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Tags: Team_Fortress_2TF2PyroLoadouts

Viewing Article: Pyro Loadouts Part 1
 By: PoPo!
TROLLAN ALL DAY ERRYDAY
 Summary:
 A series of articles detailing good combinations of weapons/items for the TF2 classes.
 Posted on 2011-02-17 14:15:27
Viewed: 2727 times 
 Posts: 9015
Commented on: 0 times 
 Location: I'M ON A BOAT
  


The Ax-assin

- Degreaser
- Flare Gun/Detonator/Shotgun/Reserve Shooter
- Axtinguisher



The standard offensive Pyro loadout. Relies on the "puff 'n sting" strategy of setting someone on fire, then quickly switching to the Axtinguisher to hit them with a critical for 195 damage + the fire damage. Optionally, compression-blasting the enemy before switching to the Axtinguisher disorients their aim and make them move in a predictable pattern, as well as slowing down some classes that run faster than the knockback moves them.

The Detonator functions similarly to the Flare Gun, except it only deals mini-crits to enemies that are already on fire, not full crits. You can detonate the flares if you narrowly miss an enemy, to still set them on fire, but detonations do not score mini-crits. Does good damage at range, unlike the Shotgun, so you can fire it from relative safety. Good for chokepoint spamming, harrassing enemy Snipers, nailing mini-crits on fleeing foes, setting people on fire for Axtinguisher kills, and Spychecking distant team mates. Can't be used while underwater.

It's main draw is flare-jumping, which is helpful. The Pyro's main weakness was lacking the same mobility as most of the other combat classes; Scouts run fast, and Demomen and Soldiers can explosive-jump. The Detonator helps you ambush and reach new heights, but it's really only a hop, a boost up to an unreachable spot. Just keep in mind it does a lot of self-damage, ala the Stickybomb Launcher. Mini-crits for 41 damage.

The Flare Gun lacks the detonation ability, but deals full crits to enemies that are already on fire. Otherwise, similar in use to the Detonator. Great for taking on Heavies at range, since they're so slow; you can just keep spamming it for 90 damage a hit, forcing them to retreat, or getting a kill if they're not paying attention. It crits for 90 damage, which is no joke, especially since it renews afterburn. 2 Flares (one of them a crit shot) will kill a 125 HP class, with a tick or two of afterburn. If you see somebody running for health, a flare could kill them before they reach it. Both the Detonator and Flare Gun have an extremely long range and no damage reduction at range, but it takes some practice to shoot them out that far, because the shots arc downward.

Up close, however, the Shotgun out-damages the enemy if they're not on fire, and indeed, can even outdamage the Degreaser or Flamethrower at point-blank range. It can be fired more rapidly at a fleeing or charging foe, and helps you handle the Pyro vs. Pyro match-up, since enemy Pyros don't take afterburn damage, and the half a second they're on fire is usually not enough to take advantage of weapons that critical hit if they're on fire.

The Reserve Shooter is an interesting choice. The obvious combo is blowing somebody into the air, then switching to the RS and getting mini-crits, so you have the option of puff 'n sting or puff 'n shoot. A bit redundant, considering you have the Axtinguisher already, but since the opponent doesn't have to be on fire, you can mini-crit enemy Pyros. Or just catch people as they're jumping. Less ammo makes it harder to harrass with it. The switch speed effect does not stack with the Axtinguisher's switch speed bonus.

The Py-Bro

- Degreaser
- Reserve Shooter/Flare Gun/Detonator/Shotgun
- Homewrecker/Neon Annihilator



A pure support/defensive Pyro. Your job is NOT to get kills, it's to protect your base and your Engineer(s), and be a Spy's worst nightmare. Your "roost" is your team's sentry nest. Spychecking is what Pyros do best, so you'll wanna Spycheck early and often, and when in doubt, stay near the nest. If a Spy slips past you, the Homewrecker will make quick work of his Sapper(s). The Detonator/Flare Gun helps by letting you Spycheck distant friendlies, but the Shotgun is good for chasing down fleeing Spies. The Reserve Shooter is a powerful option on this set, because it helps you make up for the close-range damage output you lack from not using the Axtinguisher.

The Degreaser is the superior option here, since it lets you pull out your Homewrecker quicker, so you can save a building just in the nick of time. Compression-blasting helps you be a credit to the team, by deflecting projectiles away from your team mates and their buildings, putting people out when they're on fire, and especially important is the ability to break up Ubercharges when your enemy tries to break up the sentry nest, by knocking the pair away from each other so the Medic's Medigun is out of range, making them waste the uber, and possibly resulting with one or both of them dying.

It's not a glamorous job, and you won't top the scoreboard, but this isn't a deathmatch kind of game. This game is about working as a team and winning the match, not getting points, frags, or whatever. This set does it's job extremely well, and can make it quite hard for the enemy team to break past your defenses, as well as save the lives of your team mates.

The Gas Jockey

- Degreaser
- Reserve Shooter/Flare Gun/Detonator/Shotgun
- Powerjack



The Gas Jockey set makes you a little more vulnerable to bullets, but the speed bonus more than makes up for it, in my opinion. The main drawback is lacking the raw damage of the Axtinguisher, but finishing people off with the Powerjack will help keep you alive and even overheal you, so it's a good set for singling out the weaker opponents on the enemy team, like Snipers, Engineers, Medics, and Spies. Utilizing the Powerjack's healing for survival is important with this set. Also, the Reserve Shooter helps make up for the lack of the Axtinguisher, making it the most popular choice for this set.

You pretty much wanna avoid Heavies at all cost, unless they're low on health. Be wary of any source of bullets, including enemy sentries. This set is nice for rushing down enemy Demomen, but beware because really skilled ones can give you trouble even at close range, especially with the Ullapool Caber.

Hit and run tactics are key, since the extra speed can help you turn a corner, set a tougher enemy on fire, and run, or even set the whole enemy team on fire then get the hell out of there. The nice thing about this set is the extra speed will let you run to burning team mates to put them out with a compression blast quicker.

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