

I use to get accused of cheating a lot lol. If you were a good enough Sniper to hit conc jumping Meds or Scouts, than you were hated by everyone on the opposing team. I mostly use to play Sniper, and was good at it even with my 400 ping on a dial up lol. I mostly liked playing custom maps, and the servers left only tend to play 2fort and the like so eh.īots, and I can play lan still with my son.
#Pyro team fortress classic free
Team Fortress Classic Pyro Free To Tryįeel free to try it out, its dirt cheap anyways, but keep in mind you will have to put up with a lot of veterans, it will not be easy to learn the skillcurve. Theres at least 50 unique players at any given time, plenty of people to give it a whirl, not enough to find the right server to learn the game.

It also spawns with up to 4 normal grenades, the single-barrel shotgun and the crowbar.Team Fortress Classic Pyro By rabcovica1988 Follow | PublicĪll trademarks are property of their respective owners in the US and other countries. The Pyro also carries 4 unique napalm grenades, which create a temporary field of flame, igniting any enemies passing through its area of effect. This class also lacks any significant ranged attacks, making it susceptible when caught out in the open. Virtually all of the ammunition a Pyro carries is highly vulnerable to the EMP blast, creating an explosion powerful enough to kill not only the Pyro, but also any nearby teammates. Its greatest weakness is its susceptibility to the Engineer's EMP grenades, the bane of the Pyro. His secondary weapon, the incendiary rocket cannon (or IC) is similar to the Soldier's RPG, except the IC rocket is much slower moving, causes significantly less damage on impact (although it has a broad igniting effect where it hits, even through narrow walls or floors), and doesn't suffer from the RPG's restrictive ammunition limit.ĭue to its relative lack of lethality, the Pyro is effective (but not dominant) as either assault or defensive support, softening up a defense for stronger, slower classes to finish off or for lighter, faster classes to slip past, weakening and distracting incoming attackers, or generally being a disruptive force. Some players are so disinclined to risk of being ignited that they avoid Pyros entirely, similar to the aversion to being infected by an enemy Medic. This is especially debilitating for the Sniper, making this class an ideal counter to them. Furthermore, ignited players have to suffer with flickering flames obscuring their view, compromising their ability to aim and navigate. The flames deliver moderate damage while in direct contact, as well as igniting any enemy it touches, causing additional light damage over time until the flames are extinguished either by: 1) contact with water, 2) a friendly Medic's medkit or 3) time. These flames are difficult to see through, making it hard for enemies to draw a clear bead on a streaking Pyro. Although having a short range, the Pyro carries a large ammunition reserve, and can pump out a steady wall of flames nearly indefinitely. Experienced players recognize that the Pyro is without peer in using his primary tools: frustration and confusion, as demonstrated by his main weapon, the flamethrower. Relatively well-armored, and faster than all but the lightest classes, the Pyro is much maligned for his less-than-deadly weaponry. The Pyro class is something of an enigma in TFC. The Pyro (new model left, old model right)
