The Chargin' Targe adds an immunity to afterburn effect. You can still light them on fire, but they will be extinguished as if they were a pyro. This was changed in the patch on July 10, 2013:
Changed attributes: Added Afterburn immunity.
Well, you're going to have to practice aiming at high angles. There's no way around that.
Imagine your character surrounded by a sphere. Moving the mouse up and down can point you anywhere from straight down to straight up, but not past those points (think north-south latitude -- up and down just moves you north or south, to the poles). That means if a ...
Yes, a deflected projectile can be deflected again. With enough pyros or if the pyros are somehow getting more ammo, the same rocket can be deflected ad nauseum.
This video demonstrates a rocket being deflected this way:
You don"t need to avoid contact. In my experience an experienced scout can more often than not defeat an experienced pyro.
The best "tool" that a Scout has to use to his advantage is his movement speed.
Under most circumstances, the Scout can move faster than the Pyro, and the scattergun can be used right outside the Pyro's attack range, so as long as you ...
I would say, at flamethrower range, PvP is mostly about who gets the drop on the other, and who has the better dodging/tracking/strafing skills.
However, if you have a shotgun and the other Pyro has a flare gun, you have a huge advantage at medium range, and you should seek to remain at that range.
Against an aggressive opponent, you can sometimes control ...
Pyros do not have the capability to "air suck". However, if the spy cooperates/is disoriented, you can airblast them straight up into the air while you're running forward. This would give the illusion that they're being sucked toward you.
Part of TF2 physics is a concept called air strafing. It's commonly and most obvious with rocket jumping soldiers and ...
Guarantees Critical damage on burning targets.
On hit: ignites enemy.
Guarantees Mini-Crit damage on burning targets (only when flare is not detonated).
On hit: ignites enemy.
alt-fire: detonates flare in flight, creating a small explosion which ignites nearby players, but ...
The Degreaser + Axtinguisher answer to "a soldier that knows you're coming" is to skip the ax and reflect their rockets! That's one of the worst situations for trying to get an ax kill — if you're anywhere close enough, likely as not you'll end up both dead from splash damage.
The ideal case for Degreaser + Axtinguisher is when the enemy does not know you ...
Each individual weapon's special effect only corresponds to only that weapon, not the entire player loadout. It's just like although the Rocket Jumper has -100% damage penalty, you can still kill other players using Melee or Secondary Weapons (it's one of my favourite loadout - Rocket Jumper, BASE Jumper and Market Gardener).
So yeah, your Flare Gun ...
To this day, it appears to still not be working from around early November 2011. Even looking at the achievement through Steam, as suggested here, didn't show the numbers. It is, however, possible to see the progress tracked through the game's HUD.
While in game: menu -> view achievements, and there will be a box you can tick that says show in HUD next to ...
Since the flamethrower projectiles have a travel time, you have to time it so that by the time the flame hits the pyro, and before it goes away due to afterburn immunity, you have your axtinguisher out already hitting the pyro.
Here's an example by sketchek, a popular TF2 youtuber:
In the video you'll notice that from a ...
Try remapping your controls to the following:
Mousewheel Up: Primary Weapon
Mousewheel Down: Melee Weapon
Mousewheel Click: Secondary Weapon
Your keyboard hand never has to leave the movement keys, which will make you more agile, you never scroll past the weapon you want (in fact, you don't even have to think about "do I have the right weapon out?" - if ...
Degreaser + Reserve shooter. Afterburn damage penalty does not apply and you can get mini-crits on them with the reserve shooter when they're puffed up in the air. Degreaser also lets you switch weapons faster.
If a pyro airblasts you mid-charge, you are knocked back exactly like any other class. Your charge bar however instantly stops draining and begins filling again, which is unique because under any other circumstance your charge bar is always fully depleted.
A partially drained charge bar means you can begin another charge MUCH sooner than usual. If you just ...
The answer is... it depends.
Flamethrowers actually fire a stream of particles in a roughly conic shape.
Walls in Source are weird if they're thin. They may or may not block weapons fired close to walls... this is most noticeable with explosive weapons, but also affects other projectile weaponry (including the Flamethrower's particles). This is why, if ...
Most weapons in TF2 have min\max damage. So no, Pyro does not have any resistance beyond immunity to afterburn if you take him with base stats. Some gear provide reduction of damage to certain elements, such as fire and explosives, so that can affect your overall damage output as well.
Also, some weapons have damage based on where you hit, such as a ...
You can't. They're just like bullets.
The following projectiles can be compression blasted:
Rockets (Sentry Rockets, Energy Blasts, and Eyeballs)
Grenades and cannonballs
Baseballs and ornaments
All liquid based projectiles.
Arrows, healing bolts, and ...
To answer your title's question, strange flamethrowers only count kills done by that weapon's fire damage. This is either through direct damage (W + M1) or the afterburn. It does NOT count reflects sadly. Taken straight from the TF2 Wiki's strange page:
The following actions do not increase the total kill count:
Killing an enemy with a compression ...
Yes. As of the July 2nd 2015 update, both a direct hit with the Detonator's flare and the explosion will result in a mini-crit on burning opponents.
I've kept the old outdated answer to this question in the quote block below, as it still explains the initial confusion.
No. You have to get a direct hit with the flare for it to be a mini-crit, the ...
As of the 7 July 2016 update, this behaviour is supposed to be fixed; there should no longer be any difficulty with aiming reflections while near teammates. The original answer follows.
Okay, I think I know what is happening here. This is basically a total guess, but it seems like the kind of thing that would happen in a Valve Source game.
Figure 1: A ...
I tested this on 1/17/12 - results may change in the future.
A friend and I went out to the bridge on 2fort. We used a teleporter as the marker, and a dispenser as the target. I incrementally moved the dispenser closer and closer to the teleporter, while he puffed at it with the Phlog. When the dispenser started taking damage, I left it there, and he ...
This started as a general weapons list, but I decided to instead focus on the classes giving you problems.
Having said that, one brief note before we get into class specifics:
Airblast and Reserve Shooter is the "cheap" option because of how OP the Reserve Shooter is for the Pyro.
Dealing with Heavies
Heavy is fat and really slow. Because of this, the ...
Shortly after firing a flare from the Detonator, the Pyro can detonate the flare with the alternate-fire keybind. This creates a small explosion that does damage and lights all enemies hit on fire.
The Pyro can also use the detonation to air-jump. From experience, I'd say it gives about as much distance as a single Force-a'-Nature shot.
The damage stat for ...
Critical hits and mini-crits do not deal additional self-damage (despite the "you got crit" sound playing). Reflecting an explosive and making it a mini-crit therefore does not increase the damage it would do to you.
As a result, reflecting it is always better than just letting it hit you. If self-damage reduction applies, it's the obvious choice knowing ...
Practice instinctively airblasting when you think soldiers will fire their rockets while airborne. When soldiers rocket jump, they usually have little time to fire all of their rockets before landing.
If your timing is too short or long, adjust it. Another good way to dodge their volleys is that, if they rocket jump, a good way is to move backwards, ...
Here's some very basic advice for flamethrower/flamethrower combat (say you're equipped with a flaregun and so have no shotgun). It is quite possible to defeat another Pyro with the flamethrower without it coming to who has slightly more health, given sufficient skill.
Never chase another Pyro with the flamethrower (unless to airblast them up against a wall ...
I think you should look at the stock Flamethrower's video before you start making assumptions about the Phlogistinator's range being bigger. These are the two shots of the maximum range shown by the two videos:
Note the position of the hazard stripes on the floor; the position of the Pyro in the Phlog's video is not significantly farther away than the one ...
First that combo is really mostly great for sudden ambushes. So if you're trying it in the face of a soldier you are going to die.
Besides that it is mostly a speed thing. You should quickly tap the fire button and then switch (Use a key not the wheel) and start swinging with the axe. There is no secret technique or extra item to make you swap and attack ...
Hitting airborne targets is hard. There are three main points you need to take into consideration when shooting airborne targets.
The distance between you and the target.
The velocity and trajectory of the projectile.
The velocity and trajectory of the target.
Becoming an expert at those three points and doing all the calculations in your head is a ...