In this segment, I aim to introduce each TF2 class as an XCOM
soldier, complete with ranked abilities. Today, we're looking at the Pyro. Hey, XCOM players! If you have any opinions about the balance on these abilities, let me know in the comments section.
The Pyro is a light area-of-effect class, capable of wounding groups of enemies without relying on explosive damage. Be careful with these units! Their penchant for fire can make it dangerous for friendlies as well as hostiles. Be sure to invest in Titan Armor as quickly as possible!
Pyros can use Assault Rifle and Shotgun Class armaments.
Class Specialty Secondary: Flamethrower
Flamethrowers deal damage over an area without dealing explosive damage. There is a chance that any tile in the flamethrower's area-of-effect might catch fire. Fire can spread, damage the environment, and may injure people who stand in it or pass through it while moving.
Flamethrowers cannot be reloaded once their ammo is spent without upgrades. Flamethrowers can not be used to Overwatch.
Squaddie Rank Ability: Ignite
Concentrated fireblast deals 3 damage and sets the foe on fire, reducing their Will score and dealing a point of damage per turn. Requires Flamethrower Ammo.
Corporal Rank Ability 1: Firesense
Grants HUD display that shows the range of environmental hazards.
-1 damage from environmental hazards
Corporal Rank Ability 2: Adjustable Nozzle
Allows Pyros to alter the area of effect of the Flamethrower
Sergeant Rank Ability 1: Hazmat Suit
Renders the Pyro immune to fire damage and poison.
Sergeant Rank Ability 2: Extra Tank
Doubles the Flamethrower's ammo capacity.
Lieutenant Ability 1: Hazmat Response
Allows the Pyro to clear environmental hazards, prevent vehicles from exploding, put out fires, and eliminate poison clouds.
Lieutenant Ability 2: Oil Slick
Expends a small amount of Flamethrower Ammo to create a flammable puddle at range. Deals critical fire damage when ignited.
Captain Rank Ability 1: Tempered Steel Nerves
Pyro gains +5 will for every enemy he has burned
Captain Rank Ability 2: Forged in Flame
+3 Health, +10 Defense
Major Rank Ability: Backburner
Increases fire damage to 2. Critical chance increases by 15% when the enemy is flanked.
Colonel Rank Ability 1: Fireman's Carry
Allows the Pyro to stabilize one teammate without using a Medkit.
Colonel Rank Ability 2: Blowtorch
Destroys target walls without alerting enemies
The Pyro is a light area-of-effect class, capable of wounding groups of enemies without relying on explosive damage. Be careful with these units! Their penchant for fire can make it dangerous for friendlies as well as hostiles. Be sure to invest in Titan Armor as quickly as possible!
Pyros can use Assault Rifle and Shotgun Class armaments.
Class Specialty Secondary: Flamethrower
Flamethrowers deal damage over an area without dealing explosive damage. There is a chance that any tile in the flamethrower's area-of-effect might catch fire. Fire can spread, damage the environment, and may injure people who stand in it or pass through it while moving.
Flamethrowers cannot be reloaded once their ammo is spent without upgrades. Flamethrowers can not be used to Overwatch.
Squaddie Rank Ability: Ignite
Concentrated fireblast deals 3 damage and sets the foe on fire, reducing their Will score and dealing a point of damage per turn. Requires Flamethrower Ammo.
Corporal Rank Ability 1: Firesense
Grants HUD display that shows the range of environmental hazards.
-1 damage from environmental hazards
Corporal Rank Ability 2: Adjustable Nozzle
Allows Pyros to alter the area of effect of the Flamethrower
Sergeant Rank Ability 1: Hazmat Suit
Renders the Pyro immune to fire damage and poison.
Sergeant Rank Ability 2: Extra Tank
Doubles the Flamethrower's ammo capacity.
Lieutenant Ability 1: Hazmat Response
Allows the Pyro to clear environmental hazards, prevent vehicles from exploding, put out fires, and eliminate poison clouds.
Lieutenant Ability 2: Oil Slick
Expends a small amount of Flamethrower Ammo to create a flammable puddle at range. Deals critical fire damage when ignited.
Captain Rank Ability 1: Tempered Steel Nerves
Pyro gains +5 will for every enemy he has burned
Captain Rank Ability 2: Forged in Flame
+3 Health, +10 Defense
Major Rank Ability: Backburner
Increases fire damage to 2. Critical chance increases by 15% when the enemy is flanked.
Colonel Rank Ability 1: Fireman's Carry
Allows the Pyro to stabilize one teammate without using a Medkit.
Colonel Rank Ability 2: Blowtorch
Destroys target walls without alerting enemies
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