Pyro/es

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Pyro

Información Básica
Class: Pyro
Tipo: Offensive
Salud: 175
Speed: 100%


Contents

Información

El Pyro tiene la habilidad única de prender a los enemigos en llamas a corto alcance con su Lanzallamas, infligiendo daño mientras esté encendido. Con solo una arma secundaria, el Pistolón para complementar su corto alcance, debe usar tácticas de emboscada para atrapar a sus enemigos fuera de guardia.

Los Pyros son los mejores para localizar Spies. El Lanzallamas los puede quemar tanto siendo invisibles como estando disfrazados, lo que hace ideal para localizar un Spy cuando intenta esconderse o huir.

A pesar de su lugar en la categoría ofensiva, el Pyro puede tener un valor importante en defensa, confundiendo a los atacantes y defendiendo un Centinela o un grupo de Centinelas de Spies entrometidos. Otro uso importante es defendiendo Snipers de los spies, lo que permite al Sniper hacer su trabajo sin miedo.

Otra característica del Pyro es su habilidad para devolver proyectiles, permitiendo a los Pyros hábiles mandar ciertos ataques de vuelta a sus oponentes y limpiar áreas de mortales bombas lapa.


Biografía

Actor: Dennis Bateman

C.C: 'Frankenstein'

País de Origen: Unknown

Trabajo: Pirotecnia

Eslogan: "Mmmphh mphhhh mphh"

Solo hay dos cosas seguras acerca del misterioso Pyro: pone las cosas a arder y no habla. De hecho, sólo la parte de quemar cosas no está en duda. Algunos creen que su ocasional carraspeo es un intento por comunicarse a través de su boca obstruida por un filtro unido a sus pulmones asolados por la constante exposición a su traje de asbesto. De todas maneras, es un siniestro y aterrador hombre Frankenstein. Si es que es un hombre.

Taunts

  • Flamethrower / Backburner
    • El Pyro agita su Lanzallamas en el aire mientras se ríe triunfalmente, un astuto guiño a los Tusken Raiders de las películas de Star Wars.[1]


(Nota- Muerte instantánea para cualquiera que tenga la mala suerte de estar lo suficientemente cerca de la llama)

Estrategia

Main article: Pyro strategy
Burn baby burn!
Creating the Pyro
The hottest in home incendiary devices!
  • Jugar como Pyro requiere una mentalidad diferente. Los Pyros son débiles en ataques frontales -- van a perder contra la mayoría de las clases si les ven venir. Sin embargo, si atrapan al enemigo por sorpresa, los Pyros se convierten la clase más peligrosa del juego. Siempre intenta una emboscada. Aprendase los mapas y use los corredores laterales en lugar de los principales. Utilica su velocidad para atacar por los flancos a los Soldados y Snipers.
  • Los Pyros tienen poca salud pero son rápidos, manténte moviéndote y dando vueltas alrededor del enemigo y usa las llamas para confundirlo. Es posible (pero difícil) acabar con un Heavy de esta manera. O simplemente puede prenderlo en llamas y escapar y, a continuación, atacar desde otro lado después de que hayan sufrido los daños del fuego.
  • The flamethrower's new compressed-air blast ability now makes the Pyro an invaluable minesweeper class, allowing him to push stickybombs away from important game objectives like control points or intelligence. It can also be used to deflect rockets and grenades back at the attacker or just to push enemies away. Airblasting a grenade or rocket will make it change it's team allegiance, rendering them harmless against teammates, but allowing you to hit any enemy with them, not necessarily the soldier/demoman who fired them; this is also useful for "disarming" grenades on the ground before they deal damage to your teammates. Just remember that each blast of compressed air consumes 25 units of fuel for the flamethrower.
  • Weaker classes like Scouts, Engineers, Medics and Snipers retreat when they are on fire. Light them up and quickly retreat, then return with your Shotgun drawn. They often give you an exposed back for your Shotgun shells. If set on fire, Medics may attempt to extinguish themselves by shooting at you with the Blutsauger - either leave them to burn or switch to the shotgun and pursuit from a distance.
  • If an Engineer has left a Sentry near a corner, you can try to pop around the corner and take out the Sentry at point blank range before it kills you. This works against Level 1 Sentries but rarely Level 2 or 3, because they push you out of range. If the turret is positioned somewhere other than a corner, it is possible to circle strafe around even a Level 3 turret and burn it down, but only if the turret is not already aimed at your entry point.
  • An ubered Pyro can lay waste to a Sentry nest faster than any other class, but they are more susceptible to knockback from Sentries. They must get to point blank range before the Sentries start firing. Use corners to your advantage, and the Medic should go first to draw the Sentries' fire.
  • The flames you see on the screen do not match the flames' "real" presence on the server. The "real" flames seem to lag the graphics. This is why you often miss fast classes like Scouts and Demomen with your initial burst. Lead them a little to compensate. This can be exploited to your advantage, esspecially against enemy pyros - if you fire while retreating backwards in a straight line, an enemy pyro pursuing you will not be damaging you due to the lagging flame hitbox, but will be taking damage from your flames despite visually being just outside them.
  • The Flame thrower has a deceptively short range. Many new Pyros empty their weapon at a fleeing enemy to no effect. Also, when an enemy is fleeing, the lag between the "real" flames on the server and the graphics on your screen makes the range even shorter. If an enemy is more than a few feet away, switch to your Shotgun.
  • When flaming an enemy, it's best to listen for the higher pitched sizzling sound to know when you're actually hitting the enemy. The flames might be hitting the enemy on screen, but they won't cause damage unless you hear the sound.
  • The Flamethrower doesn't work when you are too close to an object (floor, wall, tire, etc.). You can roast a Sentry just around a corner by using the edge of your flames, but it is hard to get the angle just right. You can often roast an enemy's toes if he is standing on a wall above you if you jump up and give him a quick shot of flame, but again the timing is tricky.
  • Pyros may wear flame retardant suits and be unable to catch fire, but they still take damage from an enemy Pyro's flames. The Shotgun may be more useful in some cases for fighting another Pyro.
  • The Flamethrower's short range forces the Pyro to sneak up on opponents and attack while they are distracted. Shepherd fleeing players into hallways or corners.
  • Charging into a group of enemies and setting them all on fire is a good way to sow chaos and disrupt an offensive push.
    • If there is a medic in the group make sure he dies first, otherwise your chaos and disruption will be turned into just so much wasted ammunition.
  • Use caution when fighting near water or a source of enemy healing (be it Health pickups or Medics/Dispensers): both can extinguish a burning character immediately. If you believe the flames did enough damage before
  • Switching to the shotgun can often be more effective for finishing off a fleeing opponent.
  • Using your Flamethrower on teammates is a good way to Spy-check. Only a momentary burst of flame is needed to ignite an enemy Spy; briefly shooting every teammate is a cost-effective method of minimizing Spy encounters.
  • Without the need to reload, the Flamethrower can immediately use any ammo with which it is supplied. Standing next to a Dispenser can allow the Pyro to act as a stationary flame turret for guarding an Engineer fortification or the Intelligence room of CTF maps.
  • Use alternate routes to organize a synchronized attack on the enemy, igniting them from behind while teammates attack from the front. This can be very effective on Defense, especially on 2fort, running down alternate corridors to sneak behind Medics partnered with a Heavy.
  • While the Pyro is a good offensive character, he can also be an effective defensive choice. Stand near the Capture point or Intelligence and ignite anyone who comes near with your Flamethrower.
  • Pyros teamed up with Spies are great in crushing enemy defenses.The Spy goes on a rampage sapping enemy buildings which allows the Pyro to quickly rush in and destroy the buildings using his Flame thrower. Engineers will be too busy removing Sappers to notice you. It is the quickest way to take down lone Sentries (or even big groups if there are more Pyro-Spy teams working with you) within tight spaces (ex: 2fort bases)
  • Pyros teamed with a Medic / Heavy combo make an effective combination, the Pyro protects them both from close range attackers while they can take out fleeing enemies on fire.
  • The flamethrower's alt-fire is great for pushing off enemies from a high place, such as the last CP in Gravel Pit or the bridge in Dustbowl Stage 3, and separating/holding back ÜberCharged pairs. You can also easily pin an enemy to a wall or keep him suspended in mid-air, as long as you have the ammo for it.

Armas

Nota: El daño del armas es aproximado y medido con un blanco. Vea pagina individual del arma para mas información.

Estándar

Tipo Arma Munición Cargada Munición Llevada Rango del Daño
Primaria Flamethrower 200 200 ~15 por cada munición - 200/sec entonces 5/sec por 10 segundos en fuego (400/sec critico) [no recarga, pero el rango es =6ft/2m] También puede usar el fuego alternativo para disparar una explosión de aire comprimido para golpear y redirigir proyectiles. Usa 25 municiones por uso.
Secundaria Shotgun 6 32 78-90 (180 critico) [recarga lenta]
Melee Fire axe N/A N/A 43-87 (195 critico) [un poco mas de un golpe por segundo]

Desbloqueable

Tipo Arma Munición Cargada Munición Llevada Rango del Daño Habilidad Especial
Primaria Backburner 200 200 15 por cada munición - 200/sec entonces 5/sec por 10 segundos en fuego (400/sec critico) [no recarga, pero el rango es =6ft/2m] Garantiza daño critico cuando se ataca a un enemigo por la espalda. (Note: remueve la capacidad del disparo de aire)
Secundaria Flare gun 1 16 13-27 (60 golpe critico) daño del impacto + 5/sec por 10 segundos después del ataque contra cualquiera que no sea pyro. Quema cualquier enemigo que toque
Melee Axtinguisher N/A N/A 23-43 (195 crit) Hace la mitad del daño de un hacha normal pero gana 100% oportunidad de hacer un critico cuando ataca a un enemigo ardiendo.

Especial

Tipo Arma Munición Cargada Munición Llevada Rango de Daño
Taunt Hadouken Debe tener ammo en shotgun o Flare gun Debe tener ammo en shotgun o Flare gun 450+ (Muerte Instantanea)


Vea Ademas

Links Externos


Clases
Ataque Defensiva Asistencia
ScoutSoldierPyro DemomanHeavyEngineer MedicSniperSpy


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