Team Fortress Classic Heavy

Pyro (Classic)
Basic Information
Health:100 / 150
Armor:150
Armor type:Medium
Speed:100%
  1. Team Fortress Classic - Official TF2 Wiki | Official Team ...
  2. Team Fortress Classic Mod

In the A Cold Day in Hell comic, he revealed himself to be the Heavy from Team Fortress Classic, and stated that he already found the mercs and knows where they are going next. Gray questioned why they haven't attacked, but was cut off as he assembled his entire team, minus their Medic. Team fortress team fortress 2 tf2 team fortress classic tfc heavy weapons guy tf2 scout tf2 soldier tf2 pyro tf2 demoman tf2 heavy tf2 engineer tf2 medic tf2 sniper tf2 spy tfc heavy tf2 mikhail tf2 misha tf2 jeremy mr. Jane doe mister jane doe tf2 jane doe tavish degroot tavish finnegan degroot dell conagher dr. Team Fortress 2 Classic is a re-imagining of the 2008-2009 era of the original Team Fortress 2, of which is what we consider the 'Classic Era', featuring old features that were scrapped and worked upon, or new content such as new weapons and gamemodes. Such gamemodes consist of original core TF2 gamemodes ranging from Capture the Flag to. A lot of people seemed to like my rendition of the Medic from Team Fortress Classic, so I decided to do the Heavy too. I have to say that rigging the model to make the shapes like the belt and jacket deform correctly with Source's limit of 3 bones per vertex was a living hell.

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

WeaponAmmoDamage
per hit
Notes / Special Abilities
TypeLoadedCarried

Weapon 1
CrowbarN/AN/AN/A18N/A

Weapon 2
Single-Barrel ShotgunShells8404-23Fires six pellets.

Weapon 3
FlamethrowerCellsN/A20020 (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 CannonRockets20N/A30-60 (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

GrenadeGrenades
Carried
Damage RangeNotes / Special Abilities

Primary
Hand Grenade4HighDeals massive damage on a four second fuse.

Secondary
Napalm Grenade4MediumIgnites 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.

Team Fortress Classic - Official TF2 Wiki | Official Team ...

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

  1. A woman named Beatrice is revealed to be the BLU Pyro, is seen torturing the soldier in 'Team Fortress #5 - Old Wounds'
Team Fortress Classic
Classes
Scout·Sniper·Soldier·Demoman·Medic·Heavy Weapons Guy·Pyro·Spy·Engineer·Civilian
Items
Other
Game modes·Maps·Movement·Exploits
Pyro (Classic)
Weapons
Crowbar·Single-Barrel Shotgun·Flamethrower·Incendiary Cannon
Grenades
Abilities
Rocket jump·Grenade jump
Retrieved from 'https://wiki.teamfortress.com/w/index.php?title=Pyro_(Classic)&oldid=2397501'

Team Fortress Classic Mod

The 2.0.1 Patch to Team Fortress 2 Classic has been shipped. To download the update to TF2Classic, open up the TF2Classic Launcher executable within the tf2classic folder, and press the Update button, and the files will automatically be downloaded. The major changes include:
Weapons:
Updated the Nailgun:
  • Damage rampup increased from 150% to 175% to match Scattergun (Max damage now 20 up from 17)
  • Faster fire rate from 0.115s to 0.1s
  • Clip size & max ammo reduced by 20%

Updated the Flamethrower:
  • Made flames and airblast more reliable

Updated the Dynamite Pack:
  • Recharge time slowed from 7s to 10s
  • Faster throw charging time from 4s to 2s
  • Airblast, bullets and melees push the main Dynamite Pack slightly further
  • Airblasting Dynamite Bomblets now extinguishes their fuse

Updated the Mine Layer:
  • Mines of losing team no longer detonate

Updated the Coilgun:
  • Fixed the Coilgun's Alt-fire preventing reloading when empty

Updated the Hunting Revolver:
  • Fire rate slowed from 0.6s to 0.75s

Updated the Tranquilizer Gun:
  • Effect duration is now affected by distance falloff
  • Effect reworked: Colorblind victim, and slow their movements by 33% for up to 5s
  • Includes: Move speed, reload speed, weapon switch speed, melee attack speed, and Minigun Spin-up and Spin-down speed
  • No longer affects mouse sensitivity

Updated the Umbrella:Team Fortress Classic HeavyTeam Fortress Classic Heavy
  • Plays a sound when Alt-Fire is unsuccessful

Updated Teleporters:
  • Are now 50 Metal by default, and can be reverted back to 125 with tf2c_building_gun_mettle 0

Updated Nail/Syringe Projectiles:
  • Are now consistent with the Server's projectile position

General
:
  • Enabled Vote Kicking by default
  • Enabled vote kicking players in spectator
  • Enabled Rate-limiting on ClientCommand 'voicemenu' (Voice Command spam has been limited to 0.3s, minimum)
  • Allowed custom items_game.txts to now allow PDA items in Medieval
  • Fixed Voice Chat to be a bit louder (If you've changed Voice_Scale, revert it back to 1)
  • Fixed an oversight that allowed achievements to be earned in Randomizer
  • Fixed a crash related to Arena Queue
  • Fixed a crash related to Disguising
  • Fixed a crash related to winning in Payload
  • Fixed a Linux crash related to CTF
  • Fixed broken sounds on Linux builds
  • Fixed the GRN flamethrower particles
  • Fixed being able to push stickybombs only once
  • Fixed the 'Bounced Betty' achievement being unachievable
  • Fixed loading item schemas packed inside maps
  • Adjusted Demoman bots to use Stickies more often
  • Adjusted Heavy bots to not eat Sandviches while ubered
  • Adjusted Sniper bots to fix a case of picking bad spots
  • Adjusted Civilian Bots to stay behind the frontline, and retreat to spawn if no cover is found
  • Adjusted Randomized Loadouts from being preserved on intentional deaths
  • Increased the Building Placement trace, to prevent some out-of-bounds exploits
  • Updated players to say 'Thanks' when extinguished from afterburn
  • Updated dropped ammo (i.e. dropped weapons) to glow
  • Updated Map Icons for simplified server browser
  • Updated the Changelevel Vote Issue to respect the Map Cycle
  • Updated the Options menu to lower sensitivity as low as Legacy options can
  • Updated the Medal Listings
  • Updated the Voting Icons
  • Updated navigation files for Mineside and Badwater
  • Updated Localization

Maps:
Updated vip_badwater:
Fortress
  • Time has passed within Badwater, and is now brighter outside

Updated vip_harbor:
  • Fixed a bug where RED's respawn time was shorter than BLU's respawn time, after capturing B
  • Updated the respawn time after B's capture to be 10 seconds for RED, and 2 seconds for BLU
  • Changed some models

Updated vip_mineside:
  • Added a new second route to the Escape Zone
  • Made some areas brighter
  • Added a small ammo kit to upper balcony at mid
  • Added more cover for upper balcony at mid
  • Adjusted respawn time for Red during Escape gates being open to be longer
  • Small changes in general

Updated vip_trainyard:
  • Updated the respawn time to be 2 seconds for BLU
  • Shortened the round timer from 6 minutes to 4 minutes and 30 seconds
  • Changed some models

Here's a small tutorial on how to use our Launcher+Updater program, for usage in updating the mod for yourself, and server owners:
For Windows users:
  1. Open the 'tf2classic' folder, in your Sourcemods folder.
  2. Find and open the 'TF2ClassicLauncher' executable.
  3. In the 'Launch game' tab, there's a button labeled 'Update'. Click this button to update the game. If it is faded out, you're up to date.
  4. After everything has installed, press the 'Launch' button, or locate the game in your Steam Library.

For Linux users
Article:
  • You'll need to download our Linux Only Updater, and once it's fully installed, please read through this PDF.

For Torrent Users
:
  • As this patch might put a lot of stress on the server behind the launcher, we've decided to also provide a manual download in the form of a torrent.

Optional
Direct Mirror
:
  • If you are having trouble with either of these methods, here is a direct mirror for the 2.0.1 patch.
  • Once downloaded, extract the files into your 'tf2classic' folder using 7zip.

If you need any further help, please reach out to our Public Discord, and we can try to help.

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