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TF2 Pyro Tactics
Old 06-18-2008, 10:28 PM   #1 (permalink)
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Default TF2 Pyro Tactics

Use this thread to discuss pyro tactics. It looks like there will be some significant differences in gameplay after the patch tomorrow, so let's focus our thoughts on the using the "new" pyro kit here.

I for one am eager to learn the ins and outs of the compressed air and flare gun.
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Old 06-18-2008, 10:40 PM   #2 (permalink)
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the compressed air will definately be very interesting. It just better use up fuel or have a cooldown or something or people will abuse the hell out of it. Im sure they playtested the hell out of it and most likely have. Im definately wondering if the backburner will be a bit OP especially with the +50 hp but thats yet to be seen. Maybe while they were playtesting it, they found that crits from the back werent enough to justify using it over the old flamer.

I can see pyros being a great combo for a sentry, spy checking and blowing away stickies but at the same time, youre hardly gonna find a pyro just sitting next to a sentry waiting for stickies to come it so youll need somoene very dedicated.

I think the flare gun can be useful but i still will prolly take the shotgun since its invaluable as a finisher. It all depends on if the flare does damage or it just ignites people.

Axtighuiser might be useful but then again, the only time ill use my ax rather than flame is when im flankin so they dont notice me as fast so the normal ax would be better in that situation.

Decisions decisions...
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Old 06-18-2008, 11:13 PM   #3 (permalink)
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I think the Flare Gun, depending on how much more/less damage it does normally than the normal shotty might be the only weapon I wield regularly. I generally only break out the axe when I don't have time to flame, or just for humiliation kills anyway, so it seems like a dry-axing is more in my style. The backburner doesn't have the air blast, which I think I'll be using a lot as Pyro (I love a flashier style of play, as opposed to flanking and burning).
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Old 06-19-2008, 12:28 AM   #4 (permalink)
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By the sounds of it the flare gun is only going to ignite. If you use the flare gun you wont have a good way of finishing classes or killing all the other pyros the update is going to bring. It would be a good option though for pyros not using the backburner, if you're coming up behind somebody you could flare them then axe.

The backburner looks good but I don't see it being too overpowered. Its going to be great for taking people down fast that you've got the drop on, which the pyro should be able to do. But I don't think it will help the pyro out that much for uber rushes though. It might make people play smarter against pyros. When an uber pyro is charging too many people turn and run. 4 or 5 people turning and running from the pyro makes no sense. Soldiers and demos should always try to bounce the pyro, if you cant bounce him, run past him. If he turns to finish you then the rest of your team will get away. If he doesn't finish you, you can hold your ground and kill the retreating medic a few seconds later.

Compressed air we will have to wait and see the details on it.
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Old 06-19-2008, 12:52 AM   #5 (permalink)
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I really like the unlocks, I think ill probably play pyro a lot more now. That compression ability sounds pretty cool.

As a sniper i bet that flare gun is going to be a pain in the ass. If you are on fire its nearly impossible to aim.
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Old 06-19-2008, 05:18 AM   #6 (permalink)
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The biggest change that this brings is that the Pyro can now potentially be used against any class. Spies were always vulnerable to fire, but now that you can light people up from the other side of the map Demos and especially Snipers will be easier to take down. Scouts can still outrun and beat a demo, but the flare gun makes it so it's a little easier to hurt them. The air blast obviously makes the Pyro useful against Soldiers, Demos, and invul/kritz ubers. Now instead of countering with your own uber, a good Pyro on your team can break up most Ubers (except the Heavy).

I'm really excited about this, which is why I'm more pissed that I'll be missing about 2 days worth of using these new toys.

Also, the backburner adding 50 life helps you get behind enemy lines, maybe have them forget/get distracted as to your presence, then flank pretty effectively. A backburner Pyro ubered will really tear up stupid teams who don't bodyblock etc.
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Old 06-19-2008, 06:33 AM   #7 (permalink)
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The weapons seem complimentary to me. For example the backburner and axtinguisher; if you can't get behind someone with the backburner to crit you can just switch to the axtinguisher.

Even though you could do that alone a pair of Pyros would be even better. The axtinguisher/backburner combo for constant crit chances, compressed air to cover the rush so you don't get juggled as often, the flare gun for snipers/heavies you can't get close too and the shotgun to for scouts and runners. Scouts and Engineers work pretty well in pairs but I think Pyros are going to rule the buddy system.
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Old 06-19-2008, 06:37 AM   #8 (permalink)
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Originally Posted by PANDAmonium View Post
The biggest change that this brings is that the Pyro can now potentially be used against any class. Spies were always vulnerable to fire, but now that you can light people up from the other side of the map Demos and especially Snipers will be easier to take down. Scouts can still outrun and beat a demo, but the flare gun makes it so it's a little easier to hurt them. The air blast obviously makes the Pyro useful against Soldiers, Demos, and invul/kritz ubers. Now instead of countering with your own uber, a good Pyro on your team can break up most Ubers (except the Heavy).

I'm really excited about this, which is why I'm more pissed that I'll be missing about 2 days worth of using these new toys.

Also, the backburner adding 50 life helps you get behind enemy lines, maybe have them forget/get distracted as to your presence, then flank pretty effectively. A backburner Pyro ubered will really tear up stupid teams who don't bodyblock etc.
The air blast sounds like it's amazing, but I doubt valve would allow it to be so powerful. I bet there's a long cool down or a large ammo consumption rate. I doubt one would be able to block *every* rocket or sticky shot during a 30 second Uber, and I'm sure it'll be difficult to get a medic away from the person being ubered if they're any good.
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Old 06-19-2008, 07:29 AM   #9 (permalink)
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Ubers only last ten seconds...

I'm saying that if you're skilled enough you can stop the uber or kritz from being too destructive. I also agree that it probably won't be a gamebreaker, thanks to either cooldown or ammo consumption.
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Old 06-19-2008, 09:05 AM   #10 (permalink)
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Ubers only last ten seconds...

I'm saying that if you're skilled enough you can stop the uber or kritz from being too destructive. I also agree that it probably won't be a gamebreaker, thanks to either cooldown or ammo consumption.
Well holy crap, they feel much longer than that >.>
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