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===Secondary=== {{Class Weapon Table Header}} {{Class Weapon Table Row |weaponname = Shotgun |description = The '''Shotgun''' is Pyro's stock Secondary. It is identical to the [[Engineer]]βs, [[Heavy]]βs and [[Soldier]]βs. It is a hitscan weapon and carries 6 shots in its clip, and has 32 reserve ammo. Pyro can use the Shotgun to kill enemies outside their effective range, or to finish off a weakened enemy. The Shotgun deals respectable damage at close-range and gives Pyro decent abilities at mid-range. Even though its damage long-range is fairly negligible it allows them to harass enemies from a distance and support his teammates on occasion. Note that Pyro's flare guns allow them to harass enemies at distance more effectively, but give them less close-range staying power. |ugc4s = always |6s = always |ugchl = always |etf2lhl = always |rgl6s = always |rglhl = always }} {{Class Weapon Table Row |weaponname = Flare Gun |link = Flare_Gun |description = The '''Flare Gun''' allows Pyro to harass and even pick off targets at long-range. It fires a single projectile which deals 30 damage and lights the target on fire - dealing critical hits (90 damage) against burning players, the equivalent of a point-blank Shotgun attack. It takes 2 seconds to reload, making Pyro weaker in close range combat against multiple enemies. Like their other flare guns, the standard Flare Gun is a projectile weapon and Pyro must predict the enemy's movement to use it effectively. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Detonator |description = The '''Detonator''' functions like the Flare Gun, but gives up burst damage in favor of mobility and long-range harassment. While it deals only 23 damage on a direct hit, and only mini-crits against burning players, it can be detonated mid-air to light groups of enemies on fire, or to ignite hard-to-hit targets like Scout. Upon hitting a surface, the flare creates an explosion that only harms the Pyro who fired it. If the flare is detonated as soon as it is fired, the explosion will launch Pyro a short distance, at the cost of a significant amount of health. This gives Pyro the ability to ambush enemies from unexpected locations. Additionally, the Detonator explosion destroys Demoman's stickybombs, allowing Pyro to dismantle sticky-traps without putting themself in danger. |ugc4s = true |6s = false |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Reserve Shooter |link = Reserve_Shooter |description = The '''Reserve Shooter''' is a shotgun that is rarely used as a Pyro secondary after the Jungle Inferno Update, in which Valve removed its ability to mini-crit airblasted targets. There is still a 20% faster switch to time though, which can be used as a more combo-oriented shotgun playstyle. This weapon has four shots per clip instead of six. Due to its effectiveness in most formats the weapon is banned from competitive play with the exception of RGL's Highlander league. |ugc4s = false |6s = false |ugchl = true |etf2lhl = false |rgl6s = false |rglhl = true }} {{Class Weapon Table Row |weaponname = Manmelter |description = The '''Manmelter''' is rarely used since the Flare Gun is superior to it in most situations. It has an unlimited supply of ammo and can extinguish teammates - extinguishing a teammate will grant the Manmelter one stored critical hit, much like the Diamondback or Frontier Justice. However, with good aim, the Flare Gun can deal crits on demand as well, making the Manmelter redundant in most cases. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Scorch Shot |link = Scorch_Shot |description = The '''Scorch Shot''' inherits some key traits from the Detonator such as destroying stickies and lighting groups of enemies on fire. While Pyro can flare-jump with the Scorch Shot, the explosion deals less damage, and barely launches Pyro at all. It deals 50% less damage when compared to the standard Flare Gun and only mini-crits burning targets, which significantly decreases Pyro's offensive capabilities. However, it allows Pyro to harass enemies at long range without having to aim precisely or time flare detonations, making the Scorch Shot the go-to weapon in many competitive formats. It is especially useful against Sniper, who flinches repeatedly while on fire, making him unable to hit shots consistently. While Medic's healing is reduced by 50% for burning teammates, they will be extinguished after one second, making the Scorch Shot somewhat less useful against the enemy combo. |ugc4s = true |6s = false |ugchl = false |etf2lhl = false |rgl6s = true |rglhl = false }} {{Class Weapon Table Row |weaponname = Panic Attack |link = Panic_Attack |description = The '''Panic Attack''' is a community-created primary weapon for the [[Engineer]], and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]]. The Panic attack has a 20% damage penalty per bullet compared to the stock shotgun and is much less accurate, but it fires 50% more bullets per shot, making the weapon deal up to 108 damage at point-blank range, but minimal damage at medium to long range. The weapon deploys 50% faster, allowing Pyro to follow up on their Flamethrower with a large burst of damage. This weapon is good with ambush-based strategies due to its faster deploy time, but cannot harass enemies at a distance. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Gas Passer |link = Gas_Passer |description = The '''Gas Passer''' allows Pyro to throw a cloud of gas on the ground that inflicts the "gas" debuff on enemies that walk through it. Enemies with the "gas" debuff will be set on fire for 10 seconds, even enemy Pyros. While this weapon may seem like a balanced area denial tool on paper, this gives Pyro a decent area denial tool, its long charge time and easily-cured debuff make it a minor nuisance at best; enemies will typically ignore the gas cloud when pushing in. |ugc4s = false |6s = false |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Thermal Thruster |link = Thermal_Thruster |description = The '''Thermal Thruster''' is a jetpack that allows Pyro to move around the map quickly, at the cost of their Secondary. It holds two charges; each one takes 15 seconds to recharge. Each charge gives Pyro burst mobility similar to Soldier's rocket jump - while airborne, Pyro will take increased knockback and reduced fall damage. Like the Mantreads, Pyro deals 3x fall damage to enemies they land on during this time. When paired with the Backburner, Pyro can get behind an unaware enemy and deal critical hits, but this prevents them from guarding their team's combo and harassing enemies. Competent players will simply shoot Pyro down before they can cause much damage. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table End}}
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