From Aphex, the shitty 4s pyro main:
So, I'm seeing a lot of the same things being repeated here, and I'd like to add to them. I'll start with spychecking: It's important, and you can do it better than anyone, but remember you (A) aren't the only one that has to do it, your team has to be aware of their surroundings, so you're mostly only going to be spastically checking for spies when your medic has >60% uber, or your team is about to push and you don't want to lose your demo, heavy or med, and ( B ) during the time that the spy is down, it's really up to you what you want to do; on an open map, it would be advised to stay on a short leash to your combo, but move around a bit, but on a closed map you have a bit more freedom to try and catch out any players. Moving onto the next part of this is that when a player is overextended, you can keep them that way by stunlocking them until you either flare them, or someone else on your team does the cleanup, so if you can punish someone, do it. Learning to count ubers is also very important, as you're going to need to know when the enemy combo is likely to push so you can be in a position to deny their entrance. On to the topic of airblast, stopping a bombing soldier is actually much easier to do than it may seem. The soldier has to shoot very close to the end of his jump for his bomb to be effective, so if he shoots way up in the air, you usually shouldn't bother reflecting it, because you need to wait for the one close to the ground. Once he's within flamethrower range, M2 him, you'll usually get him and his rocket, and send him flying across the map. And if you miss the rocket, he's still sitting up there in the sky with no momentum other than what your airblast did.
I've probably missed a few things here and there, but if you're looking for a comprehensive guide, this is your best bet: http://forums.steamp...d.php?t=2616391
Edited by Aphex, 15 November 2014 - 05:11 PM.