Talk:Pyro/@comment-50.68.10.164-20131029051417

Strange as it sounds, I've found pyros to be really good when paired with Hale. With Hale's Arsenal ability at lvl 16, correspondingly lvl 16 pyros boast 3320 damage. For most of the guys I go up against, anything with a warp capacity under 10 has only enough time to make 1 shot before dying. Now consider the following (the attack values of the troops below: are lvl 16 + Hale's arsenal ability (lvl 16 = 1520) times the number of warp spots. Of the troops under 10 warp capacity, I have not calculated the values for Marines, Bombas, Raiders, Rhinos, Titans, and Hornets because these troops are clearly going to score lower, making calculations redundant. Also, I compared lancers to pluse tanks and pulse tanks score higher in terms of attack power (the 1 extra warp space puts pulse tanks ahead thanks to Hale's Arsenal power). Note: I am going from a purely damage-oriented approach discounting any special troop abilities (bomba explosion, or pulse tank beast mode)

1 Shrike: 6190 vs 2 Pyros: 6640

1 Disruptor: 14,440 vs 6 Pyros: 19,920

1 Pulse Tank: 20,080 vs 9 Pyros: 29,880

1 Specter: 6240 vs 2 Pyros: 6640

1 Chimera: 8540 vs 2 Pyros: 6640

1 Devastator: 25080 vs 4 Pyros: 13080

Apart from Devastators and Chimeras, an equivalent number of pyros in terms of warp space will do more damage than a given troop (i.e. warping 6 lvl 16 pyros vs 1 lvl 16 disruptor). The key is to warp the pyros right next to the turret/building you wish to damage, and the pyros will get in at least 1 shot each before being ripped to pieces.