The Finals: A Complete Guide To Pyro And Ieds
I usually carry pyrro grenades as a way to get rid of toxic gas without having the flamethrower. I'd be interested in seeing Back Studio's experiment with making the range of the flamethrower longer but shortening its operation time to make it useful for clearing gas from the cash-out areas without having to be right on the cash-out.
I rarely see other players using the flamethrower in games, which to me means that it requires some sort of overhaul from the divs.
How pyro gadgets, throwables, explosive mines and the flamethrower interact
I won't go through all the combinations it has, but I'll give you a quick explanation about it and talk about two important bits of information. The items in green are the devices that are exploding first, either because you or an opponent has triggered them, and then you cross-reference them with the devices across the top to see if those are exploding as a result of the green ones exploding.
And how that happens, for example, if you explode. A flammable canister that's next to a green gas canister the gas canister will then explode after a delay of 15 seconds and will not be affected by any flames because it will have burned out. Instead, this spreadsheet is more about improvised explosions, things that you can combine almost as a secondary purpose.
okay I'll point out two important things from the spreadsheet. First, pyro grenades do not set off mines, so while you can use a pyro grenade to clear gas from around the cashout, you still need to be on the lookout for active enemy mines.
The pyro ied
As you move in to make the steel , secondly, the explosive damage from the Pyom mine and flammable canister is cumulative. This means that if you add two explosive mines to a flammable canister or an explosive mine and two Pyro mines to a flammable canister and then throw them close enough to an opponent to trigger the mines, it will provide enough explosive damage to instantly delete them regardless of their build, as well as leave behind flames for another 12 seconds, and thus we have the IED.
A device that kind of brings a lot more value to the flammable canister, which isn't usually a favorite throw ball anyhow, this all takes us back to poor old Braco. 10 seconds before we met in that snowy Monaco Garden. I placed two explosive mines and a pyro mine on a flammable canister, and then, carrying the IED with me.
I was about to jump through a window into the nearby building when I realized it would be in my best interest not to accidentally melay the flammable canister. As I attempted to jump through, I spotted Braco to my left and just threw the IED straight at them. This also turned out to be a good opportunity for me to learn that throwing the IED at opponents who are close to you isn't ideal either because, as well as sending Braco into another universe, it did.
319 hp of damage to me as well, and this shows how the IED is equally as dangerous to its owner as it is to its victim. I've had them shot in my hands while carrying them multiple times, and that never ends well. All the time, another flammable canister exploded next to me while I was carrying the IED.
I've also discovered what appears to be a bug in the game where if you have explosive mines and pyom mines on a flammable canister and you just right click and drop the canister, it detonates the IED, which it shouldn't because none of these items are detonated themselves by right clicking and dropping them, so I think that might need fixing.
For the time being, if you're carrying an IED, you must throw it away at some point. My favorite way of using IEDs. Do the usual YouTube business. Stay strong, everybody. You know the world ain't. Right down on your knees, get up and fight