Team Fortress 2 Blu Team Classic Mug. By LiquidSapphir3. Team fortress 2 scout, team fortress 2 heavy, team fortress 2 medic, team fortress 2 all. Classic 1930s Heavy with bodygrouped Glasses (Team-Colored and Standard), Scarf (Team-Colored) and 4 skins (uber-skins uses 'Old' textures so use Uber-material instead) Team Fortress by Team Fortress Software Team Fortress Classic and Team Fortress 2 by VALVe 'Catch-Up' comic by Rennerei.
Pyro (Classic) | |
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Basic Information | |
Health: | 100 / 150 |
Armor: | 150 |
Armor type: | Medium |
Speed: | 100% |
The Pyro is a playable class in Team Fortress Classic. She[1] possesses fairly high health and medium armor. She moves at a medium speed, and her weapons are designed to incite confusion and deal damage over time.
Basic Strategy
- Avoid water sources, as your potential victims can extinguish themselves.
- Your Incendiary Cannon is your incendiary Rocket Launcher. If you can't deal direct hits, use splash damage in a similar fashion to a Soldier's Rocket Launcher. Note that the blast radius is much larger than the Rocket Launcher and sets enemies on fire, and the heat travels through thin walls.
- Your Flamethrower is your standard Flamethrower. It is to be used at close-mid range. The flame sprites travel a decent distance, unlike what some sources say. You should still stick to this weapon for mainly close encounters. A major problem, however, is that against faster classes (like Scout and Medic) the flames may be a bit too slow to catch them, depending on your position relative to the enemy
- By hitting your enemies with your different flame weapons, you can stack the afterburn damage. A common strategy is to bombard the enemy team from long range with the Incendiary Cannon, and to then burn them again with the Flamethrower and Napalm Grenades.
- The Afterburn of the Pyro in TFC is drastically slower than in Quake Team Fortress. Attempting to leave someone to fall to afterburn without using Frag Grenades and/or burning them heavily is rather unwise, especially if they are standing near a resupply bag. Demomen and lighter classes have a greater chance of falling to afterburn than a Soldier or HWGuy.
- Try to play both offensively and defensively depending upon the situation.
- Napalm Grenades are a great area denial tool. They are also great at disrupting enemies vision and aim.
- Use all of your fire-based weapons to cause confusion among members of the other team. The flame sprites can obstruct enemy vision, especially Snipers, but, obstructing enemy vision this way is not as effective as concing the enemy.
- Use your Single-Barrel Shotgun as a last resort or at really long range. It should seldom be used, if at all. You can also use this gun underwater, or after using a Frag grenade on a medium-light class to finish them off.
- The afterburn damage seems to be capped. This is best seen with using the Incendiary Cannon. Firing more than three rockets at an enemy will not cause afterburn damage, as the flames will cancel out, forcing the player to start burning the enemy again. It is best to use only 3 rockets in this instance if you desire to inflict afterburn damage. With the Flamethrower and Napalm Grenade, the situation is not as consistent and not as observable.
- Rarely, a Pyro can catch fire. It is possibly due to a Pyro being depleted of Asbestos Armor, as all classes come with a special armor type.
Special Abilities
Class Skill: Selects Flamethrower.
Abilities: Can't be set on fire.
Weapons
Team Fortress - All Character Model Comparisons (TFC Vs TF2 ...
Weapon | Ammo | Damage per hit | Notes / Special Abilities | |||
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Type | Loaded | Carried | ||||
Weapon 1 | Crowbar | N/A | N/A | N/A | 18 | N/A |
Weapon 2 | Single-Barrel Shotgun | Shells | 8 | 40 | 4-23 | Fires six pellets. |
Weapon 3 | Flamethrower | Cells | N/A | 200 | 20 (Contact) 6 (on classes with Heavy armor) 9 (on classes with Medium armor) 5 (on other Pyros) 15 (on classes with light armor) 2 (Afterburn) | Ignites players. Cannot inflict afterburn on enemy Pyros. Afterburn can increase as fire is concentrated on an enemy |
Weapon 4 | Incendiary Cannon | Rockets | 20 | N/A | 30-60 (direct hit on armorless enemies) 20 (splash damage on armorless enemies) Splash damage does about the same as hits with the Flamethrower. | Ignites players. Cannot inflict afterburn on enemy Pyros. Afterburn can increase as fire is concentrated on an enemy |
Grenades
Grenade | Grenades Carried | Damage Range | Notes / Special Abilities | |
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Primary | Hand Grenade | 4 | High | Deals massive damage on a four second fuse. |
Secondary | Napalm Grenade | 4 | Medium | Ignites environment and enemies within blast radius for a limited amount of time upon explosion. |
Gallery
The new TFC Pyro.
The old TFC Pyro.
The QWTF Pyro.
The Classic Pyro as seen in the Catch-Up comic.
The Classic BLU Pyro as seen in A Cold Day in Hell.
The Classic BLU Pyro without her mask on as seen in Old Wounds.
Trivia
- According to the Team Fortress 2 comic, Old Wounds, the Pyro from Team Fortress Classic is named Beatrice.
See also
- The Pyro in Team Fortress 2.
References
- ↑A woman named Beatrice is revealed to be the BLU Pyro, is seen torturing the soldier in 'Team Fortress #5 - Old Wounds'
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Team Fortress Classic Heavy Comic
Steam Workshop::Team Fortress Classic Heavy
Heavy Weapons Guy (Classic) | |
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Basic Information | |
Health: | 100 / 150 |
Armor: | 300 |
Armor type: | Heavy |
Speed: | 76% |
The Heavy Weapons Guy is a playable class in Team Fortress Classic and one of the antagonists of the Team Fortress Comics series. He is notable for his large size, and is outfitted with Heavy Armor, as well as a Single-Barrel Shotgun, Double-Barrel Shotgun, and Assault Cannon. For grenades, the Heavy Weapons Guy is equipped with two powerful grenade types, the Hand Grenade and MIRV Grenade. However, he is the slowest class in the game. This makes him a great defensive class as he can take many hits before dying and has enough firepower to quickly inflict significant damage. Players need to be careful with their ammo, though. The Heavy Weapons Guy only uses Shells as ammunition and the Assault Cannon uses them all up in 20 seconds.
Basic strategy
- It is much easier to play offensively if you have a Medic, an Engineer or both with you, otherwise staying on defense might be a better choice, as offensive HWguys are frequently looked down on and the power of the other team's defense will have you dead in no time.
- Remain in closed or partially-open areas, as Snipers will find you an exceptionally easy target due to your very slow movement speed and size.
- Use your size to block doorways and other passages.
- Improve your longevity by partnering with Medics and Engineers.
- Keep your Assault Cannon spinning if you aren't moving.
Special abilities
Class Skill: Uses Assault Cannon.
Abilities: Cannot be pushed by explosions.
Weapons
Weapon | Ammo | Damage per hit | Notes / Special Abilities | |||
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Type | Loaded | Carried | ||||
Weapon 1 | Crowbar | N/A | N/A | N/A | 18 | |
Weapon 2 | Single-Barrel Shotgun | Shells | 8 | 200 | 4-24 | Fires six pellets. |
Weapon 3 | Double-Barrel Shotgun | Shells | 16 | 200 | 4-56 | Fires fourteen pellets. |
Weapon 4 | Assault Cannon | Shells | 200 | N/A | 8-32 |
Grenades
Grenade | Grenades Carried | Damage Range | Notes / Special Abilities | |
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Primary | Hand Grenade | 4 | 145-50 | Deals massive damage on a four second fuse. |
Secondary | MIRV Grenade | 2 | 145-50 per explosion (depending on radius) | Grenade splits into several miniature bombs upon detonation. These bombs detonate after a few seconds. |
Team Fortress
In Team Fortress, the Assault Cannon will not fire while the user is walking with its barrel spinning and it uses 7 cells to spin up each time firing.
Update history
- Fixed Heavy Weapons Guys not being able to drop their cells.
Trivia
- The Heavy Duty Rag from Team Fortress 2 resembles the 'do-rag' worn by the new Heavy model.
- The War Goggles from Team Fortress 2 were modeled after the goggles worn by the new Heavy model.
- The Heavy Lifter from Team Fortress 2 seem to be very loosely based on the clothing worn by the new Heavy model.
- The Combat Slacks from Team Fortress 2 are based on the armor worn by the new Heavy model.
- The Blue TFC Heavy appeared in the comics A Cold Day in Hell, Blood in the Water, Old Wounds, and The Naked and the Dead.
Gallery
The new TFC Heavy Weapons Guy.
The old TFC Heavy Weapons Guy.
The QWTF Heavy Weapons Guy.
The Classic RED Heavy Weapons Guy as seen in the Catch-Up comic.
The Classic BLU Heavy as seen in A Cold Day in Hell.
The Classic BLU Heavy after he pushed the immortality machine into his body as seen in The Naked and the Dead.
Team Fortress Classic Heavy
See also
- Heavy in Team Fortress 2.
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