Review of Pyro Changes in Team Fortress 2: Jungle Inferno

Ten years on, Team Fortress 2 continues to receive new content. The latest is a new campaign and new weapons for the Pyro. This review assumes you are familiar with the game.

Here be not Flyros

Prior to the update, but after the announcement of the new weapons, there was widespread memery about the Flyro, which was a flying Pyro that was speculated to be utter havoc. The reality of the Thermal Thruster isn’t quite what was pondered. It grants some mobility, to be sure, but the delay in switching off to a flamethrower is such that the threat is mostly limited to Pyro being in places that one does not normally expect.

This is still a solid addition to the Pyro toolbelt, even if it denies the prospect of airborne combustion-based death-swarms. You can get places you couldn’t, and that plays into the flanking-style of Pyro. You give up a secondary weapon, though, which is quite painful as the Pyro already lacks range of attack.

They have awoken a sleeping dragon

The Dragon’s Fury feels like a combination of short-range rocket launcher and flamethrower. It packs a punch, is difficult to reflect, and can even light up other Pyros. But it is still range limited, which means Pyro still relies a lot more on position than some other classes.

One of the keys to this weapon seems to be its overwhelming force. It feels like classes that were used to taking Pyro down have at least a touch of fear to them now.

Upload them to the cloud

The Gas Passer has downsides. You don’t start with it, it has a slow recharge, and while you can recharge it through damage, it feels weird to give a player no secondary to start. But it is also versatile. It is a weak smoke grenade, it is a team-support weapon, making enemies easier to kill, and (people seem to forget) it’s a finisher. You can hit afterburning players with the gas, and the afterburn damage will itself light them up some more.

Of these three, it’s my least liked because of the downside of not starting with it. That feels like a cop-out. Other than the Soldier horns, this is the only item you don’t get an immediate benefit for running (and even there, the Concheror gives healing). It feels like it should at least have a passive effect or something else to make up for the delay in use.

That melee weapon

The melee category is all over the place, with some items giving great help and others just leaving you scratching your head. Most melee weapons are situational to begin with. So the Hot Hand isn’t really a big departure or disappointment. The main difficulty I found is that the speed burst is very short-lived, making it difficult to capitalize on. By the time you realize you landed a hit and got a speed boost, it’s already wasted.


Pyro is improved, both with these weapons and the other changes to flamethrowers. The sticking point for my own play remains sentry guns, and Pyro remains unchanged on that front. You can try to move around them, possibly with the Thermal Thruster, or you can search for a spot to flame them from cover, but you don’t have the sentry-busting capacity of Demoman or Soldier, and so ultimately you have to change classes to deal with sentries.

My choice for how to balance Pyro vs. Sentries would be to reduce the sentry’s range against Pyro. Lore-wise, the argument that the flame-retardant suit makes Pyro harder to track is plausible, and the change can be made in a way that Pyro has an easier time moving past sentries while not making them much easier to destroy.