Meet the Pyro - Official TF2 Wiki | Official Team Fortress Wiki
Team Fortress 2 (TF2) is a team-based multiplayer first-person shooter video game developed . Each class has at least three weapons: a unique primary weapon, a common or unique secondary weapon, and a unique melee .. The final video in the Meet the Team series, "Meet the Pyro", was released on June 27, In addition to three new weapons, the latent Hadouken taunt was Meet the Sniper was also introduced in a similar manner to Meet the Scout. Pre-Release. In March , Robin Walker revealed in an interview with the KritzKast Podcast that Meet the Pyro will let people see the world.
To coincide with the release of the last Meet the Team video, Valve released a public beta of the Source Filmmakerthe tool used to produce all the movies. This video was uploaded twice to the official Team Fortress 2 channel. The second version can only be accessed via Adult Swim's website. The music heard during the Pyro's massacre of the BLU team was added as a main menu track, titled " Dreams of Cruelty ".
During the scene where Pyro is walking down a dirt pathway near the beginning of the film, various debris is scattered around such as Medic 's glasses, Shotgun shells, Sniper Rifle bullets, and Demoman 's Bottle. When the Pyro busts down the door after Scout's "interview", a BLU Demoman can be seen on the left for a split second.
As the Pyro is walking away from the burning town, the Pyro can be heard whistling a slower version of the song. Multiple items such as RainblowerScorch ShotLollichopInfernal OrchestrinaBurning Bongosand Balloonicornare all demonstrated or shown in the film, and were all released during the Pyromania Update.
The manner in which the Pyro initially picks up the Lollichop and fires the Scorch Shot is referenced in-game, via their taunts. The Demoman is wearing his previous "dynamite stick" class emblem. However, the baby Demoman has the current Stickybomb emblem.
Near the end of the video, there is the sound of a destruction of a building, and one can faintly hear an Engineer yelling "Dispenser Down! At the film's ending, while the Soldier's helmet is rolling, an Axtinguisher is shown next to a cut-off Sniper hand. While the Pyro is walking away from the ruins of the BLU Base, one can see their Fire Axe inside of a Heavy 's head, when it used to be locking the Medic in a room to be killed.
The time limit is reset on the capture of a control point by either team.
Meet the Pyro
The BLU team wins by pushing the bomb cart to the last checkpoint, while RED team wins upon defending until the time limit runs out. Upon the capture of the control point, a team specific counter starts counting down and stops upon being captured by the opposing team.
The first teams' timer to finish counting down wins. Payload Race, like Payload, both RED and BLU teams push a team-colored cart to a checkpoint, unlike Payload there is only one checkpoint at the end of the track and no timer. The team to reach their checkpoint first wins.
Unlike Control Point only two points are accessible at a single time, upon a team's successful capture of a point the "stage" ends and the accessible capture points change. When a team only has control of a single control point they are blocked from capturing the opposing team's control point, and the team must wait until the time limit is up and the accessible capture points change.
A team wins by capturing all the control points.
A team wins by holding the briefcase on a loading platform until they reach the top of the platform. To win a team must deliver a set number of pickups to the drop-off point. The player on each team with the most pickups is highlighted for everyone to see and gives passive healing to themselves and the teammates around them. To win each team must score 5 goals or have the most number of goals at the end of the timer.
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To score a goal, a single ball, the "jack", can be picked up and thrown. Robots and tanks drop cash upon their death, players can use this cash to buy upgrades for themselves or their weapons. The players win upon successfully defending their base from the bomb until the last wave. Training mode exists to help new players get acquainted with basic controls, and how to play four of the nine classes. It uses wood dummies and bots to teach players.
The number of bots, their difficulty, and the map can all be adjusted to a player's preference. For example, Halloween included an extremely difficult Mann vs.
Machine round involving destroying more than enemy forces. Offense The Scout Nathan Vetterlein is a cocky, fast-talking baseball fan and street runner from Boston, Massachusettswho practiced running to "beat his maddog siblings to the fray. The Scout can double-jump and captures control points and pushes payloads twice as fast as other classes.
As a tradeoff, he has low health. The Soldier Rick May is both the second-slowest class in the game and the class with the second-highest health after the Heavy Weapons Guy. A jingoistic American military man hailing from the Midwest despite the fact that he was never actually in the Army the Soldier is armed by default with a rocket launchershotgunand a folding shovel.
The Soldier can use his rocket launcher to rocket jump to higher positions at the cost of some health. The Pyro Dennis Bateman is a mentally unstable pyromaniac of unknown gender or origin, clad in a fire-retardant suit and a voice-muffling gas mask.
By default, they are armed with a shotgun, fire axeand a homemade flamethrower that can set players on fire. It can also produce a blast of compressed air that knocks away nearby enemies and projectiles, and extinguishes burning teammates. Though he is the slowest class, he can sustain and deal immense amounts of damage. His default weapons consist of his fists, a shotgun, and an enormous minigun that he affectionately refers to as "Sasha".
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He can also remotely destroy his structures using his Destruction PDA. By default, the Medic is also equipped with an air-powered syringe gun and bonesaw for situations in which his teammates don't protect him. The HeavyEngineerand Medic can usually run from the Pyro's flames while shooting at it, thus making ambushes essential.
Be aware of that and if Medics are backpedaling and is out of Flamethrower's range, shoot your secondary at them. The Flare Gun works really well in this case. Against another Pyro, the Shotgun is best as the Pyro's suit prevents being lit on fire, though the direct damage from the Flamethrower itself still occurs.Meet the Pyro Weapons (TF2 Gameplay with Commentary by MrPaladin)
The Pyro's default primary weapon is the Flamethrower, which appears to be constructed from a propane tank, an old gas pump, a shower-head and other assorted plumbing parts; the overall appearance of the weapon is a unique "homebrewed" effect. The Flamethrower weapon deals plenty of damage in close-quarters but has a phenomenally short range. This means that an enemy can quickly move out of harm's way to pick off the hapless Pyro.
The Flamethrower also possesses a unique Compression Blastor what some people call an "Airblast". Not only is the Compression Blast able to blow away enemies, but it can also be used to reflect dangerous projectiles except bullets.
It can reflect anything from rockets to even an arrow from the Huntsman Longbow. This blast can also be used to help your team in a way; by blasting it at a teammate who is on fire, you will blow off the fire leaving your teammate saved. You also have to be cautious when using this ability as it uses a considerable amount of ammo, Reflected projectiles do mini-crit damage, so if they hit the user who shot them, they will take mini-crit damage of their own shot!
The Pyro's default secondary weapon is their Shotgun. It is just like the other standard, pump-action Shotguns used by many other classes in the game, but the rounds stay slightly more condensed at far range compared to the other classes.
It is very reliable to the Pyro as it's the best weapon for the Pyro to use when combating another Pyro.
Despite it being more efficient in a Pyro vs. Pyro situation, it still has a very short range, making it ineffective at mid-range targets. The Flare Gun solves this problem, because it shoots a projectile that will on hit set the enemy on fire.
Because of its slow traveling speed, it will descend, which requires it to be aimed at the head. Because of both the Shotgun and Flamethrower having such a short range, the Pyro must use ambush tactics in order to kill enemies without getting many serious injuries.