• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Valve Announces Pyromania (TF2), coming Wednesday June 27!

Meet the Pyro trending on Twitter
z58qm.png
 
In all honesty almost any uber class can easily spot a pyro and take it out. (your lucky to get within 10 feet once a heavy is uber)

The only real problem with TF2 right now is several Engineers being able to place sentry's right next to each other, total game killer if no one helps you to take out 3 sentry's camping together.

do at least a 7 meter rule to stop engineer spam.
Don't jump when ubered and the medic should run out first to distract them so your demo/heavy/soldier doesn't get slowed from all the L3 bullet spam.
 
I don't think it's a good idea to unmask the pyro, it was like when we finally found out who was the 'Stig' in Top Gear and everybody was like 'who?'
 
only problem is if your trying to that by yourself and that the medic is too busy making sure the heavy is healed protecting the entrance.

I guess it's a matter of teamwork but engineer spacing needs to be implemented.

or the demoman gets a 1 shot only sentry sticky bomb, that would be heaven

Loch N load is pretty damned close to a one shot. You can basically two shot an un-wrangled sentry with one of those.
 
Chances of gender reveal 1%

Chances of gender tease 60%
 
Instantly reminded me of this, all the way back in July of 2008, when the Pyro Update was fresh off the presses (remember having no Airblast?):

Oh god, that takes me back.

I wish we could get more updates like that. What I mean is, new features that specifically address balance and depth, like the airblast. Seems like we mostly just get events and a deluge of aesthetics and quirky weapons meant for "crazy wacky fun", not for competitive gameplay/balance.

Well, and awesome game modes and maps. Those are still fantastic.

Absolutely cannot wait for Meet the Pyro! Might even need to reinstall for Poopy Joe mode!
 
A PSA ABOUT PLAYING PYRO:

Pyro's role has changed over the years: he is no longer the designated easy mode or the "ambush class". His role has sifted more towards a support role. I don't mean this in a bad way: in the right hands the Pyro is a very important tool.

- Pyro is all about controlling an enemies movement using your airblast and deadly close combat tools. The Pyro is NOT about suicide W+M1 charging.
- The Pyro is the game's one hard counter to Ubercharge. You can airblast back Ubers and reflect back Kritzed projectiles to nullify what would be a deadly push.
- A good Pyro can nullify all incoming projectile spam damage and protect the team's core from divebombing Soldiers and Demomen.
- Pyros can extinguish burning teammates using their airblast.
- The Pyro is excellent at defending Engineer nests with his spychecking, airblasting back ubers and projectiles, and Homewreckering sappers.
- While the Pyro is dangerous up close, he only has moderate levels of mobility and is not very effective outside of his range. DO NOT w+m1 charge people, either hold back and let enemies come to you or sneak through a flank and ambush them.
- In comp the Pyro should generally stick with and protect the Medic and Engineer, forming a crucial part of the defensive backbone.

If I'm on defence, I go Pyro with regular old flamethrower, flare gun and the homewrecker, and buddy up with an engineer. It's real tough to take out a sentry with a Pyro bodyguard who can remove sappers even if a spy manages to take out the engy.
 
If I'm on defence, I go Pyro with regular old flamethrower, flare gun and the homewrecker, and buddy up with an engineer. It's real tough to take out a sentry with a Pyro bodyguard who can remove sappers even if a spy manages to take out the engy.

this times 1000x


Also it's very hard to deflect incoming projectiles. I have about a 60% success rate most times and even that is not good enough most times
 
Y'know, I've always wondered what kind of impact "information hiding" would have in a game like TF2, and I think the Pyro would be a great fit for that type of play style. Take a mechanic like the smoke vent from StarCraft II:

DGw4h.png


Now, imagine a Pyro weapon that could blow ash or soot that would be white/transparent to teammates, black/opaque to enemies. Give it all the necessary balancing mechanics (ammo for smoke, limit to amount of total smoke, time duration, dispersed by air blasts, etc.) and I wonder how that would impact gameplay. You could hide player and sentry positions, or fake out opponents with empty smoked locations. Create smoke "walls" to protect allies trying to reach cover. Force enemies to physically walk through thresholds that might have an ambush waiting for them they would otherwise see, etc.
 
A PSA ABOUT PLAYING PYRO:

Pyro's role has changed over the years: he is no longer the designated easy mode or the "ambush class". His role has sifted more towards a support role. I don't mean this in a bad way: in the right hands the Pyro is a very important tool.

- Pyro is all about controlling an enemies movement using your airblast and deadly close combat tools. The Pyro is NOT about suicide W+M1 charging.
- The Pyro is the game's one hard counter to Ubercharge. You can airblast back Ubers and reflect back Kritzed projectiles to nullify what would be a deadly push.
- A good Pyro can nullify all incoming projectile spam damage and protect the team's core from divebombing Soldiers and Demomen.
- Pyros can extinguish burning teammates using their airblast.
- The Pyro is excellent at defending Engineer nests with his spychecking, airblasting back ubers and projectiles, and Homewreckering sappers.
- While the Pyro is dangerous up close, he only has moderate levels of mobility and is not very effective outside of his range. DO NOT w+m1 charge people, either hold back and let enemies come to you or sneak through a flank and ambush them.
- In comp the Pyro should generally stick with and protect the Medic and Engineer, forming a crucial part of the defensive backbone.

A lot of these points are true, and the airblast is absolutely a valuable part of the Pyro's arsenal, but I don't agree at all with the statement that Pyro doesn't work as an ambush class anymore. I think the Pyro can excel both as an offensive and a support class. I like doing a bit of both.

Then again, TF2 is never a game I took super seriously. I love it but I never got super competitive in it.
 
A PSA ABOUT PLAYING PYRO:

Pyro's role has changed over the years: he is no longer the designated easy mode or the "ambush class". His role has sifted more towards a support role. I don't mean this in a bad way: in the right hands the Pyro is a very important tool.

- Pyro is all about controlling an enemies movement using your airblast and deadly close combat tools. The Pyro is NOT about suicide W+M1 charging.
- The Pyro is the game's one hard counter to Ubercharge. You can airblast back Ubers and reflect back Kritzed projectiles to nullify what would be a deadly push.
- A good Pyro can nullify all incoming projectile spam damage and protect the team's core from divebombing Soldiers and Demomen.
- Pyros can extinguish burning teammates using their airblast.
- The Pyro is excellent at defending Engineer nests with his spychecking, airblasting back ubers and projectiles, and Homewreckering sappers.
- While the Pyro is dangerous up close, he only has moderate levels of mobility and is not very effective outside of his range. DO NOT w+m1 charge people, either hold back and let enemies come to you or sneak through a flank and ambush them.
- In comp the Pyro should generally stick with and protect the Medic and Engineer, forming a crucial part of the defensive backbone.

so what one of these things did Sixghost not do...hmmm.....
 
A lot of these points are true, and the airblast is absolutely a valuable part of the Pyro's arsenal, but I don't agree at all with the statement that Pyro doesn't work as an ambush class anymore. I think the Pyro can excel both as an offensive and a support class. I like doing a bit of both.

Then again, TF2 is never a game I took super seriously. I love it but I never got super competitive in it.
Ambush works because of axetinguisher dealing 200 burst and airblast giving you an escape tool. Shotgun deals enough damage too if you have surprise.

It's an ok versatile support class.

lol @ airblasting ubers being too strong. It's a push with your team, not an I win button like demos have.
 
Ambush works because of axetinguisher dealing 200 burst and airblast giving you an escape tool.

Degreaser + Axetinguisher is still a scary ambush combo.

Throw in a detonator to literally get the drop on people, or a reserve shooter so you're not as limited at range, and Pyros still more than viable as an ambusher.
 
There's few things more satisfying then kill streaking heavies and medics with a flamethrower and axtinguisher. The best one-two punch in the game.
 
A PSA ABOUT PLAYING PYRO:

Pyro's role has changed over the years: he is no longer the designated easy mode or the "ambush class". His role has sifted more towards a support role. I don't mean this in a bad way: in the right hands the Pyro is a very important tool.

- Pyro is all about controlling an enemies movement using your airblast and deadly close combat tools. The Pyro is NOT about suicide W+M1 charging.
- The Pyro is the game's one hard counter to Ubercharge. You can airblast back Ubers and reflect back Kritzed projectiles to nullify what would be a deadly push.
- A good Pyro can nullify all incoming projectile spam damage and protect the team's core from divebombing Soldiers and Demomen.
- Pyros can extinguish burning teammates using their airblast.
- The Pyro is excellent at defending Engineer nests with his spychecking, airblasting back ubers and projectiles, and Homewreckering sappers.
- While the Pyro is dangerous up close, he only has moderate levels of mobility and is not very effective outside of his range. DO NOT w+m1 charge people, either hold back and let enemies come to you or sneak through a flank and ambush them.
- In comp the Pyro should generally stick with and protect the Medic and Engineer, forming a crucial part of the defensive backbone.

Phlogistinator
 
Phlogistinator

See how well that works against any mildly decent players. :U

If you don't have THE MMMMMPH people will just spam at you from slightly outside your range.

If you do have THE MMMMMPH people will wait for you to taunt, back up a little bit, and spam at you from slightly outside your range.

In most cases Pyro lacks the mobility to ambush against somewhat coordinated teams and mildly aware players. It can work, but you're so powerful defensively that in comp you should mostly play defensively, protecting the Medic and Engie unless THE GOLDEN OPPURTUNITY shows itself.
 
See how well that works against any mildly decent players. :U

If you don't have THE MMMMMPH people will just spam at you from slightly outside your range.

If you do have THE MMMMMPH people will wait for you to taunt, back up a little bit, and spam at you from slightly outside your range.

In most cases Pyro lacks the mobility to ambush against somewhat coordinated teams and mildly aware players. It can work, but you're so powerful defensively that in comp you should mostly play defensively, protecting the Medic and Engie unless THE GOLDEN OPPURTUNITY shows itself.

What you're saying is true for Pyro's that use the Flame Thrower and Degreaser but Phlog is W+M1 Pyro. It's like the old Backburner, no airblast, no defensive or support capaibilities. It's effectiveness is another matter entirely but Phlog is the old W+M1 Pyro.
 
What you're saying is true for Pyro's that use the Flame Thrower and Degreaser but Phlog is W+M1 Pyro. It's like the old Backburner, no airblast, no defensive or support capaibilities. It's effectiveness is another matter entirely but Phlog is the old W+M1 Pyro.

Yeah, even if it isn't really effective to walk at people it's still an alternate strategy. Kind of like Demoknight: it's fun messing around and CAN work, but generally the Sticky Launcher works better.

I'd personally like to see more items like the Homewrecker and Detonator that excel at utility and encourage team coordination. The Phlog was neat for "Pyroknight", but some new support tools would be nice.

Similar to how if you wanted to be a better overall Demoman you should use the Sticky Launcher rather than the Targe, if you want to improve at Pyro I would suggest the Flamethrower or Degreaser. Airblasting is so useful, you'll be thankful once you learn it.
 
Degreaser + Axetinguisher is still a scary ambush combo.

Throw in a detonator to literally get the drop on people, or a reserve shooter so you're not as limited at range, and Pyros still more than viable as an ambusher.

Pyro is versatile enough to ambush and with his ability to control player movement and reflecting projectiles he is quite deadly in close quarters combat.

However, even with the Detonator you don't have the best mobility. Ambushing is a viable tactic, but I wouldn't say its the Pyro's most effective one.
 
I don't really agree with the fact that Pyro is supposed to be played primarily as a defensive class since almost every weapon he has encourages close range crit damage kills. And I wish I ran into more of these "defensive/support" Pyros. If I had a dollar for every time I died in front of an ally Pyro because he would rather stare than blow out my burning body...
 
I don't really agree with the fact that Pyro is supposed to be played primarily as a defensive class since almost every weapon he has encourages close range crit damage kills. And I wish I ran into more of these "defensive/support" Pyros. If I had a dollar for every time I died in front of an ally Pyro because he would rather stare than blow out my burning body...

Could be worse.

You could be playing medic, and on fire, and that pyro refusing to put you out might take the health pack you were going for while you're healing him and he's at about 80% health.

And then you die while trying to do your kritzkrieg taunt to stay alive long enough for out of combat healing to kick in.

Not that I'm bitter or anything.
 
Could be worse.

You could be playing medic, and on fire, and that pyro refusing to put you out might take the health pack you were going for while you're healing him and he's at about 80% health.

And then you die while trying to do your kritzkrieg taunt to stay alive long enough for out of combat healing to kick in.

Not that I'm bitter or anything.

That's when you stop healing that pyro for the rest of the match and let them die when they call for medic.

"Next time don't take the health pack when you're being healed and put your teammates out when they're on fire."
 
This is how I imagine how Meet the Pyro will be:

PRESENT DAY: 1960

Both teams are ready, they know the drill, but for one this journey is about redemption, this Pyro knows that this was his purpose in life and a final way of putting all the bad dreams to bed, he walks out of the mesh gates and see's the rocket. The Pyro stops for a moment as his team-mates charge past him singing their battle cries, inside his gas mask a tear starts to form as he remembers back to that fateful day.


YEAR: 1951

A plan roars across the Amazon rainforest, two chimps look upwards as they see smoke coming out of one the engines, suddenly the plane splutters and starts to fall, nose first it paverolls into the thick forest tree's, screeches can be heard from the animals fleeing from the plane in desperation. Both plane wings ripped apart, it looks like a rocket more than anything else, the under-belly of the aircraft lit like a firework. The plane still flaming hit's a river bank. the force of the impact stops the plane in it's tracks, most of the flames have been wiped out from the river.

The two chimps who had been clinging onto a branch all this time, notice something coming out of the wreckage, the chimps move closer sensing someone could still be alive. As they get closer they see a female woman badly injured carrying something in a red cloth. Something inside that cloth was crying as if it was intense pain, the female collapses to the ground still clutching the cloth, the chimps scramble forward. Other chimps start to come until there are 20 around the female, one of them peers into the cloth but see's nothing, but two yellow eye's. The woman with her last strength pushes the cloth to the chimps, the two chimps slowly reaches out taking the red cloth as two legs are dangling below the cloth, the chimps realize it's the female's child, the mother now motionless as the child starts to cry.


YEAR: 1954

A few years had passed since the incident, the Pyro or as the the other chimps called him 'the red chimp' had trouble fitting in, he was often an outcast with only the two chimps who found him as his adopted parents for support. The pyro spent most of his time in his plane as hew knew the other chimps would never venture there. His adopted parents had made him a suit from rubber life dingy's that were found upon the plane as well as a gas mask to hide his decomposed face.

The Pyro not keen on the chimpanzee's diet decided to hunt fish instead, he had a knack for ambushing prey, some of the chimpanzee's were worried about this, thinking they were next, however the Pyro kept to smaller animals like lizards and had a preference for piranha. It wasn't soon long enough that Pyro had started to use tools to hunt down his prey, first a axe which he found inside a plane, he then made primitive weapons such as torches and arrows, until his final creation a fire extinguisher which set things on fire. His adopted parents were pleased at his progress, soon the other chimps felt more comfortable around him - considering he kept setting all the predators on fire and protecting the flock.


YEAR: 1956

The Pyro is rudely awakend by a ear splitting roar from his den way up in the trees, down below he spots tree loggers, he wasn't new to this, but it still scared him nonetheless. The Pyro grabbed his tools ready for combat, the Pyro looks down and spots two loggers hacking away. With his axe and at the ready he jumps as lands the first blow, the other logger in complete shock stands motionless as the Pyro engulfs him in flames - only screams can be heard at his point, before a deafening salience.

More loggers started to move in, hearing their colleagues in distress they got there guns at the ready, but each one falling into the Pyro's trap, a puff of flames and then an axe and the next thing it was over. The Pyro surveyed the massacre, none of them had a chance - a few had escaped. But the Pyro knew there was something wrong, what could it have been? the amount of loggers seemed a bit too unreasonable this time, he looked down at one of his corpses and see's a diary he flicks flew threw until he see's a picture of a long tube with monkeys crammed inside it pointing to a circle and a small flag on top of the circle .

The Pyro's heart drops as a deaning roar is heard, a large rocket has lifted off in the distance, the Pyro now all alone looks at the rocket as it moves into the outer reaches of the sky before vanishing. The Pyro looks down at the diary, he can't read but at the front it has an aperture science logo, he pockets the diary in his little sleeve and starts following the tracks of the loggers who fled, hoping to get answers and revenge.

PRESENT DAY: 1960

The pyro still looking at the rocket know it's today, today is the day that he finally goes back home.




eh..... screw it was going to be longer but I gave up.




 
Who else thinks that the Pyro is going to launch the Steam Summer "Fire"sale?

Yeah, of course. They're going to get a bunch of new and old players opening up Steam to play the Pyro update, and then they'll be greeted with an awesome Steam sale the day after the update.
That's how I'd do it anyway. :P
 
Top Bottom