You've probably seen me around, a friend told me about this place. Been bumming around for a month or so now on the TF2 server.
Myself:
I'd estimate myself as 70% Pyro, 20% Demo, 10% Other (which is mostly Sniper or Engineer, as needed .. I'm one of, if not the worst Medic or Spy).
I only call for medic when I need healed and am very low hp.
If I see them, I give teleporter priority to engineers, medics, and heavies, and expect priority over spies, snipers, and scouts (though priority in-and-of-itself is situational).
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In the event others see this, I'll toss out a few tidbits...
1. Backburner is -only- good if you can get behind the enemy. Use the regular burner for everything else! You should switch often, to whichever is needed.
2. Use the flare gun, you can snipe sentries and snipers with it, and spycheck corners a long distance away.
3. The axetinguisher -always- crits a burning target, sammichs won't save heavies this way.
4. Air blasting burning teammates will put out the fire, saving them. Do this.
5. If there's an ammo box and a dispenser side by side, use the dispenser. It doesn't take metal away from the engineer, and leaves them the ammo box which DOES give them metal.
6. Toss flares and flame at corners (and elsewhere). Spies burn! ..and don't fall for the item that makes it appear they die on hit, if you see flames still running after they die, pursue. Spycheck, spycheck, spycheck!
7. A pyro can light sniper arrows on fire, which causes much higher damage (though no assist), take care, as you can also light the enemy's arrows on fire as they come at you.
8. You can airblast flares, quite fun killing pyros with their own flares (or the shotgun/flare fireball-taunt for that matter).
9. If a rushing pyro can get 4 or 5 quick kills, you can cause the whole enemy team to look at you for 5 seconds, it can mean that is 5 seconds they aren't looking at your team, which can get a game winning push in.
10. Last, and most important tip: if you're a pyro, and your team is relying on sentries, stop attacking the enemy team, plant yourself at a sentry, and keep the spies off it. There are many places sentries are built where you can sit on a dispenser, and keep a permanent flame over the only entry to the sentry, such as a stairway. Make sure you have the regular burner, so you can airblast ubers away.
.
And a tip for demo's, when you're uber'd, place 8 stickies and you should JUST start flashing, then detonate. Much more effective than lobbing pipe bombs in most situations.
Tip for snipers, jarate is a must-equip if you have it. You can spycheck (it uncovers spies), increase damage on many targets at once, and put out fires on your teammates. Also, should never have more snipers than the enemy has heavies.
A note for all classes, if you turn on hit sounds (under multiplayer->advanced), you hear ping-like sounds when you hit an enemy. Great for shotgun spychecks, since if you hear a ping, you know you hit a cloaked spy, even if you didn't see the blood spatter. Annoying at first, but you do get used to them.
Last note is for the medics, I've found its generally better to uber a demo or heavy than a pyro at round start. If you have your choice at start of round, pick a demo or heavy. Don't get me wrong, I like the ubers now and then, but its sad I have to hide in a corner at round start -frequently- so that the medics will uber the classes that can hit the starting sentries. I usually end up airborn quickly, and the pyro's tools mid-flight are limited.
Myself:
I'd estimate myself as 70% Pyro, 20% Demo, 10% Other (which is mostly Sniper or Engineer, as needed .. I'm one of, if not the worst Medic or Spy).
I only call for medic when I need healed and am very low hp.
If I see them, I give teleporter priority to engineers, medics, and heavies, and expect priority over spies, snipers, and scouts (though priority in-and-of-itself is situational).
.
In the event others see this, I'll toss out a few tidbits...
1. Backburner is -only- good if you can get behind the enemy. Use the regular burner for everything else! You should switch often, to whichever is needed.
2. Use the flare gun, you can snipe sentries and snipers with it, and spycheck corners a long distance away.
3. The axetinguisher -always- crits a burning target, sammichs won't save heavies this way.
4. Air blasting burning teammates will put out the fire, saving them. Do this.
5. If there's an ammo box and a dispenser side by side, use the dispenser. It doesn't take metal away from the engineer, and leaves them the ammo box which DOES give them metal.
6. Toss flares and flame at corners (and elsewhere). Spies burn! ..and don't fall for the item that makes it appear they die on hit, if you see flames still running after they die, pursue. Spycheck, spycheck, spycheck!
7. A pyro can light sniper arrows on fire, which causes much higher damage (though no assist), take care, as you can also light the enemy's arrows on fire as they come at you.
8. You can airblast flares, quite fun killing pyros with their own flares (or the shotgun/flare fireball-taunt for that matter).
9. If a rushing pyro can get 4 or 5 quick kills, you can cause the whole enemy team to look at you for 5 seconds, it can mean that is 5 seconds they aren't looking at your team, which can get a game winning push in.
10. Last, and most important tip: if you're a pyro, and your team is relying on sentries, stop attacking the enemy team, plant yourself at a sentry, and keep the spies off it. There are many places sentries are built where you can sit on a dispenser, and keep a permanent flame over the only entry to the sentry, such as a stairway. Make sure you have the regular burner, so you can airblast ubers away.
.
And a tip for demo's, when you're uber'd, place 8 stickies and you should JUST start flashing, then detonate. Much more effective than lobbing pipe bombs in most situations.
Tip for snipers, jarate is a must-equip if you have it. You can spycheck (it uncovers spies), increase damage on many targets at once, and put out fires on your teammates. Also, should never have more snipers than the enemy has heavies.
A note for all classes, if you turn on hit sounds (under multiplayer->advanced), you hear ping-like sounds when you hit an enemy. Great for shotgun spychecks, since if you hear a ping, you know you hit a cloaked spy, even if you didn't see the blood spatter. Annoying at first, but you do get used to them.
Last note is for the medics, I've found its generally better to uber a demo or heavy than a pyro at round start. If you have your choice at start of round, pick a demo or heavy. Don't get me wrong, I like the ubers now and then, but its sad I have to hide in a corner at round start -frequently- so that the medics will uber the classes that can hit the starting sentries. I usually end up airborn quickly, and the pyro's tools mid-flight are limited.
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