Difference between revisions of "Pyro (Highlander)"
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The Pyro acts as a subtle, but important, part of a Highlander Team. His skillset allows him/her/it to deny some of the enemy's key classes (such as a Soldier, a Demoman or a Spy) and he/she/it is generally entrusted with responsibility on protecting the Medic alongside the Heavy, supporting an Engineer's Nest along with spy-checking and reflecting projectiles and spam with his Airblast. His/hers/its lack of mobility usually hinders his/hers/its status as a true combat-centric class but he provides support abilities to make up for that when working with his team. | The Pyro acts as a subtle, but important, part of a Highlander Team. His skillset allows him/her/it to deny some of the enemy's key classes (such as a Soldier, a Demoman or a Spy) and he/she/it is generally entrusted with responsibility on protecting the Medic alongside the Heavy, supporting an Engineer's Nest along with spy-checking and reflecting projectiles and spam with his Airblast. His/hers/its lack of mobility usually hinders his/hers/its status as a true combat-centric class but he provides support abilities to make up for that when working with his team. | ||
==Gameplay== | ==Gameplay== | ||
− | + | The Pyro usually varies between sticking with his team's combo (usually the Heavy and Medic) and complementing the Medic Buddy's skills by reflecting spam, dealing with flankers and the like. His abilities also allow him/her/it to push away Ubers and take down enemy spies fairly easily, this makes him/her/it an ideal partner for a friendly Engineer, especially in defensive scenarios. The Pyro excels at close range and can take out most targets in close proximity within few seconds. However, his lack of additional movement speed (without the use of the Gas Jockey)makes it difficult to hunt down targets without endangering himself/herself/itself in the process. Some players opt to take on the enemy in a convert manner and to flank and ambush the target like a Scout usually would, also known as the Roaming Pyro playstyle. | |
− | + | The Pyro's Airblast is his/hers/its most interesting mechanic and allows to forcibly reposition the enemy, pushing him away (especially useful against Ubers or on ledges), extinguish burning teammates and reflecting enemy projectiles (including, but not limited to, a Soldier's Rockets, Demomen's grenades and stickies, enemy Jarate and Mad Milk as well as Crusader's Crossbow and Huntsman arrows). His afterburn can also ensure occasional pressure on the enemy some time after the Pyro had faced him/her, this gives him/her/it a temporary tool trough which one can apply constant pressure on the enemy without having to further endanger thyself. | |
− | + | The Roaming Pyro is rarely used since the Pyro's unique tools make him a valuable support character and roaming opportunities for a Highlander Pyro are usually few and far between. Some players have tried using it regularly but one would have to coordinate with his team for that sort of maneuver. | |
===On Offense=== | ===On Offense=== |
Revision as of 23:05, 4 July 2013
The Pyro acts as a subtle, but important, part of a Highlander Team. His skillset allows him/her/it to deny some of the enemy's key classes (such as a Soldier, a Demoman or a Spy) and he/she/it is generally entrusted with responsibility on protecting the Medic alongside the Heavy, supporting an Engineer's Nest along with spy-checking and reflecting projectiles and spam with his Airblast. His/hers/its lack of mobility usually hinders his/hers/its status as a true combat-centric class but he provides support abilities to make up for that when working with his team.
Contents
Gameplay
The Pyro usually varies between sticking with his team's combo (usually the Heavy and Medic) and complementing the Medic Buddy's skills by reflecting spam, dealing with flankers and the like. His abilities also allow him/her/it to push away Ubers and take down enemy spies fairly easily, this makes him/her/it an ideal partner for a friendly Engineer, especially in defensive scenarios. The Pyro excels at close range and can take out most targets in close proximity within few seconds. However, his lack of additional movement speed (without the use of the Gas Jockey)makes it difficult to hunt down targets without endangering himself/herself/itself in the process. Some players opt to take on the enemy in a convert manner and to flank and ambush the target like a Scout usually would, also known as the Roaming Pyro playstyle. The Pyro's Airblast is his/hers/its most interesting mechanic and allows to forcibly reposition the enemy, pushing him away (especially useful against Ubers or on ledges), extinguish burning teammates and reflecting enemy projectiles (including, but not limited to, a Soldier's Rockets, Demomen's grenades and stickies, enemy Jarate and Mad Milk as well as Crusader's Crossbow and Huntsman arrows). His afterburn can also ensure occasional pressure on the enemy some time after the Pyro had faced him/her, this gives him/her/it a temporary tool trough which one can apply constant pressure on the enemy without having to further endanger thyself. The Roaming Pyro is rarely used since the Pyro's unique tools make him a valuable support character and roaming opportunities for a Highlander Pyro are usually few and far between. Some players have tried using it regularly but one would have to coordinate with his team for that sort of maneuver.