Pyro
The pyro is one of the best assault classes in
the game. With decent armour, weapons and speed the pyro has what
it takes to make it to the enemy base quickly and outmanouevre the
heavier defenders. The Napalm rocket launcher and the Flamethrower
give you excellent long and short range firepower. The napalm grenade
is excellent for killing sentry guns and are excellent for covering
your escape
General tips
- Your napalm rocket launcher allows you
to lay down excellent anti-sniper suppressive fire. A sniper cannot
aim while burning. You can use the area effect to your advantage
by aiming at walls near to a sniper. Due to the rocket speed it
is often a good idea to duck out of cover, shoot a rocket at a
sniper and then duck into cover again for the time it takes for
the rocket to reach the sniper's position. Come out of cover and
then lay a suppressive fire at the sniper position with your rocket
launcher as you weave across open space. This will usually get
you and your teammates across open ground successfully. On well6
you can shoot at the walkway below an enemy's feet and the area
effect will still hit them.
- The flame thrower allows you to manouevre
around an opponent, both hurting them and blinding them. Circle
strafing works well against opponents. Often it is enough to just
burn them for a good second or two and let the burning flames
finish them off while you race further into an enemy's base. This
also works well on defense allowing you to switch to another target
and let the other enemy die or be cleaned up by the defense.
- The napalm grenade is an excellent tool
for taking out sentries, blocking off a route or flushing a hiding
enemy out of position. If you are playing on TF servers that are
version 2.8 or below you can air-shot the grenade. This involves
priming the grenade for about 2-2.5 seconds before tossing it
at an elevated enemy or sentry gun. Even though the napalm grenade
may land away from your target the explosions from the grenade
occur where the initial explosion started. These grenades can
also affect people behind walls or on a floor above you.an example
is well6 with a sentry gun in the flag room. You enter the bottom
of the tower, grenade jump on top of the teleport gate, prime
your napalm grenades and explode them underneath the sentry.
Offense
When playing offense the pyro's role is usually to suppress enemy
snipers, skirmish with the defenders and possibly capture the flag.
When engaging enemy it is often good to use the area effect of the
napalm rocket launcher to your advantage by shooting at obstacles
that an enemy is hiding next to or at walls, floors or ceilings
nearby. This allows you to remain out of sight and still hurt your
enemy. A skilled player can literally run rings around any other
defensive class but the heavy weapons guy in a dogfight. By circle
strafing and using your flame thrower you'd be suprised at how much
damage you will inflict while staying healthy.
Taking out sentry guns as a pyro is easy
if you can get close enough to drop a grenade next to one. The napalm
rocket launcher does not have the firepower to quickly take down
a sentry before the supporting defenders jump all over you. The
napalm grenade also takes a little time to take a sentry down which
gives an engineer time to jump in and repair it before it explodes.
Defense
As a reserve defender the pyro is excellent at rushing to help out
the defense where he is needed. His speed allows him to chase down
most other classes but the scout. Unfortunately the pyro doesn't
have the hitting power of the other defensive classes and can't
be counted on to kill an enemy if assigned to a static defensive
position. The pyro should pretty much be delegated to first line
of defense allowing the 2nd line of defense to kill the seriously
weakened enemy attackers.
Aliases
and commands
Gren timer:
alias primeone1 "primeone; play Gren.wav; bind X throwgren1"
alias throwgren1 "throwgren; bind X primeone1" bind X "primeone1"
alias primeone2 "primetwo; play Gren.wav; bind X throwgren2" alias
throwgren2 "throwgren; bind X primeone2" bind X "primeone2"
For the gren timer to work, you'll need to download
this zipped wav
and unzip it into your Quake/fortress/sound/ directory
Attack & Forward ID:
ID bound to +forward and +attack, good for detecting spys.
bind X "+attack; id"
bind X "+forward; id"
Drop 10 rockets:
alias droprock "dropammo ; wait ; impulse 3 " // drop 10 rockets
bind X droprock
Class binds:
bind X "reload" This will reload your weapon.
bind X "saveme" This will yell for a medic or an engineer.
bind X "inv" This will tell your inventory of grenades.
bind X "discard" This will drop stuff you don't need.
Other resources:
UKFN Tactics
for Pyros
TF
Guide class strategy for Pyros
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