Difference between revisions of "Fire"
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The stock [[Flame Thrower]] and its variants share the same flame mechanic. Upon pressing primary fire key, it produces multiple little invisible projectile-like boxes, which can be called flame particles. When one of these particles makes contact with an enemy player's hitbox, a straight line is drawn from the point of firing to the center of the particle which made contact. if there are no environment elements in between the two points, the hit is registered by the system and damage is applied. Unlike normal projectiles, flame particles do not stop when they collide with players or [[buildings]], but instead continue moving and dealing damage to other objects until their maximum lifespan is reached. The particles have their damage largely determined by time since being fired rather than distance. One flamethrower ammo fires two flame particles. | The stock [[Flame Thrower]] and its variants share the same flame mechanic. Upon pressing primary fire key, it produces multiple little invisible projectile-like boxes, which can be called flame particles. When one of these particles makes contact with an enemy player's hitbox, a straight line is drawn from the point of firing to the center of the particle which made contact. if there are no environment elements in between the two points, the hit is registered by the system and damage is applied. Unlike normal projectiles, flame particles do not stop when they collide with players or [[buildings]], but instead continue moving and dealing damage to other objects until their maximum lifespan is reached. The particles have their damage largely determined by time since being fired rather than distance. One flamethrower ammo fires two flame particles. | ||
− | The flame particles do not have visible models, so the flame visual effect is not the real indicator of how the particles really move. As such, the flame particles and the visual effect have no direct connections. When the {{cvar|sv_cheats}} and {{cvar|tf_debug_flamethrower}} commands are set to 1, the boxes of visual effect as well as the boxes of flame particles can be seen by the flamethrower user. The boxes will inherently rise upwards over time, and each box | + | The flame particles do not have visible models, so the flame visual effect is not the real indicator of how the particles really move. As such, the flame particles and the visual effect have no direct connections. When the {{cvar|sv_cheats}} and {{cvar|tf_debug_flamethrower}} commands are set to 1, the boxes of visual effect as well as the boxes of flame particles can be seen by the flamethrower user. The boxes will inherently rise upwards over time, and each box has a random speed, spread and a lifetime. Additionally, forward velocity for each box decreases over time. These factors are combined together to form a distance-limited, cone-shaped flame stream. Due to the lack of direct connection between the flame particles and the visual effect, when only the visual effect hits the target while the flame particles do not hit, the target of the flame stream will not receive any damage. |
The momentum of the boxes is partially determined by the firing Pyro's movement. When a player is moving, the velocity of the player at the time of firing a particle is added to that particle's inherent movement in the player's moving direction. Therefore, moving forward increases forward particle velocity, so the total range increases. Strafing backwards while firing forwards will add negative velocity to inherent movement, and this will result in a particle's initial forward velocity being slower. As inherent forward velocity decreases, inherited velocity begins to catch up and exceed it; the particle will come to a complete stop before accelerating in the opposite direction. This is helpful for the [[Pyro]] to counter its chasers. | The momentum of the boxes is partially determined by the firing Pyro's movement. When a player is moving, the velocity of the player at the time of firing a particle is added to that particle's inherent movement in the player's moving direction. Therefore, moving forward increases forward particle velocity, so the total range increases. Strafing backwards while firing forwards will add negative velocity to inherent movement, and this will result in a particle's initial forward velocity being slower. As inherent forward velocity decreases, inherited velocity begins to catch up and exceed it; the particle will come to a complete stop before accelerating in the opposite direction. This is helpful for the [[Pyro]] to counter its chasers. |
Revision as of 14:33, 23 September 2021
“ | I appear to have burst into flames.
Click to listen
— The Spy on the blatantly obvious
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” |
Fire, or flames, refers to the special projectiles produced by the primary weapons of Pyro. It can cause the damage-over-time effect inflicted on a player, which is called afterburn.
Fire has its own damage type, and some other weapons which are not the primary weapons of Pyro can also cause fire damage and afterburn.
Contents
Flames produced by the primary weapons of Pyro
The Pyro has two different primary weapon types: the conventional Flame Throwers and the Flame Launcher. Although they all visually produce a stream of flames, the mechanics behind the visuals are different.
Conventional Flame Throwers
The stock Flame Thrower and its variants share the same flame mechanic. Upon pressing primary fire key, it produces multiple little invisible projectile-like boxes, which can be called flame particles. When one of these particles makes contact with an enemy player's hitbox, a straight line is drawn from the point of firing to the center of the particle which made contact. if there are no environment elements in between the two points, the hit is registered by the system and damage is applied. Unlike normal projectiles, flame particles do not stop when they collide with players or buildings, but instead continue moving and dealing damage to other objects until their maximum lifespan is reached. The particles have their damage largely determined by time since being fired rather than distance. One flamethrower ammo fires two flame particles.
The flame particles do not have visible models, so the flame visual effect is not the real indicator of how the particles really move. As such, the flame particles and the visual effect have no direct connections. When the sv_cheats
and tf_debug_flamethrower
commands are set to 1, the boxes of visual effect as well as the boxes of flame particles can be seen by the flamethrower user. The boxes will inherently rise upwards over time, and each box has a random speed, spread and a lifetime. Additionally, forward velocity for each box decreases over time. These factors are combined together to form a distance-limited, cone-shaped flame stream. Due to the lack of direct connection between the flame particles and the visual effect, when only the visual effect hits the target while the flame particles do not hit, the target of the flame stream will not receive any damage.
The momentum of the boxes is partially determined by the firing Pyro's movement. When a player is moving, the velocity of the player at the time of firing a particle is added to that particle's inherent movement in the player's moving direction. Therefore, moving forward increases forward particle velocity, so the total range increases. Strafing backwards while firing forwards will add negative velocity to inherent movement, and this will result in a particle's initial forward velocity being slower. As inherent forward velocity decreases, inherited velocity begins to catch up and exceed it; the particle will come to a complete stop before accelerating in the opposite direction. This is helpful for the Pyro to counter its chasers.
Flame Launcher
The item kind Flame Launcher only includes the Dragon's Fury. Although being a new weapon type in the Pyro's arsenal, the fireball It launches is more similar to the normal projectiles. The Dragon's Fury can launch a quick, short-range (526 HU) fireball that travels 3000HU/s. Its momentum will not be influenced by the movement of the player, but it can still penetrate players and buildings just like the normal flames particles. Each fireball inflicts around the same damage as a Flare Gun shot, and causes enemies to suffer Afterburn for a short time, even enemy Pyros (albeit for a slightly shorter time than for other classes). Hitting an enemy that is already on fire deals triple damage, so long as the middle of the "fireball" connects.
Afterburn
Upon being set aflame, a player's character will automatically scream out that they are on fire, alerting nearby Medics and teammates to their plight. Setting an opponent on fire also creates a disorienting effect on their screen view (flames will engulf the edges of the screen and a burning sound is heard). This can be used to a team's advantage if the Pyro is able to ambush a group of attacking foes. Snipers lit on fire will find it extremely difficult to aim, as the scoped view will move every time the Sniper takes damage from the burning (an effect the Sniper can prevent while fully-charged by equipping the Cozy Camper). When calling for a Medic, the balloon with the Medic symbol will be on fire, notifying a Medic that his teammate is being damaged by afterburn. This helps prioritise burning players as an urgent healing target.
Afterburn can be used to Spy check. A small burst of flame will ignite an enemy Spy, even if cloaked or disguised. Burning players give off an additional coloured particle effect revealing their true allegiance; this is a useful effect for distinguishing disguised Spies from teammates.
Afterburn from any source can be used to disrupt healing from the various mediguns and fire shield resistance from the Vaccinator. Afterburn reduces all direct Medic healing and resist shields by 20%.
The fire effect starts immediately upon damage from a weapon that causes it. Afterburn damages a player every half-second for 4 HP each tick (1 HP each tick for the Degreaser), totaling 80 damage over those ten seconds (20 damage for the Degreaser). Each fire effect from a flamethrower can last up to 10 seconds, afterburn duration will ramp up from 3 to 10 seconds based on how long the target was in direct contact with the flame. Flare guns, burning arrows, and the Huo-Long Heater's ring of fire apply 7.5 seconds of afterburn, while the afterburn from the Cow Mangler 5000's charged shot lasts 6 seconds. Additional hits from these weapons will restart the duration of the afterburn.
Afterburn damage cannot crit; however, it can mini-crit if the target is under a mini-crit debuff, such as being covered in Jarate, marked for death, or if the attacking player is buffed by the Buff Banner.
While afterburn duration may stack from multiple sources and players, the damage does not; only the most recent weapon to cause afterburn (and its owner) is considered to be the cause of the burning. This can change how much damage is dealt if the Degreaser (with its reduced afterburn damage) is involved.
Note that enemy Pyros cannot be set on fire (as Pyros are normally immune to afterburn), except by the Dragon's Fury and the Gas Passer. While Pyros still take contact damage from direct flame attacks, they will not take further damage over time. The Pyro does, however, count as on fire for a brief second while he appears with the charred graphical effect after taking damage from a fire-inducing weapon, and while the Pyro takes no additional damage, the Pyro can still suffer critical hits from the Sun-on-a-Stick and Flare Gun, and mini-crits from the Detonator, Scorch Shot, Axtinguisher, and Postal Pummeler. A Spy disguised as a Pyro from either team, however, will still be lit on fire and take afterburn damage.
It is possible to allow gibs to catch fire (if a player is gibbed while on fire) with the cl_burninggibs
command set to 1.
Damage and function times
Damage and function times | ||
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Damage type | Fire | |
Ranged or Melee damage? | Any | |
Damage | ||
Afterburn | 4 / tick 80 total | |
Afterburn (mini-crit) | 5 / tick 100 total | |
Function times | ||
Attack interval | 0.5 s | |
Afterburn duration | 3-10 s | |
Values are approximate and determined by community testing. |
Weapons which inflict afterburn
List of afterburn-inflicting weapons | |||||||
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Primary |
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Cow Mangler 5000 | |||||||
Primary | |||||||
Flame Thrower† | Rainblower | ||||||
Nostromo Napalmer | |||||||
Backburner† | |||||||
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Degreaser | |||||||
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Phlogistinator | |||||||
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Dragon's Fury | |||||||
Secondary |
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Flare Gun† | |||||||
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Detonator | |||||||
Manmelter | |||||||
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Scorch Shot | |||||||
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Gas Passer | |||||||
Melee | |||||||
Sharpened Volcano Fragment | |||||||
Primary |
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Huo-Long Heater | |||||||
Primary |
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Huntsman† | Fortified Compound | ||||||
Notes |
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Surviving fire
The following will extinguish a player who is on fire:
- Picking up a health pack, thrown lunchbox item, or a dropped ammo pack from a dead Heavy that was holding a lunchbox item prior to death.
- Touching a Resupply locker.
- Completely immersing one's self in a body of water. Puddles and low-level water (such as in the sewer tunnels in 2Fort) will not extinguish a burning player.
- Being healed by a Medic, Dispenser, or Payload cart for a full second will extinguish flames.
- Being splashed with Mad Milk, Mutated Milk, Gas Passer, Jarate, or Self-Aware Beauty Mark from a friendly Scout, Pyro, Sniper. These classes can also extinguish themselves by throwing their respective containers at their feet.
- Being air blasted by a friendly Pyro.
- Being near a friendly Pyro when they land with the Thermal Thruster.
- Activating the Dead Ringer as a Spy.
- Switching to the Spy-cicle, if it is not already the active weapon, as a Spy.
- Being the recipient of a regular ÜberCharge; a Kritzkrieg or Quick-Fix charge will not extinguish the flames faster than being normally healed.
- Being extinguished by the alternate fire of a friendly Pyro's Manmelter.
- Backstabbing someone while holding the Conniver's Kunai as a Spy.
- Charging with any of the three shields as Demoman
- Being "shot" with a scoped shot from the Sydney Sleeper by a friendly Sniper.
The following methods do not extinguish the afterburn, but can help burning players survive by healing faster than the afterburn can deal damage or by mitigating afterburn's damage:
- Being healed by a Medic, a Dispenser, or the Payload cart for less than a full second.
- Drinking Bonk! Atomic Punch will stop any afterburn damage, although it may resume after the effects of Bonk! have worn off. Additionally, the damage taken from the fire damage will cause a slow effect.
- Any form of weapon-based healing aside from the Conniver's Kunai, such as the Eyelander or Black Box.
- Equipping weapons that increase the player's maximum health, such as the Bootlegger or Battalion's Backup.
- Being buffed by the Battalion's Backup.
- Damage resistance provided by the Chargin' Targe, Splendid Screen, and Tide Turner.
- The Soldier's passive health regeneration while equipped with the Concheror.
- The Sniper's passive health regeneration while equipped with the Cozy Camper.
- The Medic's passive health regeneration.
- The Medic's Oktoberfest taunt.
- Holding the Amputator out as Medic.
- The Spy's 20% damage resistance when cloaking.
- The Dead Ringer's 75% damage resistance upon being struck by fire.
- The Dead Ringer's cloak damage resistance, which fades from 65% to 20% in 3 seconds.
Related weapons
The following weapons provide additional resistance or vulnerability against fire-based attacks. Note that both contact damage (barring the melee damage from the Sharpened Volcano Fragment) and afterburn damage is modified.
List of weapons modifying fire damage | ||||||||
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Melee | +25% fire damage resistance while deployed. | |||||||
Sun-on-a-Stick | ||||||||
Secondary | While under the effects, +35% damage resistance to the Soldier and nearby teammates. | |||||||
Battalion's Backup | ||||||||
Melee | +20% damage vulnerability when active. | |||||||
Powerjack | ||||||||
Secondary | +50% fire damage resistance on wearer. Charging extinguishes user. | |||||||
Chargin' Targe | ||||||||
+20% fire damage resistance on wearer. Charging extinguishes user. | ||||||||
Splendid Screen | ||||||||
+15% fire damage resistance on wearer. Charging extinguishes user. | ||||||||
Tide Turner | ||||||||
Melee | +15% damage vulnerability when active. | |||||||
Claidheamh Mòr | ||||||||
Primary | +20% damage resistance when below 50% health and spun up. | |||||||
Natascha | ||||||||
+20% damage resistance when below 50% health and spun up. | ||||||||
Brass Beast | ||||||||
Secondary | While under the effects, +20% damage vulnerability. | |||||||
Buffalo Steak Sandvich | ||||||||
Melee | +40% damage resistance from ranged sources on wearer when active. | |||||||
Fists of Steel | ||||||||
+30% damage vulnerability when active. | ||||||||
Warrior's Spirit | ||||||||
Melee | +20% fire damage vulnerability on wearer. | |||||||
Southern Hospitality | ||||||||
Secondary | While healing, +10% resistance to the selected damage type to the Medic and his patient. ÜberCharge provides +75% resistance and full crit resistance to the selected damage type to the Medic and his patient. | |||||||
Vaccinator | ||||||||
Secondary | +50% fire damage resistance on wearer. Immunity to afterburn. | |||||||
Darwin's Danger Shield | ||||||||
Melee | +20% damage vulnerability when active. | |||||||
Bushwacka | ||||||||
Melee | On hit by fire, immune to fire damage for 1 second and immune to afterburn for 10 seconds. Can be used to extinguish fire. | |||||||
Spy-cicle | ||||||||
PDA 2 | While cloaked, +20% damage resistance. Reduced afterburn duration while cloaked. | |||||||
Invis Watch | Enthusiast's Timepiece | |||||||
Quäckenbirdt | ||||||||
While cloaked, +20% damage resistance. Reduced afterburn duration while cloaked. | ||||||||
Cloak and Dagger | ||||||||
When struck by fire, blocks 75% of incoming damage. After Dead Ringer activated, 65% damage resistance on wearer which fades to 20% in 3 seconds. Can be used to extinguish fire. When activated, gives 3 seconds of afterburn immunity. | ||||||||
Dead Ringer |
Related achievements
General
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Soldier
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Pyro
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Heavy
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Engineer
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Medic
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Sniper
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Spy
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Kill icons
Unused kill icons
Update history
- Overhealed players that are bleeding or on fire can now pickup healthkits to remove these conditions.
- Afterburn
- Flamethrowers no longer apply maximum-duration afterburn on contact. Afterburn duration is now based on how long the target is in contact with direct flames -- starting at a minimum of 3 seconds, and stacking to a maximum of 10 seconds.
- Per-tick afterburn damage increased to 4 (from 3), for a total of 8 damage per-second (up from 6 per-second)
- Flareguns now apply 7.5 seconds of afterburn (down from 10 seconds), resulting in the same total damage as before
- Afterburn now reduces all direct Medic healing and resist shields by 20%
- Note: This effect was previously applied by direct flames from all flamethrowers (at 25%), but was moved to afterburn, and slightly lowered
- Fixed the afterburn duration for The Huo-Long Heater, The Sharpened Volcano Fragment, The Huntsman, and The Cow Mangler
- (Undocumented: The following non-Pyro weapons now apply the same afterburn damage and duration as flare guns (60 damage over 7.5 sec): the Huo-Long Heater's fire ring (down from 10 sec previously), the Sharpened Volcano Fragment, the Huntsman if arrow is lit on fire.)
- (Undocumented #2: The Cow Mangler's alt-fire now deals maximum afterburn duration: 80 damage over 10 sec, at 4/tick, up from 6 sec previously.)
Unused content
- All classes (except for the Pyro) have an unused death animation when on fire.
Bugs
- A burning player will cease to take damage if the enemy who inflicted the afterburn changes teams, but will visually remain on fire for the default duration.
- Being set on fire and then switching to another team will cause the HUD to have the afterburn fire effect until the player disconnects. However, the player will not say fire-related responses or receive damage.
- Occasionally the afterburn effect will continue to stay on a player that's recently been burnt, but survived.
- Afterburn from the Dragon's Fury does not reduce direct Medic healing and resist shields by 20%.
- Flames can shoot over long distances if the Pyro uses the Detonator or Scorch Shot to build up speed and is stuck in a map surface/object.[1]
Notes
- Burning ragdolls will not be extinguished when submerged in water.
References
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