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Jul 9, 2008

Rabid Pyro

I decided to put together a little Guide to playing Pyro. I figure that since all I really play now is Pyro, and generally I end up being the Pyro with the highest score on whatever server I am currently playing. I will inflate my ego just slightly and call myself a Pyro Master(just don't ask me prove it). So here are the ten rules of being a Rabid Pyro.

1) Accept Death

As a Pyro it is your duty to die, preferably with honor. So long as you die with at least two enemies engulfed in flame, it was a life worth living. Pyro is an Ambush Class, use that. Hide around corners, on ledges, anywhere you can get the drop on the enemy. Your average life should be around 1-2 minutes, longer if you are forced to run across the entirety of the map due to your Engineers failing to build teleporters.


2) If You Ignite, They Will Come

With a general short life span, you must come to terms with less kills and more assists. Not to say you'll be lacking any kills. Do not feel frustrated over dying. Just remember that so long as you are igniting you enemies you are helping the greater good of your team. Even when you don't get the assist, you are delaying their push onto your point/cart/intelligence, you are weakening them for the Soldier/Demoman/Heavy behind you, you are throwing them off guard, putting the proverbial wrench in their gears.


3) Teleporters Are Your Friends

Not only are your own teleports good to you, so are the enemies. With speed being one of the most important issues with a Rabid Pyro, your own teleporters will help throw you in the thick of things quickly. While your enemies teleporters will bring them to the fight faster, if you happen across one unguarded don't destroy it right off. Especially on maps like 2Fort in the sewers, hanging around an unguarded enemy teleporter with you axe handy, is not only fun but can get you both the Lumberjack and Clearcutter achievements.


4) Keeping It On The Back Burner

Once you get this, stick with it! I haven't looked back, not even for those two achievements I need to get with the original Flame Thrower. The Crits from behind are great when frightened enemies run from you. The added health(which I agree should only be 25) is far more useful than the Compressed Air Blast of the original Flame Thrower. Plus it just looks cooler!


5) Flared Up

To put it simply, the Flare Gun is just fun. You can annoy just about anybody with it, best of all Snipers. But pay attention to the map your currently playing before picking it. Places like Gold Rush, Dustbowl, and Badlands are good choices. Well, 2Fort, and Granary not so much. You want most outside than inside for it, and preferably not so level terrain. The more open areas you have, the more opportunities you'll have to use it. Otherwise stick with your Shotgun.


6)Shot Down In A Blaze Of Glory

Your Shotgun is a very versatile weapon. It is best when dealing with pesky enemy Pyros, it's great for annoying Scouts, you can get decent hits with it are range. But best of all, if you are holding you Shotgun, enemies are more willing to get into close range of you, allowing for a quick switch to the Flame Thrower/Back Burner for the ignite. And then when you get really good, a switch to the Axtinguisher for the Crit kill.


7) Axe Me No Questions

Speaking of axes. In my opinion, more is not always better. While the Axtinguisher has the added Crit chances it does lack the speed of the Fire Axe. Unless you plan to only swing your axe after ignition I would recommend just sticking with your Fire Axe. My personal reason is based on when your team wins the round and you are given your way with the opposing team, the Fire Axe will one hit kill where as the Axtinguisher will take three or four hits to get the free kill, and by then your teammate has attacked thus giving you only an assist.


8) I'll Tell You No Spies

Spy Check damnit! You are the Spies biggest fear, use that. It's good to keep an eye on your teams scoreboard, try and keep up with who is playing what. Spy Check damnit! In the long run you aren't going to use those last 10 units of propane(I'm assuming it's a propane power Flame Thrower) anyways. But do keep in mind, if they are hold a secondary or unlocked weapon, THEY ARE NOT A SPY. Your teammates will be pleased with your Spy Checking, but will get annoyed if you keep checking the Pyro holding the Flare Gun, or the Demoman with the Sticky Launcher, or the Engineers with the Pistol, or the...well you get my point. Also remember that Spy and disguise as their own team too. If you see an enemy that is running around in the mist of battle and not firing, keep an eye on them, they could be a spy hiding in plain sight. Most good Spies do this, and hate to be caught this way.


9) Air Pockets

As I mentioned above, I don't use the Compressed Air Blast. It's not worth the 25 propane units and the added health with the Back Burner is a better advantage. But if you do choose to use it, and/or some how manage to master it. Good job. With it you can really turn the tide of the battle when you send a rocket back the the Soldier who fired it. Then again, Heavy Tennis is a lot of fun...


10) Becoming An Achiever

Finally, the achievements. Don't bother trying to grind them out, just play and they'll come. They're a lot easier to get and wont disrupt your teams work at winning as the Medic achievements. Get the Back Burner and maybe the Flare Gun too. Beyond that don't worry too much. Just play, enjoy, and flame it up.


If you have any problems with the steps just remember number 1, accept death. Accept it, and you'll be a Rabid Pyro in no time.

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