Go Back   Tactical Gamer > Action > Team Fortress 2 > Team Fortress 2 - Tactics & Map Discussion


Team Fortress 2 - Tactics & Map Discussion Discussion about Team Fortress 2 tactics and maps.

Reply
 
Thread Tools
Old 06-07-2008, 06:03 AM   #1 (permalink)
 
HairyNevus's Avatar
 
Join Date: Mar 2004
Location: Minneapolis, MN
Age: 19
Posts: 869
Tactics: The Pyro

Okay, I'm not the greatest pyro ever, but I'm out there burning people everyday and I've come up with quite the amount of notes on this subject. Pyro is a complex and often underused class, so hopefully this will shed some new information for you all.

General Pyro info:
The Pyro is categorized as an "offensive" class, and though I don't doubt the merits of an all out "kill kill destroy!" mentality of the flamethrower-wielder, like all classes I see potential for both sides of the battle. Being a pyro takes more than a blind charge forward mentality--you have limited range for open combat--observing the situation, analysing it, and taking a decisive maneuver as a pyro takes skill to pull off. First you must recognize your potential and drawbacks, then you must know how to apply them to dynamic situations in real-time. 90% of being a pyro is knowing how to close the ever luvin' gap that lies between you and the enemy. Doing so without taking too much fire, and being able to maintain some sort of surprise aspect is crucial to your continued existence and overall usefulness to your team. The Pyro can stop rushes by sending multiple enemies retreating from flames, the pyro can blow past fierce defences--bypassing them or dealing a brutal reckoning to the opponents is all the same--and the pyro can be called to assist effectively in all team situations without hindrance from class drawbacks. Because of its high damage-dealing characteristics, the Pyro can also be an over assassinator, sacrificing itself to kill an enemy that the Spy can't take.

Pyro stats:
Health: 175
Speed: Normal
Special Abilities: Set enemies on fire

Weapon discussion:
The Flamethrower (FT): Well, without it the pyro wouldn't be the pyro. The flamethrower never requires a reload, and deals a high damage that increases as you get closer to the opponent, and will last even after you retreat/die. Just rushing into a room of enemies with fire spewing out throws off their morale as the thought of potential reckoning comes across their mind. The flamethrower, however, has short range, and takes its time to dole out the proper amount of damage to an enemy, while you are taking damage. A great ambusher to be sure, but engaging the enemy head-on is what offensive classes are all about and we must learn how to deal with this. Strafing and jumping may be the greatest help to making it to an enemy (moreso strafing) in time to burn them before you yourself get burned, but knowing when not to use the flamethrower is just as crucial. I will discuss this more with the other weapons, but for all intents and purposes you should have the flamethrower out only when you intend to kick ass and take names, or are caught in an immediate melee situation. Because the flamethrower sets enemies on fire, burn&retreat becomes a great method of attack for throwing off attacks and annoying the enemy while living for another minute. This will only go so far, though, before you die, the enemies regroup, and suddenly a rush overwhelms you team. That's not what the pyro is for! The flamethrower works better when enemies clump together, this allows you to come in (preferably at the rear) and set all of them aflame. This totally distracts and demolishes 1/4 to 1/2 the opposing team for a time while you go apes**t on those who would hurt you. In this situation, retreat is not an option, prioritize the enemies and whatever you do, don't let go of the fire button! At your funeral, there should always be a bonfire of your opponents. Stealth, tactics and timing are crucial, but occasionally you'll get lucky and have a grand ol' BBQ without too much thought input.

The Shotgun (SG): Some people will ask: 'what should I do with this shotgun as pyro?' The answer is simple: badger, Badger, BADGER! You have six shot to tick off the enemy as you rush in and close that ever luvin' gap and unleash hell. Badger the enemy with your shotgun until all eyes are on you as you change to the FT and give them a grand cremation. Prioritizing your targets is paramount. Think!: Who do you (not) want to know you're coming? Who do you need to soften up? Who do you need to distract? Surely Snipers should be distracted, but should you be softening up the Heavy or trying to take him by surprise? It all depends on the current situation in front of you, let trial and error be your guide. For the most part, enemies already focusing on killing your teammates should be shot at and burned. Never forget to reload your shotgun. This may mean falling back from an aflame quarry, but once an enemy has engaged you, their priority objective will be to get out of range of the FT, leaving you S.O.L. if you don't have a SG ready. Remembering the limitations of your first weapon should paint an overall clear picture of when to use your second. Just remember that switching back to the FT has a delay before you can fire, meaning you should expend your whole chamber in tough situations before going all-out. For 98% of the time, you should have your 'lastinv' (q) button cycling between the FT and SG, and have your shotgun be the first weapon out when you leave the gate and enter an open range.

The Fireaxe: Well, it's an interesting melee weapon with a funny taunt, but how often is it used? Not often enough, if you ask me. Since you're learning to be a pro at closing the ever luvin' gap between you and the enemy as a pyro, your melee weapon becomes inherently useful. One blow deals enough damage for about 2 seconds of point blank flame, and can be repeated with quite the ferocity. This is a good way to get yourself shanghai'd and humiliated if you over do it, though. The fireaxe is useful when you are mano-y-mano with an overwhelmed opponent who you have already engaged at close range and would like to end ASAP. In that situation, it is easy to try and pour on the fire until the end, but circle-strafing will only last so long until they nail you and/or reinforcements come. 125hp classes need not suffer this kind of defeat, but to Heavies and Soldiers (which provide the greatest threat to the Pyro) I can think of no better final blow than the axe.

Tactics by class:
Scout: They will likely try to run by you at all costs, for the most part a simple brazing with the FT will do. For those that try to hold their own against you, simply get close (close the gap! badger on the way!) and then burn them to death. Whatever you do, don't be drawn out by their speed and lead along following them into an ambush. Engage them on your terms or use your advanced health to ignore them

Pyros: Every pyro like to kill their own kind, it all comes down to who is better at the basic class skills/who is favored based on external circumstances. Switching fast between a retreating SG and then a rushing FT will throw off and confuse the enemy. Know when to hide behind cover, and try to predict their moves as much as you can. Remember: you don't stay on fire from them and neither do they.

Soldiers: Hefty and powerful to be sure, but slow and limited are the attributes you should focus on. 4 shots on the rocket launcher and after that it's up to your blitzkrieg skill to turn these guys into your man-kabob. The axe may get a chance to shine, but in some cases you may be better off badgering and then lighting them up before a retreat so you can make it out alive yourself. If you catch these guys off guard, don't back off!

Demomen: *sigh* demos are your polar opposite for the defensive lineup. They like to spot you and nade you, then plant sticky bombs and detonate them quickly as you give chase, but don't play that game. Use the shotgun until he dies/busts a move. If he tries to charge you, perfect. Avoid the nades all you can and just hold fire on the FT, it will all be over shortly. If he retreats he is planting a trap, you have two options: 1. Screw him, go a different way. 2. Get as close the the sound of sticky bombs being shot before you do a balls-out rush with the flamethrower, hopefully acting faster than his detonate finger.

Heavy Weapons Guy: They're slow, they take time to wind up, but man I think this class has killed me more than any other. You will notice that ever luvin' gap more than ever when you try to rush these guys. Badgering, setting them on fire while circle-strafing around them, is a good start, but I can almost guarantee you'll need the axe to finish these guys. Don't even think about it if you see a Heavy far away with a Medic behind him. Know that a head on rush will leave them over confident, but their inaccurate minigun and your 175hp will leave you fairly capable to win on a 1v1 scenario.

Engineers: Well, they really aren't much of a threat. Honestly. Sentry guns, on the other hand, are the bane of all that is and will be for the opposing team. Pyros don't seem up to the task, but they play one of the most crucial roles in destroying them. First up, shooting the sentry with your SG. It keeps the Engi heated and your teammates effort less in vain. Second, try and kill the Engi whacking with his wrench from behind. It's a suicide mission, but it gives a wide gap for your teammates to kill the real threat. Third, recognize that an all-out rush you v.s sentry isn't at all impossible. If you can minimize the time the sentry is shooting at you (pushing you back) your flamethrower can rip through the annihilate the health of sentry and Engi, sometimes killing both.

Spies: Your flamethrower is the ultimate spy detector. If you set a friendly on fire, it's a spy! General pyro tactics will seal the deal, but your teammates will also see the clear beacon and help you out. Save sentries from sappage by constantly FTing by a dispenser.

Medics: Medics are your No.1 priority as a defending Pyro. You can overthrow offensive rushes by cutting off their life line and let your teammates mop up the person they were healing. They are defenceless while healing and you will love the afterburn effects of your FT more now than ever. Because medics can also put out burning enemies, they stand to wage an unholy war against your most prized attribute. Other players won't just let these guys die, but sacrificing yourself to prevent an uber/450hp Heavy/other enemies keeping up an advancement is quite the nobel cause. If there's one class you want to prioritize with the SG while moving up, this is it.

Snipers: If you keep moving, they will usually ignore you in favor of easier classes. However, if you get the chance to sneak behind enemy lines, these guys are sitting ducks you should give top priority before moving on. Generally, you won't want to shoot them with the SG while advancing because this draws attention to you, however, you can choose to stay on back and piss off snipers by taking potshots and hiding. Your 175hp will require a headshot/critical hit to end the nuisance.
__________________
"Adios...blimp" -Assy McGee
"All of the body parts they will never find, except all the peices that I saved." -Dickie Moist
"Mmmmm, Duraflame." -Mountain Man
"I don't like Sci-Fi, I love LOVE LOVE it!" - Gordon Crisp
HairyNevus is offline   Reply With Quote
Old 06-07-2008, 12:28 PM   #2 (permalink)
 
ROCKS's Avatar
 
Join Date: Dec 2007
Posts: 182
Re: Tactics: The Pyro

Nice guide. As a heavy the only pyros im afraid of are criting pyromedics. Other than that they have to get a jump on me from behind to stand the smallest chance. They may be in for a buff (well deserved) in this new update as it says that even pyros that are not going after acheivments will receive "significant" changes.
ROCKS is offline   Reply With Quote
Sponsored links
Old 06-07-2008, 01:20 PM   #3 (permalink)
 
TheSkudDestroyer's Avatar
 
Join Date: Apr 2007
Location: NY
Posts: 2,983
Re: Tactics: The Pyro

Good write up. Just in time for the upcoming Pyro pack...
__________________
|TG-6th|Skud, NA Deputy Lead Tester
-F- Skudly
|TG-6th|Dirtboy

To Hell and Back: The untold story of having your Dick Blonov




TheSkudDestroyer is offline   Reply With Quote
Old 06-07-2008, 01:45 PM   #4 (permalink)
 
Fish #641's Avatar
 
Join Date: Jan 2008
Posts: 488
Re: Tactics: The Pyro

I have to disagree with the SG'ing while advancing and the suicide tactics in the guide. You really have to get as close up as possible before doing damage, otherwise you're going to get outranged. Use your shotty to hurt them when they're on fire. As for not suiciding, try to set them on fire, then get take cover and retreat while shottying. You'll take a bit of damage, get a healthpack, and then repeat. Each encounter will leave them with less and less health.

Soldiers, Demomen, Medics, and Heavies are your worst enemies. Soldiers can juggle you while tanking some burn, Demomen can sticky your advances, Heavies rip you apart at point-blank range (which is your specialty, so I hope that's one thing Valve's addressing), and with the Vampyre along with their regular regeneration, decent health, and speed, Medics are now ridiculously hard to kill.
Fish #641 is offline   Reply With Quote
Old 06-07-2008, 02:02 PM   #5 (permalink)
 
HairyNevus's Avatar
 
Join Date: Mar 2004
Location: Minneapolis, MN
Age: 19
Posts: 869
Re: Tactics: The Pyro

You got a point, fish. I may have Pyro way at the top of how much time I spent playing, but the four classes below it I've gotten more points in one round. For the most part, I go for many kill assists and just being a valuable asset to the team, with the occasional kamikaze rush that may/may not land a few kills.
__________________
"Adios...blimp" -Assy McGee
"All of the body parts they will never find, except all the peices that I saved." -Dickie Moist
"Mmmmm, Duraflame." -Mountain Man
"I don't like Sci-Fi, I love LOVE LOVE it!" - Gordon Crisp
HairyNevus is offline   Reply With Quote
Old 06-07-2008, 03:44 PM   #6 (permalink)
 
Fish #641's Avatar
 
Join Date: Jan 2008
Posts: 488
Re: Tactics: The Pyro


I would recommend this video to anyone wanting to learn pyro. Good music to boot!
Fish #641 is offline   Reply With Quote
Sponsored links
Old 06-08-2008, 01:56 PM   #7 (permalink)
 
SpadeTF2's Avatar
 
Join Date: Jan 2008
Location: Vancouver
Posts: 50
Re: Tactics: The Pyro

When I'm not playing Spy these days, I'm lighting things ablaze. The key to the Pyro is understanding your role. I've noticed recently with the announcement of the upcoming Pyro update people have been calling the Pyro weak, and in need of severe tweaking. As someone who plays Pyro quite abit, I can assure you he is not weak. When playing Pyro I feel that I'm often in control of who wins and loses the match. Possessing the power to dictate the flow of the game.

The key tactic is the ambush. Whether it be jumping down from the battlements of 2fort or Mach4, or Hiding behind a wall on gravelpit, or Hydro. Catching the opponent off guard is vital. Often it's called "suicide", and often it is, but it is also one of the most under used and misunderstood tactics in TF2.

When executing the ambush, like I said before, you need to know your role. Chances are you are not going to kill everyone, and you should know that going in. Personally, I like to set priorities for my ambush.
First Priority: Set everyone on fire in the near radius. This most likely won't kill anyone, however it will take off 1/4 to 1/2 of their HP depending on the class, making them easier for my mates to kill.
Second Priority: The Medics. Once everyone is ablaze, I turn my attention to the medics. Killing them is always preferred, but not always necessary. Often the ambush will trigger what we in the medical industry call "premature uberation". Which is mission accomplished for me. In maps like 2fort and mach4, simply driving the medic over the edge is sufficient. 2fort is the best for this because players on fire often go running for the edge to get to the water. Once there they have 2 options, run all the way back through their base which takes longer then any spawn timer, or go up through our narrow sewers. Which by now, has atleast 1-2 guys planted at the top waiting for them.
Third Priority: Escape, heal, rinse, repeat.
__________________
--=--=--=--=--=--=--=--=--
I can eat a rubix cube and poop it solved.
SpadeTF2 is offline   Reply With Quote
Old 06-08-2008, 02:57 PM   #8 (permalink)
 
Fish #641's Avatar
 
Join Date: Jan 2008
Posts: 488
Re: Tactics: The Pyro

I'll say this plenty of times. It's possible to be good with a bad guy, but that doesn't mean he's as strong as the rest. For instance, I used to play vCoD with a pen/pad setup and was fairly decent, but that doesn't mean that I wasn't at a disadvantage. OMGNAPALMBOMBing is a strategy that can alter the flow of the game, but it also can failsauce all over the place when the soldiers bounce you before you can get the medic. The way I see it, if you're good with a guy, you should be able to kill any competent enemy one on one. I'm good with pyro, but Heavies one on one? Rip me to shreds at close range, which is the pyro's specialty.
Fish #641 is offline   Reply With Quote
Old 06-08-2008, 09:13 PM   #9 (permalink)
 
SpadeTF2's Avatar
 
Join Date: Jan 2008
Location: Vancouver
Posts: 50
Re: Tactics: The Pyro

Each class has it's pros and cons, and I think valve has done a very good job of balancing them out accordingly. If you're saying that a Heavy is a superior class to the Pyro, you can make that argument, but you can also make the reverse argument aswell. As you can with all the classes, which is why this game is so fun. I think the biggest factor though is who is at the helm of the character. Going up against Cpt. Dude or Rocks, and coming out alive with any class should be an achievement of it's own. That being said though, it can be done. It can also be done regularily if you're REALLY good. As in, far better than me. The thing with heavys is that they are the easiest class to be good with. For the most part all you have to do it point at the enemy, you don't even have to click the trigger, just hold down the button. I'm not trying to take away anything from the "real" good heavies out there. To constantly deliver the carnage that Dude and Rocks do on a nightly basis takes great skill, to which few players have. But if two new players both log onto a TF2 server for the first time, one plays heavy, the other Pyro, the Heavy will probably dominate the majority of the game.

That's my opinion anyway.
__________________
--=--=--=--=--=--=--=--=--
I can eat a rubix cube and poop it solved.
SpadeTF2 is offline   Reply With Quote
Old 06-09-2008, 09:18 AM   #10 (permalink)
 
ROCKS's Avatar
 
Join Date: Dec 2007
Posts: 182
Re: Tactics: The Pyro

Spade,
firstly thanks for the props. Not quite following one thing though. In the beginning you say that the heavy is not superior than the pyro (by superior of course we mean in a one on one deathmatch concept as they are both usually bumping heads strategically on the battlefield). But in the second part you say that the heavy is easy to use and that any new player can win over the pyro (which I agree with; The heavy is very easy to nail down the BASICS). So doesnt this mean that the heavy is superior than the pyro? My opinion is that it is and I am all for a little pyro buffing to balance it out. It cant be that the best pyro player has no way to get me seriously damaged without having a medic and a crit RAGE as Fish would call it or catch me with my minigun down as he jumps the corner on me (which rarely happens cause when im turning a corner my minigun is ALWAYS spining). It will be interesting to see what changes do occur to this class to give him a little better competitive advantage, just dont overdo it Valve.

Then again it occurs to me that maybe the Heavy is meant to be the anti-pyro like the sniper is the anti-heavy. Maybe we are SUPPOSED to dominate pyros. There is really no way for a heavy to do anything about the enemy snipers on his own. They Pwn me. usually having dominated me unless I avoid them like the plage. The pyro can own against the classes they are meant to own against. But that class at the moment is not the Heavy, wether by design or not.
ROCKS is offline   Reply With Quote
Sponsored links
Old 06-09-2008, 03:34 PM   #11 (permalink)

 
MagnaCentipede's Avatar
 
Join Date: May 2007
Posts: 1,898
Re: Tactics: The Pyro

Heavy is supposed to secure a position by chewing up anyone who approaches. Pyro is supposed to kill defenders by approaching from a blind spot and giving them a case of the burning burning. Thus, heavy should win if the pyro runs at him, pyro should win if he flanks.
__________________
MagnaCentipede is offline   Reply With Quote
Old 06-09-2008, 05:19 PM   #12 (permalink)
 
Fish #641's Avatar
 
Join Date: Jan 2008
Posts: 488
Re: Tactics: The Pyro

In theory. The only way a pyro can beat a heavy is if the heavy doesn't get his minigun spinning as he sees the pyro, the pyro has a medic, or the pyro critrages.
Fish #641 is offline   Reply With Quote
Old 06-09-2008, 06:56 PM   #13 (permalink)
 
Snail88's Avatar
 
Join Date: Sep 2005
Location: Hamilton, NJ
Age: 26
Posts: 2,036
Re: Tactics: The Pyro

best way to kill a unaware heavy as a pyro especially if hes firing at something else - 2 swings of the axe BEFORE you roast him....many players notice themselves on fire and turn quickly to eliminate the threat. Melees arent as noticable and usually they dont notice theyre getting axed before you switch to the flame.
__________________



Quote:
Originally Posted by Fehmart View Post
well, like I tell my squads sometimes, some rounds are just "grab your ankles".
Snail88 is offline   Reply With Quote
Old 06-09-2008, 07:57 PM   #14 (permalink)
 
SpadeTF2's Avatar
 
Join Date: Jan 2008
Location: Vancouver
Posts: 50
Re: Tactics: The Pyro

[quote=ROCKS;1013289]But in the second part you say that the heavy is easy to use and that any new player can win over the pyro (which I agree with; The heavy is very easy to nail down the BASICS). So doesnt this mean that the heavy is superior than the pyro? QUOTE]

I think what was misunderstood was, I meant any new player Heavy, will typically come out ontop over a new player Pyro. And yes, in a 1 vs 1 deathmatch of any skill, the Heavy would have the edge, but I wouldn't like the odds of a Heavy in a 1 vs 1 deathmatch with a sniper either.

Now I'm nowhere close to being the best Pyro in the world, so take what I say for what It is, just an opinion. However, in my opinion, and through my experience, I tend not to have that much difficulty against heavies when I'm a Pyro. Typically if I can catch a heavy off guard I can come out on top, even when he knows I'm there I can come out on top regularily if I'm smart and have a little luck on my side. Granted this is all situational, for example the 2fort bridge, if the heavy is on one side, and I'm on the other, I know I'll get thrashed before I can even get to him so I'd typically avoid that fight.

Moving on though, I wouldn't mind seeing the Pyro getting some help to deal with snipers and SGs. Snipers especially, since Pyros have no real long range weapon, snipers chew them up. Atleast classes like Soldier and Demo can fire a couple shots at the sniper's cove to give them a few seconds to find cover. The pyro's shotgun is useless at long range and hardly worth the sniper even flinching.
__________________
--=--=--=--=--=--=--=--=--
I can eat a rubix cube and poop it solved.
SpadeTF2 is offline   Reply With Quote
Old 06-09-2008, 08:54 PM   #15 (permalink)

 
MagnaCentipede's Avatar
 
Join Date: May 2007
Posts: 1,898
Re: Tactics: The Pyro

No one really has a long-range weapon except sniper, because that's the whole point of sniper. The only class that can actually say "lol, sniper, I'ma kill 'em from way over here" is spy, and that's because the revolver has enough accuracy and damage (even at range) that he can force a sniper to take cover. And of course, revolver doesn't make spy a long-range class by any measure since it's only worth trying against fragile classes.

Why should the fire guy have a long-range attack? That's like giving a gun to Demo or Medic -- "no hitscan weapons" are part of those classes. Pyro has the same rocksalt that Soldier and Heavy and Engineer have to shore-up their close-range proficiency. (Excepting Engineer, who really doesn't need it. Infinite-ammo pistol and 500-damage wrench are plenty, since he's supposed to use his instagib turrets for fragging.)
__________________
MagnaCentipede is offline   Reply With Quote
Sponsored links
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are Off


All times are GMT -4. The time now is 07:53 PM.


Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0
©2004-2008 - Tactical Gamer - All Rights Reserved