Pyros--What are you doing? Options
Leon Switch
#1 Posted: : Thursday, February 21, 2008 1:21:30 AM
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Recently we've held a lot of kickass impromptu matches against HAX, or just for fun. I've noticed that Klules and Razor especially, (and Whut when he's playing) play very mysteriously. They "somehow" don't die when they should, and they cap points when they shouldn't! It sounds like I'm accusing them of cheating, but I'm not!

Maybe I just haven't seen pyros played well on our servers much. Maybe I don't get their unique "role" on a team. Beyond the obvious anti-scout anti-spy functions, they seem to be a strange combo of a soldier and a scout.

Most importantly, I haven't seen much pyro work on small-team tournaments. What is their role?

Leon
WDF?
#2 Posted: : Thursday, February 21, 2008 1:59:36 AM
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Close quarters combat and confusion.

Basically if you can get up close to a group, you can light them all on fire and run around in circles at close range and they won't really know which way to shoot (theoretically).


That's what I usually do. It's pretty easy to do a decent amount of damage to a number of players and if they don't die from the flames, your teammates can finish them off easily.

I've also found they're good for HW guys as they have trouble following you if you get up close and circle them with fire.

K_Buz
#3 Posted: : Thursday, February 21, 2008 6:22:16 AM
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I think Pyro at Gravelpit (esp the third cap point) are invaluable.  They "push" teams back and make them scramble for health thus giving a little more time from a concentrated push. 




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Murdy
#4 Posted: : Thursday, February 21, 2008 7:09:31 AM
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pyro are great for spliting Medic teams just haed for the Doc chase him away.  you can also run solo and push back the other team giveing your team ground and time. running in a group Pyro away in front hit the othe team and get behind them so there backs are faceing  your group.

in short think of the pyro like a flash bang but with an Axe

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virus
#5 Posted: : Thursday, February 21, 2008 10:45:35 AM
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confusion, fear, scattering groups attacking, impairing aiming vision, these are a few of a pyro's favorite things.  Klules and murdy also know when to back off before the get killed. I love to uber either of them because they don't drag me into a death trap just as our uber is letting off.

Burn 'em all, let god sort 'em out

 

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Razor
#6 Posted: : Thursday, February 21, 2008 10:54:30 AM
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WDF? wrote:
Close quarters combat and confusion.

Basically if you can get up close to a group, you can light them all on fire and run around in circles at close range and they won't really know which way to shoot (theoretically).


That's what I usually do. It's pretty easy to do a decent amount of damage to a number of players and if they don't die from the flames, your teammates can finish them off easily.

I've also found they're good for HW guys as they have trouble following you if you get up close and circle them with fire.

 

Well said.  I see my role as a pyro is to cause as much confusion as possible.  In the finals of Tourney #1 I was useless as far as kills go, but the one thing that I did was upset the flow.   If I can get a kill great, but if I can disrupt the advancement then I have helped my team.  Whut was correct.  Hit em quick and run circles......always pushing the flames out.  Will I die?  Yes, and often.  If my team is on spot then I can get a lot of kill assists.  The key is having others follow from a distance and pick off any survivors.  Never underestimate the Pyro-Medic team.  Both have similar speed and with an uber it can be lights out.  

Murdy is also spot on with his comments, however I hate his axe.  Reminds me of The Shining.

Bottom line:  Playing pyro is freakin fun.

WDF?
#7 Posted: : Thursday, February 21, 2008 11:05:46 AM
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Yeah, the pyro is the class you play when you don't care about your K:D ratio.

Peepin-U
#8 Posted: : Thursday, February 21, 2008 11:05:56 AM
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Yeah I love using the Pyro.  I like running circles around heavys, sgs and such.  Running into crowds and watching them scatter.  The pyro is good at keeping the other team away.

If you notice, when I run into say the opposing teams base like 2 fort and start flaming some people...they run usually back to spawn.  Pyro I think has its role along with spy checking and scout BBQ.

I wish it was like the old TFC when they had Fire Rockets.
WDF?
#9 Posted: : Thursday, February 21, 2008 11:08:56 AM
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Oh, the other thing... about capping points and shit when we shouldn't be able to.

As a pyro, I try to stick to blind corners and tight corridors. This allows me to run face first into anyone coming around a corner and melt them before they have a chance to react. The back ways of maps are less traveled, obviously, so the combination of my decent speed as a pyro, with using the tight confined areas and ambush spots to my advantage allows me to get behind the enemy without them really noticing.

Peepin-U
#10 Posted: : Thursday, February 21, 2008 11:12:09 AM
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Pyros in my opinion have the unseen team advantages.  While they may not lead in kills or such...they are great disrupters towards the other team.  They break up a rush...and really cause some havoc.
Klules
#11 Posted: : Thursday, February 21, 2008 11:23:51 AM
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LOL,  I was going to start a thread (and may still) on everyone's favorite class and why and what their weaknesses are.

I agree with all the above.     I try to do a few things depending on situation:
  1. Run blazes-  this is just a pel-mel run thru a group of enemy, not sticking around to kill anyone, just go thru and survive to the back.   Let the soldiers and heavies get the kills.  I'll take any assist points that come my way.
  2. Back line havoc - burn equipment, finish off wounded, kill the lone engy or medic, etc
  3. Roll-up - get to a mid point and work your way back to the front...     The initial run on CP-Well if fun.    Lag back a second or two and let everyone get invovled in the CP contest.   Come around the back of the wave, kill supporting medics or snipers, etc. Then work my way back to the scouts still trying to cap.
  4. Medic obstruction - get in between the medic heavy combo.   Great fun watch the medic run away and see the heavy go down to a sniper/soldier kill. 
  5. Follow the soldier - run with and ahead of soldiers and heavies and clean up kills.
  6. Burn spies - I hate spies, so much so that I do stoopid things and die just to continue to track them down.   Being able to identify them in a crowd with the fire  makes me feel safer. 

I take a personal pride in really disorganizing a rush with a blaze or blowing up a coordinated defense.   There are plenty of times I don't get many points but then I we cap the point.

Favorite map:  Probably Badlands now.    There are so many paths to come from behind on enemies.   The building in the center has plenty of tight corners to ambush and trap people.
Hated map: 2Fort - not just that we've all done it way too many times; just that the opportinuties to surprise people there are limited.   I need to learn some tricks from good spies and such.

Things pyros hate:
  1. A really really good soldier at range.    They can generally keep you at bay with splash damage and well placed rockets.   Cheney just kills me in this regard.    
  2. Level 3 SGs - we die quickly with these.   But put them in a corner somewhere where I can approach and circle strafe and life is good.
  3. Water - 'nuff said.

BTW, really enjoying the shotty now as well for range damage.


Darkillumina
#12 Posted: : Thursday, February 21, 2008 11:57:52 AM
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I eat pyros for breakfast. All it takes to kill a pyro is a steady hand and a calm mind. When you get set on fire you're not dead so stop running around like a fool. Concentrate on killing the pyro and he'll go down before you do. Even as a scout unless I get ambushed by 2 pyros I believe I have the upper hand.
I'm the leetest one here

delta62
#13 Posted: : Thursday, February 21, 2008 12:48:42 PM
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Darkillumina wrote:
I eat pyros for breakfast. All it takes to kill a pyro is a steady hand and a calm mind. When you get set on fire you're not dead so stop running around like a fool. Concentrate on killing the pyro and he'll go down before you do. Even as a scout unless I get ambushed by 2 pyros I believe I have the upper hand.

Absolutely. Especially in the warpath maps in the main coridor, if people see a pyro the entire team will start running backwards and avoiding the fire.

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Leon Switch
#14 Posted: : Thursday, February 21, 2008 1:24:09 PM
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I'm loving the feedback.

So what I've gathered is that pyro seems to do what a smart scout does, but he can also be like a soldier going up against the bigger classes.

Obviously he has lots of benefits as a support-attack class in a 6v6 faceoff. When I play the soldier I get trapped by good demoman, and sometimes get owned by surprise-heavies, and might die to a good soldier-soldier faceoff. I can see how the pyro can wedge himself in to make those annoying stickies disappear, ambush heavies while the soldier takes the heat, and turn a soldier-soldier fight into a favourable one.

I also love running into sniper-, engineer-flame jerkies as I'm making my way towards a cap or the intel.

Now I think people don't play pyros in a tournie setting because they are so easily rocket-lunch for soldiers. Would you agree with this sentiment? In contrast, in the right circumstances, I've been overcome by flames a lot of times, even without knowing it.

Also, in a 6v6, can a pyro-medic kill a soldier-medic? How about a heavy-medic?
Lead Salad
#15 Posted: : Thursday, February 21, 2008 1:40:08 PM
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A little something worth adding: Pyros are the best class for edging, as long as it's close range obviously. It's mostly due to the fact that you don't really need to aim. But also, the constant flow of damage drives camping engineers crazy.
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