[1] possesses fairly high health and medium armor. She moves at a medium speed, and her weapons are designed to incite confusion and deal damage over time.

Basic Strategy

  • Avoid water sources, as your potential victims can extinguish themselves.
  • Your Incendiary Cannon is your incendiary Rocket Launcher. If you cannot deal direct hits, use splash damage in a similar fashion to a Soldier's Rocket Launcher. Note that the blast radius is much larger than the Rocket Launcher and sets enemies on fire, and the heat travels through thin walls.
  • Your Flamethrower is your standard Flamethrower. It is to be used at close-mid range. The flame sprites travel a decent distance, unlike what some sources say. You should still stick to this weapon for mainly close encounters. A major problem, however, is that against faster classes (like Scout and Medic) the flames may be a bit too slow to catch them, depending on your position relative to the enemy
  • By hitting your enemies with your different flame weapons, you can stack the afterburn damage. A common strategy is to bombard the enemy team from long range with the Incendiary Cannon, and to then burn them again with the Flamethrower and Napalm Grenades.
  • The Afterburn of the Pyro in TFC is drastically slower than in Quake Team Fortress. Attempting to leave someone to fall to afterburn without using Frag Grenades and/or burning them heavily is rather unwise, especially if they are standing near a resupply bag. Demomen and lighter classes have a greater chance of falling to afterburn than a Soldier or HWGuy.
  • Try to play both offensively and defensively depending upon the situation.
  • Napalm Grenades are a great area denial tool. They are also great at disrupting enemies vision and aim.
  • Use all of your fire-based weapons to cause confusion among members of the other team. The flame sprites can obstruct enemy vision, especially Snipers, but, obstructing enemy vision this way is not as effective as concing the enemy.
  • Use your Single-Barrel Shotgun as a last resort or at really long range. It should seldom be used, if at all. You can also use this gun underwater, or after using a Frag grenade on a medium-light class to finish them off.
  • The afterburn damage seems to be capped. This is best seen with using the Incendiary Cannon. Firing more than three rockets at an enemy does not cause afterburn damage, as the flames cancel out, forcing the player to start burning the enemy again. It is best to use only 3 rockets in this instance if you desire to inflict afterburn damage. With the Flamethrower and Napalm Grenade, the situation is not as consistent and not as observable.
  • Rarely, a Pyro can catch fire. It is possibly due to a Pyro being depleted of Asbestos Armor, as all classes come with a special armor type.

Special Abilities

Class Skill: Selects Flamethrower.

Abilities: Can't be set on fire.

Weapons

Weapon Ammo Damage
per hit
Notes / Special Abilities
Type Loaded Carried
HUD crowbar TFC.png
Weapon 1
Crowbar N/A N/A N/A 18 N/A
HUD single shotgun TFC.png
Weapon 2
Single-Barrel Shotgun Shells 8 40 4-23 Fires six pellets.
HUD flamethrower TFC.png
Weapon 3
Flamethrower Cells N/A 200 20 (Contact)
6 (on classes with Heavy armor)
9 (on classes with Medium armor)
5 (on other Pyros)
15 (on classes with light armor)
2 (Afterburn)
Ignites players. Cannot inflict afterburn on enemy Pyros. Afterburn can increase as fire is concentrated on an enemy
HUD incendiary cannon TFC.png
Weapon 4
Incendiary Cannon Rockets 20 N/A 30-60 (direct hit on armorless enemies)
20 (splash damage on armorless enemies)
Splash damage does about the same as hits with the Flamethrower.
Ignites players. Cannot inflict afterburn on enemy Pyros. Afterburn can increase as fire is concentrated on an enemy

Grenades

Grenade Grenades
Carried
Damage Range Notes / Special Abilities
Frag tfc.png
Primary
Hand Grenade 4 High Deals massive damage on a four second fuse.
Napalm tfc.png
Secondary
Napalm Grenade 4 Medium Ignites environment and enemies within blast radius for a limited amount of time upon explosion.

Gallery

Trivia

  • According to the Team Fortress 2 comic, Old Wounds, the Pyro from Team Fortress Classic is named Beatrice.

See also

  • The Pyro in Team Fortress 2.

References