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And yes, you are my buddy. Everyone is my buddy.
Actually, character limits are not my buddy. I hate them.
Relying on airblast bomb resets as a major part of your pyro strategy is only for bad teams. Airblast should be used primarily to deflect projectiles and to stall super scouts if needed(in much the same way rocket specialist on soldier should be used).
HP on kill and damage with a few ammo upgrades sprinkled in are infinitely more important for early upgrades than airblast force. resistances/move speed come immediately after the damage is maxed. I usually get HP regen before airblast force because of how unimportant it is.
And assuming no doubling up of classes or roles that need to be filled and sticking to a generally metagame setup:
1 engy (supplier of ammo/transport)
1 medic (healer)
1 scout/spy (money collector+support)
1 demo/sniper (medic killing/crowd control)
2 of either heavy/soldier/pyro (pure DPS and various forms of minor support)
- heavy is a great tank (so act like it) and is needed in order for the rest of the team to focus solely on their task (instead of surviving) - note that the heavy should focus on buying at least one resistance every round, preferably maxing out bullet/explosve/crit resistances before the end of the game
- fire damage resist is (same as buy back) a waste of money; better stay distant and you will be safe
- medic shield does not block fire damage (not everyone knows it seems from practice) - same goes for melee damage
- when not an advanced player; pyro class is as useless as a second scout in mvm (IMO)