Editing Pyro (6v6)
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
This page supports semantic in-text annotations (e.g. "[[Is specified as::World Heritage Site]]") to build structured and queryable content provided by Semantic MediaWiki. For a comprehensive description on how to use annotations or the #ask parser function, please have a look at the getting started, in-text annotation, or inline queries help pages.
Latest revision | Your text | ||
Line 12: | Line 12: | ||
*The Pyro can stall a few Kritzkrieg stickies with good timing, but the fire rate of uncharged stickies means that if the Demoman gets into mid-range, the Pyro will eventually go down. Once this happens, get closer to the Demo, which makes killing the Pyro a lot more difficult. | *The Pyro can stall a few Kritzkrieg stickies with good timing, but the fire rate of uncharged stickies means that if the Demoman gets into mid-range, the Pyro will eventually go down. Once this happens, get closer to the Demo, which makes killing the Pyro a lot more difficult. | ||
+ | |||
+ | *Against megahealed targets, remember that the Axtinguisher can take down a 125% overhealed Medic in one shot. | ||
*Consider using the Detonator. While the Pyro loses his only damaging ranged weapon, he is usually run against Übered targets, which means he wouldn't get that much use from a Shotgun or Flare Gun anyway. The Detonator is good for discouraging Snipers and can easily destroy sticky traps. Because the secondary isn't used when actually fighting (compression blast + minicrit is actually weaker in terms of DPS than flaming with the Degreaser, although it's better at finishing off some targets), consider using the stock flamethrower to get some extra flamethrower damage. | *Consider using the Detonator. While the Pyro loses his only damaging ranged weapon, he is usually run against Übered targets, which means he wouldn't get that much use from a Shotgun or Flare Gun anyway. The Detonator is good for discouraging Snipers and can easily destroy sticky traps. Because the secondary isn't used when actually fighting (compression blast + minicrit is actually weaker in terms of DPS than flaming with the Degreaser, although it's better at finishing off some targets), consider using the stock flamethrower to get some extra flamethrower damage. | ||
Line 35: | Line 37: | ||
*When playing against Pyros, it's best not to fire reflectable projectiles at mid/long range at them, because they could send it back with a minicrit, which is not subject to falloff. | *When playing against Pyros, it's best not to fire reflectable projectiles at mid/long range at them, because they could send it back with a minicrit, which is not subject to falloff. | ||
− | *As a Demoman, if a Pyro is stalling you, shoot and detonate stickies at | + | *As a Demoman, if a Pyro is stalling you, shoot and detonate stickies at your feet as fast as possible. The fire rate of the Sticky Launcher is faster than the airblast and the projectiles do not change teams, so he will likely take significant damage. However, this is likely to deal a heavy amount of self-damage. |
*The Minigun shreds Pyros, but the Heavy's slow mobility means they can airblast him away and make it difficult for the Heavy to get into position to shoot the Pyro. | *The Minigun shreds Pyros, but the Heavy's slow mobility means they can airblast him away and make it difficult for the Heavy to get into position to shoot the Pyro. |