Compression blast

From TF2 Wiki

Share/Save/Bookmark(Difference between revisions)
Jump to: navigation, search
m (Reverted edits by SmashmanBOT (Talk) to last version by Atomsk91286)
m (Applied filters to Compression blast (Review RC#121081))
Line 2: Line 2:
-
When using the alternate fire on the [[flamethrower]] , the [[Pyro]] is able to fire a '''Compression Blast''' (also known as an '''Airblast''') that can [[knock back|knock]] enemies away and deflect [[Rocket]]s, [[Grenade]]s, [[Sticky bomb]]s, [[Baseballs]], [[Jarate]], [[Flare Gun|Flares]] and [[Huntsman|Arrows]] back at the enemy, consuming 20 ammo each time. Rockets fired from a Level 3 [[Sentry gun|Sentry]] can also be deflected. The compression blast will also instantly remove the [[fire]] effect when used on an ally.
+
When using the alternate fire on the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/flamethrower flamethrower]</span> , the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Pyro Pyro]</span> is able to fire a '''Compression Blast''' (also known as an '''Airblast''') that can <span class="plainlinks">[http://wiki.teamfortress.com/wiki/knock%20back knock]</span> enemies away and deflect <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Rocket Rocket]</span>s, <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Grenade Grenade]</span>s, <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Sticky%20bomb Sticky bomb]</span>s, <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Baseballs Baseballs]</span>, <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Jarate Jarate]</span>, <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Flare%20Gun Flares]</span> and <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Huntsman Arrows]</span> back at the enemy, consuming 20 ammo each time. Rockets fired from a Level 3 <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Sentry%20gun Sentry]</span> can also be deflected. The compression blast will also instantly remove the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/fire fire]</span> effect when used on an ally.
-
This compression blast ability is incredibly useful, allowing the Pyro to blow away [[sticky bomb]] carpets, separate a [[Medic]] from his patient and hold his own against a [[Soldier]] in close quarters. The blast itself is a sphere-shaped 'explosion' that occurs directly on the end of the flamethrower. It is a momentary blast, requiring careful timing to execute. The unlockable flamethrower alternative, the [[Backburner]], lacks this ability.
+
This compression blast ability is incredibly useful, allowing the Pyro to blow away <span class="plainlinks">[http://wiki.teamfortress.com/wiki/sticky%20bomb sticky bomb]</span> carpets, separate a <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Medic Medic]</span> from his patient and hold his own against a <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Soldier Soldier]</span> in close quarters. The blast itself is a sphere-shaped 'explosion' that occurs directly on the end of the flamethrower. It is a momentary blast, requiring careful timing to execute. The unlockable flamethrower alternative, the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Backburner Backburner]</span>, lacks this ability.
==Deflection==
==Deflection==
-
Rockets, jars, arrows, grenades, baseballs, and flares within the area of effect are redirected so that they will impact on the nearest surface that is under the Pyro's crosshairs. When these projectiles are deflected, they are not simply "bounced" as if from a mirror: The [[Pyro]] can actually aim them to a new location. For example, a deflected rocket is essentially stopped and "re-fired" from your current position, aimed directly at a point on the nearest surface beneath the [[Pyro]]'s crosshairs. A skilled or well-positioned Pyro can even make rockets deflect at right angles to their original path.  
+
Rockets, jars, arrows, grenades, baseballs, and flares within the area of effect are redirected so that they will impact on the nearest surface that is under the Pyro's crosshairs. When these projectiles are deflected, they are not simply "bounced" as if from a mirror: The <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Pyro Pyro]</span> can actually aim them to a new location. For example, a deflected rocket is essentially stopped and "re-fired" from your current position, aimed directly at a point on the nearest surface beneath the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Pyro Pyro]</span>'s crosshairs. A skilled or well-positioned Pyro can even make rockets deflect at right angles to their original path.  
Grenades and baseballs bounce away from the Pyro in accordance to the angle at which they were deflected. Aiming these deflected projectiles is more difficult, although their trajectory can be influenced somewhat by the Pyro's angle and position. Note that deflected grenades will gain a quick burst of speed. Deflected sticky bombs will roll away from the Pyro.  
Grenades and baseballs bounce away from the Pyro in accordance to the angle at which they were deflected. Aiming these deflected projectiles is more difficult, although their trajectory can be influenced somewhat by the Pyro's angle and position. Note that deflected grenades will gain a quick burst of speed. Deflected sticky bombs will roll away from the Pyro.  
-
Deflected projectiles are considered to have been fired by the Pyro deflecting them for the purposes of friendly fire and kill awards. For example, a red grenade will turn blue when deflected and will hurt any RED-team players near it when it explodes. It can also hurt the [[Pyro]] who deflected it, in the same way that a [[Demoman]] can damage himself with his own Grenades. An exception to this rule are sticky bombs, which can be pushed away but do not switch ownership. The only change to a deflected sticky bomb, besides their location, is that if the [[Demoman]] who shot it is blown up while the sticky bomb is in motion, it counts as a kill for the [[Pyro]] rather than as a [[suicide]]. Killing someone with a deflection produces a unique kill icon depending on the projectile.
+
Deflected projectiles are considered to have been fired by the Pyro deflecting them for the purposes of friendly fire and kill awards. For example, a red grenade will turn blue when deflected and will hurt any RED-team players near it when it explodes. It can also hurt the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Pyro Pyro]</span> who deflected it, in the same way that a <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Demoman Demoman]</span> can damage himself with his own Grenades. An exception to this rule are sticky bombs, which can be pushed away but do not switch ownership. The only change to a deflected sticky bomb, besides their location, is that if the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Demoman Demoman]</span> who shot it is blown up while the sticky bomb is in motion, it counts as a kill for the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Pyro Pyro]</span> rather than as a <span class="plainlinks">[http://wiki.teamfortress.com/wiki/suicide suicide]</span>. Killing someone with a deflection produces a unique kill icon depending on the projectile.
-
Deflected projectiles will always turn into Mini-crits, although it is possible to get a full Crit depending on [[crit]]ical status. Additionally, a deflected baseball will only [[stun]], as it would for the Scout who launched it.  
+
Deflected projectiles will always turn into Mini-crits, although it is possible to get a full Crit depending on <span class="plainlinks">[http://wiki.teamfortress.com/wiki/crit crit]</span>ical status. Additionally, a deflected baseball will only <span class="plainlinks">[http://wiki.teamfortress.com/wiki/stun stun]</span>, as it would for the Scout who launched it.  
-
If the Pyro is under the effects of the [[Kritzkrieg]] Ubercharge, reflected projectiles turn into Critical projectiles, making it very risky for Soldiers and Demomen attacking a Pyro in this state. An interesting note is that an enemy Demoman's sticky bombs become Critical when deflected, even though they do not change ownership. This also applies to Pyros who gain a Critical boost if their team captures the intelligence in [[CTF]].
+
If the Pyro is under the effects of the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Kritzkrieg Kritzkrieg]</span> Ubercharge, reflected projectiles turn into Critical projectiles, making it very risky for Soldiers and Demomen attacking a Pyro in this state. An interesting note is that an enemy Demoman's sticky bombs become Critical when deflected, even though they do not change ownership. This also applies to Pyros who gain a Critical boost if their team captures the intelligence in <span class="plainlinks">[http://wiki.teamfortress.com/wiki/CTF CTF]</span>.
Interestingly, there are a few inconsistencies for kill icons from reflected projectiles.
Interestingly, there are a few inconsistencies for kill icons from reflected projectiles.
*A baseball reflected at someone can indeed kill, although it only does about 4 damage, when this happens it uses the kill icon from the sandman, and is considered that the Scout commited suicide with his own [http://www.youtube.com/watch?v=Jm0SCTm1DZs Baseball].
*A baseball reflected at someone can indeed kill, although it only does about 4 damage, when this happens it uses the kill icon from the sandman, and is considered that the Scout commited suicide with his own [http://www.youtube.com/watch?v=Jm0SCTm1DZs Baseball].
-
*Arrows can be reflected and possess a unique kill icon. If you [[headshot]] with them, it uses the sniper rifle headshot kill icon. Also, a flaming arrow reflect kill shows the same icon as simply killing someone with a flaming arrow.
+
*Arrows can be reflected and possess a unique kill icon. If you <span class="plainlinks">[http://wiki.teamfortress.com/wiki/headshot headshot]</span> with them, it uses the sniper rifle headshot kill icon. Also, a flaming arrow reflect kill shows the same icon as simply killing someone with a flaming arrow.
Sentry rockets can be reflected, and are quite powerful (doing 135-147 points of Mini-crit damage to a player), but use the reflected rocket kill icon instead of their own.
Sentry rockets can be reflected, and are quite powerful (doing 135-147 points of Mini-crit damage to a player), but use the reflected rocket kill icon instead of their own.
It takes 3 reflected sentry rockets to destroy a sentry.
It takes 3 reflected sentry rockets to destroy a sentry.
Reflected Direct Hit rockets do not have a unique icon of their own, but instead use the generic reflected rocket icon.
Reflected Direct Hit rockets do not have a unique icon of their own, but instead use the generic reflected rocket icon.
-
From the [[WAR patch]] up until February 23, 2010, Flares were unable to be deflected.
+
From the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/WAR%20patch WAR patch]</span> up until February 23, 2010, Flares were unable to be deflected.
-
Since [[April 28, 2010 Patch|April 28, 2010]], the compression blast was buffed to deal Mini-crits on reflection unless the particular projectile was a full-crit itself. Airblasting enemies into environmental deaths now awards the death credit to the Pyro (such as the pit in Steel, or from fall damage).
+
Since <span class="plainlinks">[http://wiki.teamfortress.com/wiki/April%2028%2C%202010%20Patch April 28, 2010]</span>, the compression blast was buffed to deal Mini-crits on reflection unless the particular projectile was a full-crit itself. Airblasting enemies into environmental deaths now awards the death credit to the Pyro (such as the pit in Steel, or from fall damage).
<gallery widths=60 heights=27 perrow=7 caption="Associated kill icons.">
<gallery widths=60 heights=27 perrow=7 caption="Associated kill icons.">
-
File:Killicon_deflect_arrow.png|Deflected [[Huntsman|arrow]]
+
File:Killicon_deflect_arrow.png|Deflected <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Huntsman arrow]</span>
-
File:Killicon_deflect_arrowhs.png|Deflected arrow [[headshot]]
+
File:Killicon_deflect_arrowhs.png|Deflected arrow <span class="plainlinks">[http://wiki.teamfortress.com/wiki/headshot headshot]</span>
-
File:Killicon_deflect_grenade.png|Deflected [[Grenade launcher|grenade]]
+
File:Killicon_deflect_grenade.png|Deflected <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Grenade%20launcher grenade]</span>
-
File:Killicon_deflect_sticky.png|Deflected [[Sticky bomb launcher|sticky bomb]]
+
File:Killicon_deflect_sticky.png|Deflected <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Sticky%20bomb%20launcher sticky bomb]</span>
File:Killicon_deflect_rocket.png|Deflected rocket
File:Killicon_deflect_rocket.png|Deflected rocket
-
File:Killicon_deflect_flare.png|Deflected [[Flare gun|flare]]
+
File:Killicon_deflect_flare.png|Deflected <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Flare%20gun flare]</span>
-
File:Killicon_deflect_ball.png|Deflected [[Sandman|stun ball]]
+
File:Killicon_deflect_ball.png|Deflected <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Sandman stun ball]</span>
</gallery>
</gallery>
==Knockback==
==Knockback==
-
The compression blast will [[knock back|knock enemies back]] through the air for several feet, allowing you to potentially [[juggle]] and finish off the player, or blast them off cliffs and [[cp|capture points]]. This ability is highly useful for separating Medics and their patients and neutralizing [[ÜberCharge]]d enemies. The knock back effect of the compression blast is disorientating, though the enemy will still be able to attack.
+
The compression blast will <span class="plainlinks">[http://wiki.teamfortress.com/wiki/knock%20back knock enemies back]</span> through the air for several feet, allowing you to potentially <span class="plainlinks">[http://wiki.teamfortress.com/wiki/juggle juggle]</span> and finish off the player, or blast them off cliffs and <span class="plainlinks">[http://wiki.teamfortress.com/wiki/cp capture points]</span>. This ability is highly useful for separating Medics and their patients and neutralizing <span class="plainlinks">[http://wiki.teamfortress.com/wiki/%C3%9CberCharge ÜberCharge]</span>d enemies. The knock back effect of the compression blast is disorientating, though the enemy will still be able to attack.
==Strategy==
==Strategy==
*The compression blast can be used in two ways, aggressive and defensive.
*The compression blast can be used in two ways, aggressive and defensive.
-
**Defensive blasting moves stickies away from vital chokepoints, eg the [[Cart]] track of a payload map, control points or gated exits. Moving the [[Sticky bombs]] helps keep your team alive longer, and slightly delays [[Demoman]] returning to a vital holding point as they might think it is still secure.
+
**Defensive blasting moves stickies away from vital chokepoints, eg the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Cart Cart]</span> track of a payload map, control points or gated exits. Moving the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Sticky%20bombs Sticky bombs]</span> helps keep your team alive longer, and slightly delays <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Demoman Demoman]</span> returning to a vital holding point as they might think it is still secure.
-
**Aggressive blasting includes blasting [[Rockets]], [[Arrows]], [[Grenades]], [[Flares]] and [[Sticky bombs]] back towards their original firers team. If timed correctly the colour of the projectile changes colour and ownership, as if you fired the projectile to begin with (the exception is the [[Sticky bomb]] as the [[Demoman]] keeps control of it).
+
**Aggressive blasting includes blasting <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Rockets Rockets]</span>, <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Arrows Arrows]</span>, <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Grenades Grenades]</span>, <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Flares Flares]</span> and <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Sticky%20bombs Sticky bombs]</span> back towards their original firers team. If timed correctly the colour of the projectile changes colour and ownership, as if you fired the projectile to begin with (the exception is the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Sticky%20bomb Sticky bomb]</span> as the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Demoman Demoman]</span> keeps control of it).
-
*Be aware of any [[Medic]] healing enemy Soldiers or Demomen, and try to re-direct explosives towards the Medic. If the Medic is using the [[Kritzkrieg]] you can use this to your advantage, reflecting the stream of Critical rockets or grenades back at the enemy. Additionally, if you have an allied Medic use the Kritzkrieg on you, all of your reflects will be Critical hits, including attacks that normally cannot get Criticals (such as a Tier 3 [[Sentry gun]]'s rockets).  
+
*Be aware of any <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Medic Medic]</span> healing enemy Soldiers or Demomen, and try to re-direct explosives towards the Medic. If the Medic is using the <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Kritzkrieg Kritzkrieg]</span> you can use this to your advantage, reflecting the stream of Critical rockets or grenades back at the enemy. Additionally, if you have an allied Medic use the Kritzkrieg on you, all of your reflects will be Critical hits, including attacks that normally cannot get Criticals (such as a Tier 3 <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Sentry%20gun Sentry gun]</span>'s rockets).  
*Also take note of allies on fire, as the compression blast can extinguish allies on fire. This is an often forgotten but incredibly useful tool in the Pyro's arsenal.
*Also take note of allies on fire, as the compression blast can extinguish allies on fire. This is an often forgotten but incredibly useful tool in the Pyro's arsenal.
-
*The Compression blast can also be used to delay enemies and keep them out of vital areas either by blowing them off ledges, pushing them into obstructions, or by [[Juggling]] them in the air, usually done after they have been set on fire, to stop them being able to reach health kits. If the enemy is close to an instant death area (eg [[Saw blades]]), blasting enemies into them is a viable method of attack, and this method will earn the Pyro a "finished off" kill, even if said Pyro did no damage to the player beforehand.
+
*The Compression blast can also be used to delay enemies and keep them out of vital areas either by blowing them off ledges, pushing them into obstructions, or by <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Juggling Juggling]</span> them in the air, usually done after they have been set on fire, to stop them being able to reach health kits. If the enemy is close to an instant death area (eg <span class="plainlinks">[http://wiki.teamfortress.com/wiki/Saw%20blades Saw blades]</span>), blasting enemies into them is a viable method of attack, and this method will earn the Pyro a "finished off" kill, even if said Pyro did no damage to the player beforehand.
*Airblasting Ubercharged enemies is often a very useful strategy that can result in a wasted Uber for the enemy team. A good way to halt an Ubercharge is to separate the enemy Medic from their target. Often times, the target will continue forward without realizing their Medic is out of reach until it is too late. Another viable strategy is to simply airblast either one or both of the enemies upward, then continue to airblast upwards as they come back down. This method is especially effective against enemy Pyro Ubercharges due to the Pyro's lack of a sufficient long-range weapon.
*Airblasting Ubercharged enemies is often a very useful strategy that can result in a wasted Uber for the enemy team. A good way to halt an Ubercharge is to separate the enemy Medic from their target. Often times, the target will continue forward without realizing their Medic is out of reach until it is too late. Another viable strategy is to simply airblast either one or both of the enemies upward, then continue to airblast upwards as they come back down. This method is especially effective against enemy Pyro Ubercharges due to the Pyro's lack of a sufficient long-range weapon.
Line 59: Line 59:
==See also==
==See also==
-
*[[Flamethrower]]
+
*<span class="plainlinks">[http://wiki.teamfortress.com/wiki/Flamethrower Flamethrower]</span>
-
*[[Juggling]]
+
*<span class="plainlinks">[http://wiki.teamfortress.com/wiki/Juggling Juggling]</span>
-
*[[Knock-back]]
+
*<span class="plainlinks">[http://wiki.teamfortress.com/wiki/Knock-back Knock-back]</span>
-
*[[Stun]]
+
*<span class="plainlinks">[http://wiki.teamfortress.com/wiki/Stun Stun]</span>

Revision as of 21:23, 17 September 2010


When using the alternate fire on the flamethrower , the Pyro is able to fire a Compression Blast (also known as an Airblast) that can knock enemies away and deflect Rockets, Grenades, Sticky bombs, Baseballs, Jarate, Flares and Arrows back at the enemy, consuming 20 ammo each time. Rockets fired from a Level 3 Sentry can also be deflected. The compression blast will also instantly remove the fire effect when used on an ally.

This compression blast ability is incredibly useful, allowing the Pyro to blow away sticky bomb carpets, separate a Medic from his patient and hold his own against a Soldier in close quarters. The blast itself is a sphere-shaped 'explosion' that occurs directly on the end of the flamethrower. It is a momentary blast, requiring careful timing to execute. The unlockable flamethrower alternative, the Backburner, lacks this ability.


Deflection

Rockets, jars, arrows, grenades, baseballs, and flares within the area of effect are redirected so that they will impact on the nearest surface that is under the Pyro's crosshairs. When these projectiles are deflected, they are not simply "bounced" as if from a mirror: The Pyro can actually aim them to a new location. For example, a deflected rocket is essentially stopped and "re-fired" from your current position, aimed directly at a point on the nearest surface beneath the Pyro's crosshairs. A skilled or well-positioned Pyro can even make rockets deflect at right angles to their original path.

Grenades and baseballs bounce away from the Pyro in accordance to the angle at which they were deflected. Aiming these deflected projectiles is more difficult, although their trajectory can be influenced somewhat by the Pyro's angle and position. Note that deflected grenades will gain a quick burst of speed. Deflected sticky bombs will roll away from the Pyro.

Deflected projectiles are considered to have been fired by the Pyro deflecting them for the purposes of friendly fire and kill awards. For example, a red grenade will turn blue when deflected and will hurt any RED-team players near it when it explodes. It can also hurt the Pyro who deflected it, in the same way that a Demoman can damage himself with his own Grenades. An exception to this rule are sticky bombs, which can be pushed away but do not switch ownership. The only change to a deflected sticky bomb, besides their location, is that if the Demoman who shot it is blown up while the sticky bomb is in motion, it counts as a kill for the Pyro rather than as a suicide. Killing someone with a deflection produces a unique kill icon depending on the projectile.

Deflected projectiles will always turn into Mini-crits, although it is possible to get a full Crit depending on critical status. Additionally, a deflected baseball will only stun, as it would for the Scout who launched it.

If the Pyro is under the effects of the Kritzkrieg Ubercharge, reflected projectiles turn into Critical projectiles, making it very risky for Soldiers and Demomen attacking a Pyro in this state. An interesting note is that an enemy Demoman's sticky bombs become Critical when deflected, even though they do not change ownership. This also applies to Pyros who gain a Critical boost if their team captures the intelligence in CTF.

Interestingly, there are a few inconsistencies for kill icons from reflected projectiles.

  • A baseball reflected at someone can indeed kill, although it only does about 4 damage, when this happens it uses the kill icon from the sandman, and is considered that the Scout commited suicide with his own Baseball.
  • Arrows can be reflected and possess a unique kill icon. If you headshot with them, it uses the sniper rifle headshot kill icon. Also, a flaming arrow reflect kill shows the same icon as simply killing someone with a flaming arrow.

Sentry rockets can be reflected, and are quite powerful (doing 135-147 points of Mini-crit damage to a player), but use the reflected rocket kill icon instead of their own. It takes 3 reflected sentry rockets to destroy a sentry. Reflected Direct Hit rockets do not have a unique icon of their own, but instead use the generic reflected rocket icon.

From the WAR patch up until February 23, 2010, Flares were unable to be deflected. Since April 28, 2010, the compression blast was buffed to deal Mini-crits on reflection unless the particular projectile was a full-crit itself. Airblasting enemies into environmental deaths now awards the death credit to the Pyro (such as the pit in Steel, or from fall damage).

Knockback

The compression blast will knock enemies back through the air for several feet, allowing you to potentially juggle and finish off the player, or blast them off cliffs and capture points. This ability is highly useful for separating Medics and their patients and neutralizing ÜberCharged enemies. The knock back effect of the compression blast is disorientating, though the enemy will still be able to attack.

Strategy

  • The compression blast can be used in two ways, aggressive and defensive.
    • Defensive blasting moves stickies away from vital chokepoints, eg the Cart track of a payload map, control points or gated exits. Moving the Sticky bombs helps keep your team alive longer, and slightly delays Demoman returning to a vital holding point as they might think it is still secure.
    • Aggressive blasting includes blasting Rockets, Arrows, Grenades, Flares and Sticky bombs back towards their original firers team. If timed correctly the colour of the projectile changes colour and ownership, as if you fired the projectile to begin with (the exception is the Sticky bomb as the Demoman keeps control of it).
  • Be aware of any Medic healing enemy Soldiers or Demomen, and try to re-direct explosives towards the Medic. If the Medic is using the Kritzkrieg you can use this to your advantage, reflecting the stream of Critical rockets or grenades back at the enemy. Additionally, if you have an allied Medic use the Kritzkrieg on you, all of your reflects will be Critical hits, including attacks that normally cannot get Criticals (such as a Tier 3 Sentry gun's rockets).
  • Also take note of allies on fire, as the compression blast can extinguish allies on fire. This is an often forgotten but incredibly useful tool in the Pyro's arsenal.
  • The Compression blast can also be used to delay enemies and keep them out of vital areas either by blowing them off ledges, pushing them into obstructions, or by Juggling them in the air, usually done after they have been set on fire, to stop them being able to reach health kits. If the enemy is close to an instant death area (eg Saw blades), blasting enemies into them is a viable method of attack, and this method will earn the Pyro a "finished off" kill, even if said Pyro did no damage to the player beforehand.
  • Airblasting Ubercharged enemies is often a very useful strategy that can result in a wasted Uber for the enemy team. A good way to halt an Ubercharge is to separate the enemy Medic from their target. Often times, the target will continue forward without realizing their Medic is out of reach until it is too late. Another viable strategy is to simply airblast either one or both of the enemies upward, then continue to airblast upwards as they come back down. This method is especially effective against enemy Pyro Ubercharges due to the Pyro's lack of a sufficient long-range weapon.

Trivia

  • The size of the air blast is 280 units.
  • There is a glitch involving the compression blast that is referred to as the multiple air blast. This glitch is performed by using the Flamethrower's primary attack and then, while still holding down the primary fire button, quickly pressing the secondary fire button. For other players, you will appear to be constantly using the compression blast, which includes the sound effect playing repeatedly. In first person view, however, you will hear the compression blast sound and see the animation only once. You can tell you are doing correctly if your ammo is steadily decreasing but there are no flame or compression blast animations playing.
  • Each reflection kill has its own unique kill icon to indicate what projectile was reflected.
    • However, a headshot caused by a reflect arrow will produce the normal Sniper rifle headshot kill icon.
    • A baseball can also be reflected, however upon killing someone, it will produce the normal Baseball kill icon. If done to the scout who threw the baseball, it will report that the Scout comitted Suicide with his own baseball.

See also


Template:Auto lang cat


Languages Languages: 

English  • Русский



Personal tools