Class Guide: Pyro
Weapons
slot1: Crowbar
slot2: Single Shotgun
slot4: Flamethrower
slot5: Incendiary Cannon
Grenades
Grenade 1: Frag
Grenade 2: Napalm
Health: 100
Armor: 150 (armor is resistant to flame damage)
Combat:
The pyro class is equipped with 3 primary burn weapons:
The flamethrower, the Incendiary cannon, and the napalm grenade.
A unique feature of these weapons is their burn damage. Hitting an enemy with one burn weapon, for example the incendiary cannon, will bring them to burn level 1. If during this time they are hit with another burn weapon, say the flamethrower, they will take burn damage level 2. If you can explode a napalm grenade on the enemy as well you can bring them to burn level 3, causing them to scream like a banshee and take huge hits of damage. This burn damage is multiplied, so with some experience you can hit an enemy with all 3 weapons in a short amount of time to cause significant destruction; usually a crispy death.
Mobility: Much like the soldier's rocket launcher, the incendiary cannon can be used as a movement aid for small jumps
The flamethrower also enacts a reasonable vertical force to slow decent, or provide a small boost when combined with a jump.
Strengths:
The pyro is a natural counter for spies. He can lay out a large swath of flames from his flamethrower which are ideal for detecting cloaked or disguised enemies. Against less mobile heavy weapon guys he can rain all of his fire weapons down in a short amount of time to take advantage of multiplied flame damage.
Weaknesses: Sentryguns are probably the pyros biggest problem, his napalm grenades are relatively ineffective, and his flame thrower requires him to be too close to deal damage. Additionally, the engineers EMP grenade can instantly explode a pyro due to the amount of ammunition being carried. Stay away from engineers and learn to mitigate your weaknesses with your strengths.
I can continue to expand on this but this is a rough overview.
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