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Know the objectives of the map and what your role is, you will not be the DM king with this class. You want to be where you can create the most chaos.
A couple map tips:
2Fort:
I feel pyros do better on defense on this map watching for incoming scouts that try and double jump on the second level or defending the room with the wooden stairs that engineers love to protect. Occasionally, I'll go offense on this map as a pyro, but only if the other team is completely turtling.
Gravel Pit:
If you're on offense and the other team is heavy on engineers instead of other troops, just switch to demoman first to clear out the sentries, as a pyro you're pretty much useless against those unless you have a good medic on you. If they're heavy on other types of troops, pyro it up as usual and cause chaos and keep the cap point buring.
On defense it's pretty much a no brainer, keep the cap room filled with flames for everyone running in and to check for spies. Pop out to keep the medics and demomen running, but I think your best bet is to make sure the scouts and spies are low on health in your cap room. When it gets to defending point C, you may get the urge to branch out from the cap point to try and raise your score, don't. It only takes one skilled spy or scout to end the game for you. Stick close to that tower and constantly run up and down flaming everyone.
Dust Bowl:
So much fun on this map, it's probably my favorite, especially the 3rd leg of it. No tips, just saying I have so much fun on this.
Class vs Class:
Pyros: vs other pyros go with the shotgun for long range (duh), but if the other pyro gets in close, I say go for the axe. It's a much more comedic kill, and since you both are fire resistant it's a better choice
Heavy: the only time to attack these guys is in very close or from behind. If you can get in real close and use your speed advantage, you can at least take a good chunk of health down before you die
Scout: you will rock these guys in close quarters or cap points, but out in the open just spread your cheeks and bend over.
Soldier: you'll probably get rocked in open areas if you're equal in DM skill unless you can close the distance to user your flamethrower. The main problem is the distance between really long range where it's easy to dodge the rockets (and you can use your shotty), and mid-short range where you can't use the flamethrower yet and the rockets and splash damage are the most effective.
Spy: flame everyone including teammates, problem solved, unless the spy is Sweet Lew
Demoman: I treat these guys pretty much like heavies, if I can get the jump on them I'll charge in from behind, or if I'm already real close, but one good shot and you're done.
Medic: Probably the most fun to toast. These should be your primary targets always. They burn so nicely, and most of the time they're too busy healing to defend themselves, or if they defend themselves, their heal target is on his way to dying.
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