![]() ![]() Use airblast if all above isn't the case.Reflect incoming projectiles such as crit-boosted rockets or grenades.Airblast Super Scouts back for your team to destroy.Use airblast against Giants to push them into bottomless pit.Consider using Phlogistinator on Tank waves.Let the robots go trough your Demoman's sticky traps.Do not airblast Sentry Busters, this only wastes Engineer's time.Do not use airblast if your team has a Sniper or a Spy.I will now present you a few examples when to use / or not to use airblast. However, if it's in a good hands, you have basically nothing to worry about. To be honest, the airblast can really hurt your team if it's in hands of inexperienced Pyro. The airblast recives so much hate from players mainly because it mess with everyone's aim, it doesn't deal precious damage or even that airblasting prevents you from using Phlogistinator. The ability to manipulate with the bomb if often much more rewarding than killing the bomb carrier on sight. The good sight of Pyro's compression blast is for some players totally unfammiliar and forgotten. However I assume these players have seen only bad and inexperienced Pyros trying to delay Sentry Busters. Machine is a bad idea and it shouldn't be ever used. Many players might think that airblasting in Mann vs. The Announcer will help you with the presence of any Spies. But assuming you don't have anything better to do, go off and kill spies, or go on and kill spies while you're doing the things you're doing in order to knock out 2 birds with one stone. You're going to be burning everything else. To quickly remove group of dangerous (perhaps crit boosted) robots, use the explosive Gas Passer instead. Obviously not only the Phlogistinator, but mainly Dragon's Fury and stock Flame Thrower are viable options too. ![]() So just get the tiny robots out of the way before moving on to bigger projects, that way you'll be more prepared. In MvM, you need to deal 1,200 points of damage to regular robots to fill it, and if you're chewing on a tank, you need to do a whopping 3,000 points of fire damage to fill your Mmmph meter. Outside of MvM, you need to deal 300 points of fire damage to fill your Mmmph meter. Killing groups of small robots is easy because those punier robots are basically food for your Phlog. For now, use your damage weapons to melt down Giant threats to a scrap. Push the Giant robots to the bottomless pits or off the ledge to drive the giant back. However, the stock Flame Thrower has a pretty strong ability to airblast. Just remember to keep calm, get an Über Canteen, use your movement and you should be just fine with cooking this robot menace.ĭragon's Fury and Phlogistinator are the best option for taking Giants down by damage. When the Announcer alerts you that the Tank has entered the area, you should get to work and start melting the Tank as it's your main priority.ĭespite your damage resistances and ability to vaporize things to a crisp, nobody can get even a little cocky around these giant robots because of how much damage they themselves put out and that they have quite a humongous chunk of health to take your damage. Tanks doesn't have any resistances against fire. Using the stock Flame Thrower is also the valid option. The Dragon's Fury is also very efficient against Tanks, combined with critical hits. Use Phlogistinator for better performance as your crits will triple your upgraded damage. As a Pyro, you can melt down a Tank on your own without any help from your team whatsoever. You are a HUGE damage candidate towards Tanks, if not the biggest one if you're using the Phlogistinator. You want to follow this list which is based around your main roles. In the middle of the wave, you will happen to have multiple targets to focus on. You'll make most of the Gas Passer when you throw it at Über Medics. Keep in mind that after dousing a group of robots, you need to damage only one robot in order to vaporize others for 350 damage. It's not the best idea to come into the fight with only one upgrade. However, if you don't have a Medic on your team, consider buying it.Ĭonsider upgrading Explode on Ignite once you'll have a little bit more money. If your Medic is doing well, there's no point buying this upgrade. Health on Kill will generally keep you alive in action. Upgrade Ammo Capacity as for one point, you'll get +100 to your total capacity stacking to 500. You won't be able to do your job as the damage dealer without other very useful upgrades.Īfter you've upgraded your damage, your Flame Thrower will need more ammo than stock 200. However, having upgraded only this upgrade will make you fail. As you encounter with powerful and deadlier robots, you'll need more DPS for your Flamethrower. ![]()
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