At 11:38 the flare Crit is earned, it’s not random. Pyros flames linger meaning even a pyro can be Crit by a flare if they are in the flames despite being immune to afterburn.
I’ve found that Heavy’s DPS output, from playing as him extensively, is more than enough to bring down a phlog Pyro with critical hits one on one. It’s a really satisfying feeling going face to face and winning.
the phlog crit phase is like playing spy (without backstab requirement), you cannot be spotted or you die, but you have massive damage potential or you can just get a medic friend to assist you slightly by making you invincible for the duration of your rampage. you can get a bit of invincibility by sliding and cancelling your taunt
@KingKayro87 the issue is that phlog is poorly designed and it is useless if it's a close or losing game but it let's you win harder to the point where the other team doesn't get to play the game no matter how well they are individually playing.
11:41 That wasn't a random crit, you just performed a flare punch. That pyro was being hit by lingering fire particles when you shot it with your flare gun, that's an earned crit.
@@VampDemigod Sure, but you don't want it to detonate immediately as in right out of the barrel, you want it to detonate just a tiny bit after which will give you a few more hammer units.
I was hoping you would eventually figure it out, but level three sentries are the easiest for pyro to deal with because of the rockets. You can bait them out and reflect them to destroy the sentry. That is the exact reason that I usually only upgrade my sentries to level two when I play engie against a lot of pyros.
Even worse considering dealing with a Dragon's fury pyro. Basically a soldier/demo hybrid with faster shots and slightly less damage that can piece through the sentry to kill an engie and his buildings if close enough. And they can STILL reflect.
The fact that you gameplay looks similar to mine as a growing pyro main make me feel a lot better. Only difference is that i det jump too much. You can det jump while syill being connected to the uber, it makes getting kills while ubered really good trust
For pyro vs pyro don't stand around and see which pyro press w harder. Try avoiding flames, jumping is so effective against enemy pyros. If you see soldier just press m2, in close combat when they see you they instinctively shoot rocket at you and there's high chance you will deflect rocket before you can even see it
Sometimes the smarter soldiers will either time their shots and try to at least stay away. You want to force them to shoot by getting closer. It's why preferred encounters for pyro is as close as possible to an unaware enemy that will make a mistake.
You can airblast while holding down m1. I've caught a lot of soldiers off guard with the simple trick. Really smart soldiers will try to throw you off by shooting near you but not at you or they can just shotgun you. W+m1 can be incredibly powerful when coupled with an appropriate use of airblast. Keep in mind this burns more amo so be stocked up when you go in. You will get very good results as a pyro.
@@realdragon I'm also a Backburner pyro, usually you want to force them to make that shot. Meaning you can to both watch and listen and stay close as they'll try to retreat. At best, you have 3 airblasts to use and you'd only need one to finish off the soldier if you get in his face and get at least a second or two of pure fire damage, wait for that moment he fires out of panic and BOOM. He eats his own rocket.
Every single Backburner Pyro I've seen never plays how it's intended;flanking the enemy team, go to their back and burn em with those crits to help the backline and front line
A little tip: as long as you can airblast (read: don't use the phlog) you can deal with 3rd level sentries fairly easily by just refleting their rockets at them. Obviously that works significantly worse if the sentry is wrangled by a competent player.
For sentries, if you can catch them at a low enough level and an engi isn't around, you can use the detonater or damage on hit flares of the pyro to take them out easy, oftentimes tho you're never gonna be that lucky
in my experience as an engineer, the Dragon's Fury will just MELT my gun if I'm not focusing repairs. I never knew the purpose of that gun was, and now I know it's an anti-engi weapon on the class that struggles with engi the most.
I love how when I hear the majority of this music my brain emits dopamine especially ultrakill and drg cause I love drg and have 500 hours in ultrakill and for the rest of the video as always great content and I am happy you enjoyed it
It was really fun to see you analyzing the gameplay of my favorite class. Very cool feel compared to watching your spy stuff for the class i wanna learn next. Hope you had fun visiting pyroland
I cant wait to see you do this for the other classes. I've been loving all your spy videos and guides, so Im curious to see how you feel about the others
55:38 Yes this is an incredibly accurate representation, complete with the built-in tunnel vision, never would've expected it in a tf2 video, but then again, it's tf2 so what else could you expect?
thanks for the informative bits, i had to stop playing tf2 for school reasons and im relearning a lot thanks to your channel! also team fortress two classes getting blown to bits is kinda like cocomelon but for me
It’s great how you go from sounding like Jonto, to Bartok from Anastasia, to the swedish chad Joel himself, to a chainsmoker straight back to Jonto. Also, funni fire man go brrrrr.
55:50 - as someone who also experiances sensory overloads, damn, that is a pretty good representation of what that feels like, actually. At least as close as you can get within video format to the feeling of technically seeing and hearing things around you, but not really processing them
This is a good video idea. I’ve been a spy main since 2007 but over the years I’ve developed a huge affinity for pyro, I play him and soldier way more than spy a lot of the time, it’s nice to shut my brain off
15:45 Pyro players tend to forget one of the biggest upsides to the detonator is controlling the explosion timing for the flare. Instead they use it like it's a nerfed flaregun or a no-knockback scorchshot. It's perhaps the one of the stronger secondaries because of this function that let's pyros effectively spew fire damage outside their "danger zone" when practiced with and mastered. Also, like rocket jumping maps and demo-jumping maps, PYRO-JUMPING maps exist although limited. ie: jump_pyrokinesis and jump_pyromaniac 25:31 AFAIK backburner and backscatter operate using the same "back mechanic" and spy backstabbing, albeit at a range. The angle of the player vs the angle the target is facing matters, verticality does not and neither does distance (Backscatter distance does matter apparently). In the backburners case, if somebody turns a full 360 as they are shooting you, you can get a few crit burns in that split second because of lingering flames leaving the flamethrower
There’s a crazy mod on contractors and it’s tf2 but in vr it is literally vr tf2 like nothing has changed but they are still working on spy and most of the weapons haven’t been added but it’s still really fun
I personally don’t use the flare gun with the dragons fury because when you hit an enemy with the dragons fury and follow up your shot it does 80 damage which is much more reliable than switching to your flare gun than switching back
After playing Spy for a long time in my TF2 hours, I really think Spy needs buffs. Not in damage per say but utility. The only weapon changes I'd really make are that his Revolvers need to be 100% accurate. They are his ONLY reliable tool for consistent damage, on top of low ammo counts. They need to be reliable in tight situations. It's frustrating how many times I KNOW I had my crosshair on an enemy and I saw the bullet just go to the side or over their shoulder. Very frustrating. I think Spy should be able to mark/outline enemy defenses and players for his team, but only one at a time for lets say a minute. This way the Spy can somewhat rely on his team to take care of whatever threat the Spy marks if it's too dangerous of a task for one person to take care of and go deal with something else. Like marking an enemy Sentry or Medic with whatever % of Ubercharge. For disguises, I think he should be able to mimic Class abilities like an Engineer carrying buildings, a reved up Heavy, a scoped in Sniper, ect. And maybe even taunting while disguised. I think that would help with blending in with the disguises a little more.
He could also be able to make decoys of himself, enemies, and teammates, give cloak to teammates at the cost of his own cloak meter, and Disguise as props and buildings.
That engineer that was mumbling said something about being around Murray State, which is the name of the college in kentucky ill be going to. Ill let you know if I find him
Here's a tip for sentries The closer you already are, the easier it can be to deal with them Since it takes time for the sentry to turn, you can exploit that time and possibly even give yourself more time by circling around it And if you're close enough Homewrecker. (though i understand this is rather unlikely lol, but in the event you do ever pybro)
fun fact: pyros have an easier time dealing with level 3 sentry guns than they do with level 2s - the level 3 bullets do the same DPS as the level 2, but you can reflect the level 3's rockets to do a good chunk of damage to it and possibly kill the engineer
11:41 I don’t think the crit was random, The flare gun Crit burning targets and can crit pyros if they’re touching a flame particle. I think some lingering flames allowed to flare going to crit.
With the sentry bit ive found if you are fast enough at least with minis when you round a corner and hear the beeps you lewrn its location and can use your flamethrower to win the fight with about 25 health left, after witch you skedaddle because engineers dont like it when you kill their sentries. For level 3 sentries you just airblast. Level 2s are the hardest so you basically need to use demoknight sentry stats without charging. Mainly just avoid them and let you team deal with it, but it can be fun when you have a pocket medic to heal the bullets and just a bit of cover so you can send a contstant barrage of 4 mini-crit rockets at the enemy team.
Backburner is a great choice, really locks down the short range dps niche. You'll be hurting for airblasts, sure, but ammo packs of your fallen victims can often get you past that issue.
Jonto, you should REALLY make some sort of ultracontent (holy shit the "into the fire" and "unstoppable machine" parts during the Demon Pyro Day went so crazy)
Personally i never played tf2 BUT I DID PLAY Typical Colors 2 and the "Spy psychology" series has helped me improve at playing Agent* and by playing other classes i have a bigger understanding of them and how to counter them like Jonto suggested (*Agent is the TC2 version of spy)
as a pyro main, your issue with the sentry in the beginning was letting it be upgraded. Your health/dps is much higher than a level 1 and slightly higher than a level 2 sentry, meaning when you see a sentry you have to get in range ASAP, before it has a chance to ramp up. You have about 2s to kill a lvl 1 sentry before it kills you and it takes 1s to kill it. So a pyro killing a sentry has to run around a corner or drop onto a sentry and then just hold the flamethrower on it, ignoring anything else. Worst case a teammate can finish off the sentry
21:05 Hey, American here! This was actually a Ford advertisement read by a “red neck.” A subtype of the Southerner species of American. Hope this helps 😊
If you do have a "main" knowing your counters is an important step to mastering your main, knowing their weaknesses is the key to countering your counter, for spy vs pyro, SPY HAS A F##### GUN