Bard's guide to a better 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

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.

Binds to have

Nothing out of the ordinary.