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Pyro Copy Pasta

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Irish Fox

Drifty Boi
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Dec 28, 2016
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The Pyro Copypasta
*Notice, base numbers are taken from the TF2 wiki, thank you!

Pyro's health compared to other classes:
1. Heavy - 300 health (almost double)
2. Soldier - 200 health
3/4. Demoman - 175 health
> 3/4. Pyro - 175 health <
5. Medic - 150 health
This means the Pyro is a medium class, definitely not tanky. Unlike other classes, Pyro also lacks unlocks that improve his tankiness.

Pyro's walking speed compared to other classes:
1. Scout - 133% Speed
2. Medic - 107% Speed
3. Spy - 107% Speed
4/5/6. Sniper - 100% Speed
4/5/6. Engineer - 100% Speed
> 4/5/6. Pyro - 100% Speed <
7. Demoman - 93% Speed
BUT
Pyro's extra mobility options compared to other classes:
Soldier and Demoman have explosive jumps. Scout has double jumps.
Pyro by default has ZERO extra mobility options.
So in general? Pyro only beats the mobility of one class, the Heavy. Pyro has the 2nd worst mobility in the game.
P.S. Pyro can flare-jump with UNLOCKS, but flare-jumping is literally weaker than Wrangler jumping.

Pyro's range:
Pyro's primary has the lowest range in the game, period. Minigun and scattergun have spread but they can still deal damage beyond their optimal range.
Scout's secondary, the pistol, is better at longer ranges than Pyro's secondary, the shotgun.
P.S. With unlocks, Pyro can shoot flares, but these can still be dodged as they are non-explosive projectiles, while the pistol is hitscan. Also, flares aren't even optimal unless the target is on fire.

Pyro's damage:
Pyro shoots a flame particle about every 0.044 seconds, or about 22.72 particles per second. Each particle ends up doing about 6.80 damage. In the end, Pyro's max dps is 154 damage per second. Remember the asterisks.
*Soldier can do 336 damge in 1.6 seconds.*
*Pyro can do 246.4 damage in 1.6 seconds*
However, the shortest range primary in the game has damage fall off, and rarely does combat occur in literal point blank range. With fall off, a flame particles ends up doing about 4.76 damage. This means at the flamethrower's tip, the dps is 108 dps. With ramp up, Syringe Gun does 120 dps. 120 dps > 108 dps.
BUT WAIT, THERE IS MORE!
Pyro's mechanics:
An aspect of damage in TF2 is how said damage gets to the enemy. The speed of Pyro's flame particles depend on the Pyro's speed. Pyro's burning propane will usually be slower than a speeding rocket. This not only means that the projectiles will take more time to reach the enemy, it will also mean more projectiles will be avoided. There is still more. The flamethrower is a projectile weapon with spread. This spread will mean even more projectiles miss the target.
*Soldier will get damage to his targets before the Pyro.*
*The Pyro will usually do far less damage in 1.6 seconds.*
This means, Pyro, known as the close range class, can end up doing less damage in close range than the class who can spam rockets across the entire map.
Pyro does have another factor, airblast. Before I talk about AIRblast, I want to remind people that "Pyro" means FIRE, just putting this fact here. Airblast can reflect certain projectiles and give them minicrits. It can't reflect hitscan, it can't reflect all projectiles. TF2 is an online game that uses servers. Well, in point blank, a projectile would quickly hit you, and the server would quickly register that before it registers the airblast. So on the close range class, the airblast won't even work in close range unless you predict(remember that enemies can be unpredictable) or get lucky. A final fact, the meta in high tier competitive leagues is that Pyro stays back and DEFENDS his team. Another fact, Pyro is listed as an OFFENSE class.
 

Steve Harvey Oswald

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