Pyro (competitive)/zh-hant

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Pyro.png
This article is for competitive play, based on the standard community competitive format. For the generic article on this topic, see: Pyro.
The community competitive scene changes frequently. Some or all info may be outdated.


The Pyro is a situational utility and roaming class sometimes used in the standard competitive lineup, valued for his ambush, point-holding capabilities against enemy Übers and his ability to reflect projectiles which can protect the Medic from projectile spam. The Pyro also excels against enemy Spies due to the ability to hit and reveal them, normally resulting in the Spy's death.

Information

Health

職業 生命值 超量治療 快速治療者 超量治療
Leaderboard class pyro.png 火焰兵 175 260 220

Speed

裝備 一般 後退 蹲走 游泳
Leaderboard class pyro.png 火焰兵
100 %
90 %
33 %
80 %
使用強力千斤頂
115 %
104 %
38 %
92 %

Weapons

主條目: Pyro weapons (competitive)

The Pyro specialized in fire from their primary weapon, dealing afterburn, and with the ability to push players back as well as reflect projectiles.

主要武器

火焰傷害是取決於火焰噴射器的粒子散佈範圍。密度越高,傷害越大。

武器 圖示 彈藥上膛數量 彈藥攜帶數量 傷害值 備註/特殊能力
Flame Thrower
基本
火焰噴射器
Killicon flame thrower.png 200 基本 (最大): 153.5/秒

爆擊 (最大): 460.5/秒

餘火:

8/秒 × 10 秒
Pictogram info.png 擊中敵人可使其燃燒。

Pictogram info.png 按下滑鼠右鍵使出壓縮氣爆吹飛敵人、反彈敵方投射物和幫隊友滅火,每次氣爆消耗 20 單位彈藥。所有反彈的投射物都會有小爆擊傷害。幫隊友滅掉身上的火可回復 20 點生命值。

Nostromo Napalmer
特價
諾斯托羅莫火焰噴射器
Killicon nostromo napalmer.png
Backburner
解鎖成就
背後火焰發射器
Killicon backburner.png 200 基本 (最大): 153.5/秒

爆擊 (最大): 460.5/秒

餘火:

8/秒 × 10 秒
Pictogram plus.png 背後攻擊 100% 爆擊

Pictogram plus.png 幫助隊友滅火可回復 20 單位生命值。
Pictogram minus.png 壓縮氣爆花費 +150%(需花費 50 單位彈藥)。
Pictogram info.png 擊中敵人可使其燃燒。
Pictogram info.png 按下滑鼠右鍵使出壓縮氣爆吹飛敵人、反彈敵方投射物和幫隊友滅火,每次氣爆消耗 50 單位彈藥。所有反彈的投射物都會有小爆擊傷害。幫隊友滅掉身上的火可回復 20 點生命值。

Degreaser
合成
除油者
Killicon degreaser.png 200 基本 (最大): 153.5/秒

爆擊 (最大): 460.5/秒

餘火:

1/秒 × 10 秒
Pictogram plus.png 切換到其他武器的速度加快 30%。

Pictogram plus.png 切換至此武器的速度增快 60%。
Pictogram plus.png 幫助隊友滅火可回復 20 單位生命值。
Pictogram minus.png 餘火傷害減弱 -66%。
Pictogram minus.png 壓縮氣爆花費 +25%(花費 25 單位彈藥)。

Phlogistinator
合成
燃素噴射器
Killicon phlogistinator.png 200 基本 (最大): 153.5/秒

爆擊 (最大): 460.5/秒

餘火:

8/秒 × 10 秒
Pictogram plus.png 透過傷害敵人增加「Mmmph」值當「Mmmph」充滿時按下次要攻擊鍵:做出嘲諷並獲得爆擊幾秒鐘做出「Mmmph」嘲諷時為無敵狀態。

Pictogram minus.png 無隨機爆擊。
Pictogram minus.png 無壓縮氣爆。
Pictogram info.png 這項革命性武器能夠喚醒所有可燃生物體內的燃素:可燃生物指的正是所有生物。

Rainblower
合成
彩虹放射器
Killicon rainblower.png 200 基本 (最大): 153.5/秒

爆擊 (最大): 460.5/秒

餘火:

8/秒 × 10 秒
Pictogram plus.png 裝備後:進入幻想世界。

Pictogram plus.png 幫助隊友滅火可回復 20 單位生命值。
Pictogram minus.png 只有在幻想世界才能看見。
Pictogram info.png 你的朋(ㄉㄧˊ)友(ㄖㄣˊ)們會在你用閃(ㄕㄠ)閃(ㄐㄧㄣˋ)發(ㄧ)亮(ㄑㄧㄝˋ)的彩(ㄏㄨㄛˇ)虹(ㄧㄢˋ)覆滿他們全身時,發出欣(ㄓㄠˊ)喜(ㄏㄨㄛˇ)的尖叫的(需裝備火焰兵的幻視鏡)。

Dragon's Fury
合約
龍之怒
Killicon dragon's fury.png 40

沒有在餘火效果下的敵人:
基本: 25
爆擊: 75

正在餘火效果下的敵人:
基本: 75
爆擊: 225

餘火:

8/秒 × 2 秒
Pictogram info.png 主要和次要開火皆共用一個壓力槽。

Pictogram info.png 主要開火:發射一個會短暫點燃敵人、一個飛快的投射物。
Pictogram info.png 次要開火:釋放壓縮氣爆推開敵人和反彈投射物,及為著火的隊友滅火。
Pictogram plus.png 幫助隊友滅火可恢復20點生命值。
Pictogram plus.png 對燃燒中的敵人造成300%的傷害。
Pictogram plus.png 擊中時於再壓力表累積50%計量。
Pictogram minus.png 次要開火時-50%壓力量表。
Pictogram info.png 強力的單發火焰喷射器,連續命中將加速裝填並追加額外傷害。。


Usage

The Pyro generally does not see much use in competitive play due to his short range, lack of versatility, and lack of mobility. His role is generally confined to flanking, defending enclosed spaces, and protecting allies (Mainly the Medic and the Engineer) and Sentry Guns from projectiles. Fortunately, the Pyro is quite good at these roles, and in certain situations teams may substitute a Scout or a Soldier for a Pyro.

Common Tactics

The Pyro's primary role in competitive play is defending the team's Medic (Especially in highlander) and enclosed Control Points. The Pyro's ability to reflect allows him to 'protect' the Medic from spam and the ability to excel against Spies makes Pyro a very efficient Medic buddy (Not to be confused with a Pocket). The Pyro's close-quarter-combat abilities allow him to clear the confined spaces of some control points efficiently, making him useful for defending areas such as the final point of Badlands. This role is particularly evident on Gravel Pit, point C, where a popular strategy for defenders is to put a Pyro on the point to ward off Soldiers and Demomen jumping on the point. The Compression Blast ability of the Pyro is especially useful for this, enabling the Pyro to push enemies off of the point and reflect enemy grenades and rockets. Pyro is also useful for defending against an Über with airblasts to either juggle the Übered player into the air or push the Über back, and although the player will often die in doing so it may buy just enough time for the team to get their own Über or repel the attack on its own. Finally, a Pyro may also be utilized when a team is under heavy projectile spam, such as when a combo is attempting to pass through a choke point or an Engineer nest is set up, as he can reflect the projectiles.

Pyro flanking

An example of where a flanking Pyro might be utilised is at the initial fight for the middle point on Badlands. A team using a Pyro in this mid fight may distract the enemy soldiers and Scouts as the Pyro runs under the bridge at the center point and attacks the enemy team from behind. The Pyro can also go through the shall house, this is slightly more risky because a Scout normally watches it and a Soldier can easily juggle and kill you. However, if done correctly, the Pyro may be able to kill or severely injure the enemy team's Medic, giving his own team a significant advantage.

5-CP Push Strategies

There are generally two times when a team will use a Pyro instead of a Scout. The first is at the beginning of a 5-CP map, where a flank at the mid point can prove devastating to the other team, and the second is at the final point, where defenders may use the Pyro's close-range combat abilities in a last-ditch effort to save the point from capture. In either case, a Utility player should communicate with his team before deciding to switch to Pyro. During the mid fight, a Pyro should generally try to not be spotted by enemies at all while flanking, taking some extra time if necessary to ensure that he has the element of surprise. Because of his short range, a Pyro whose whereabouts are known to the enemy is usually a dead Pyro, so the Pyro's team should help distract the enemy while the Pyro performs his flanking maneuver. Pyros will usually not survive their flanking maneuvers unless the enemy team becomes extremely disorganized, but in the case that a Pyro does survive the mid fight, he should try to switch back to another class as soon as possible, as the enemy team will expect him and eliminate him without difficulty. In addition, the Pyro is severely hampered in yard fights, due to his short range, limiting his usefulness beyond the mid point.

A Pyro is also a good choice when defending your last point with ÜberCharge disadvantage, the Compression Blast can knock the ÜberCharged couple up into the air and waste their ÜberCharge. This can take the pressure of the rest of your team and ensure that you don't lose as many people as you would if the ÜberCharged combo pushed straight in. Another advantage of a using a Pyro in this circumstance is that your combo doesn't have to fall into the respawn room to avoid getting killed. The knock-on effect of this is that the last point is better defended. Finally, a Pyro can prevent enemy players from remaining on the point.

Attack-Defend Strategies

Pyros lack the versatility, health, and direct combat abilities of the Soldiers, especially when the Soldiers are buffed, so a defending Pyro should generally attack enemies standing on a point when they are distracted by something else. For a Pyro, attempting to defend a point against enemy Soldiers without any support from his team is almost invariably suicide, so players using a Pyro on Defense should wait for a distraction before attempting to flame attackers, or try to airblast them off the point, if the point sits on an elevated area. The classic example of this is Point C on Gravel Pit, where Soldiers and Demomen jumping towards the point can be airblasted away, denying a capture and separating the player from the rest of his team. Similarly, attacking Pyros should always try to flank the enemy, as the enemy Soldiers and even the Scouts will kill a Pyro and escape unharmed in a direct battle. Pyros should wait for their team to attack from one side before flanking from the other to throw the enemy team into disarray without getting killed.

Weaknesses

A pyro’s after burn can be nullified by water, Mad Milk, an enemy Pyro’s airblast, a Heavy’s Sandvich, or Jarate.

Anti-Pyro Classes

The Heavy

The Heavy has a bulking 300 (Excluding over-heal) health and fire-power and he is an extremely dangerous close-range class. Capable of out-damaging a Demoman in any close-quarter situation. This leaves the Pyro extremely vulnerable, although Pyro excels at close ranges the Heavy is capable of dealing much more damage than a Pyro can. This usually results in the Pyro being killed instantly in head-on situations. The Heavy's health can also make killing a Heavy extremely hard and allows him to take a lot of after burn damage. If the Heavy has the Sandvich equipped he can easily counter act after burn damage and is also able to give it to team-mates to extinguish them and also heal them.

The Engineer

The Engineer can easily be dealt with as a Pyro, however, his Sentry Gun can become a barrier to a Pyro (similarly to a Scout) where the Pyro has no choice but to either harass the Engineer at long ranges leaving the Pyro vulnerable to an ambush. It is also worth noting that the Pyro is in-effective at long ranges making it hard to deal damage to the Sentry with out being close to it. A Pyro can reflect the Sentry Gun's rockets to deal damage, however this is rarely seen as the rockets don't do enough damage, it is too risky and the Pyro will normally be killed by the bullets before the rockets are even launched.

However, the Pyro can be extremely effective against a Sentry Gun and the Engineer if they are being Übered as the flames can pass through the Sentry and damage anything behind it as well.

The Sniper

The Sniper excels at long ranges, with the protection of his team it can be hard for a Pyro to get close to the Sniper. The Pyro isn't that fast either and is usually an easy target for a Sniper in the competitive scene. However, if the Pyro has the Flaregun equipped or items similar, they can become much more effective at Snipers due to the flinching of the after burn and the critical hit if the Sniper is already on fire, additionally, the Flaregun's projectile is rather slow and easy to evade if the Sniper is aware.

See also