Difference between revisions of "Dragon's Fury"
(Undo edit by Pumpkin Man (Talk) (3422744) Thanks for the reference, but for this bug please present a video proof, rather than just a screenshot.) (Tag: Undo) |
GrampaSwood (talk | contribs) m (Fixed to damage and function times to display base damage, it being the base damage rather than a damage bonus is based on the damage dealt to buildings (which is always base damage unless mentioned otherwise i.e. Homewrecker/Jag).) |
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Each fireball inflicts around the same damage as a [[Flare Gun]] shot, causing enemies to suffer [[Afterburn]] for a short time, even enemy Pyros (albeit for a shorter time than other classes). Hitting an enemy that is already on fire deals three times the damage, so long as the middle of the "fireball" connects with the target. A successful hit to any enemy or building decreases the reload time of the following shot by 34%. Attacking buildings or the [[Tank Robot]] causes 75 damage per hit and triggers the faster reload, making it an effective demolition weapon. Hitting more than one target with the same fireball does not decrease the reload time further. | Each fireball inflicts around the same damage as a [[Flare Gun]] shot, causing enemies to suffer [[Afterburn]] for a short time, even enemy Pyros (albeit for a shorter time than other classes). Hitting an enemy that is already on fire deals three times the damage, so long as the middle of the "fireball" connects with the target. A successful hit to any enemy or building decreases the reload time of the following shot by 34%. Attacking buildings or the [[Tank Robot]] causes 75 damage per hit and triggers the faster reload, making it an effective demolition weapon. Hitting more than one target with the same fireball does not decrease the reload time further. | ||
− | The | + | The 300% extra damage dealt is actually the weapon's base damage and not a [[Critical hit|critical hit]], meaning the weapon actually does 300% less damage to non-burning players. This also means that fireballs affected by Crits or Mini-Crits will deal additional damage if also hitting a burning player. |
Alt-Fire (default key: {{key|MOUSE2}}) uses 5 rounds and performs a standard [[compression blast]], but requires twice the normal reload time. | Alt-Fire (default key: {{key|MOUSE2}}) uses 5 rounds and performs a standard [[compression blast]], but requires twice the normal reload time. | ||
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{{Damage table | {{Damage table | ||
| type = [[Projectiles|Projectile]] | | type = [[Projectiles|Projectile]] | ||
− | | damagetype = Fire | + | | damagetype = [[Fire]] |
| rangetype = Ranged | | rangetype = Ranged | ||
| damage = yes | | damage = yes | ||
− | | ramp up = {{tooltip|30 | + | | ramp up = {{tooltip|90|30 to non-burning players}} |
− | | base = <div style="float:left">Players:</div>{{tooltip|25 | + | | base = <div style="float:left">Players:</div>{{tooltip|75|25 to non-burning players}}<br/><div style="float:left">[[Buildings]]:</div> 75 |
− | | fall off = {{tooltip| | + | | fall off = {{tooltip|72|At maximum range; 24 to burning players}} |
| pellet count = | | pellet count = | ||
| pellet spread = | | pellet spread = | ||
| ramp up % = 120 | | ramp up % = 120 | ||
| fall off % = 90 | | fall off % = 90 | ||
− | | point blank = {{tooltip|28 - 30 | + | | point blank = {{tooltip|84 - 90|28 - 30 to non-burning players}} |
− | | medium range = {{tooltip|23 - 25 | + | | medium range = {{tooltip|69 - 75|23 - 25 to non-burning players}} |
| long range = | | long range = | ||
− | | crit = {{tooltip|75 | + | | crit = {{tooltip|225|75 to a non-burning enemy}} |
− | | minicrit = {{tooltip|34 - 40 | + | | minicrit = {{tooltip|100 - 121|34 - 40 to non-burning players}} |
| afterburn = {{tooltip|4 / tick|8 / s}} | | afterburn = {{tooltip|4 / tick|8 / s}} | ||
| afterburn minicrit = {{tooltip|5 / tick|10 / s}} | | afterburn minicrit = {{tooltip|5 / tick|10 / s}} | ||
| function times = yes | | function times = yes | ||
| attack interval = {{tooltip|0.8 s|0.53 s on consecutive hits}} | | attack interval = {{tooltip|0.8 s|0.53 s on consecutive hits}} | ||
− | |||
− | |||
| airblast cooldown = 1.6 s | | airblast cooldown = 1.6 s | ||
| afterburn time = {{tooltip|2.5 s|Stacks additively, only 0.5 s of time for enemy Pyros}} | | afterburn time = {{tooltip|2.5 s|Stacks additively, only 0.5 s of time for enemy Pyros}} |
Revision as of 16:08, 18 May 2023
“ | Murr hurr mphuphurrur, hurr mph phrr.
Click to listen
— The Pyro
|
” |
The Dragon's Fury is a primary weapon for the Pyro. It is a black-and-team-colored flamethrower with a large, wide barrel, a cylindrical gas tank, and pneumatic tubing on the side. A visible pressure gauge is built into the side of the weapon; the gauge's meter changes when firing or using a compression blast.
Acting as a single-shot, projectile-based Flamethrower, the Dragon's Fury carries 40 "rounds" instead of the 200 fuel held by Pyro's other primary weapons. Primary fire (default key: MOUSE1) uses 1 round and launches a quick, short-range (526 Hammer unit), fireball projectile that travels 206 kmh. It causes a brief light flash effect near the Pyro and any point of impact.
The hitbox is large enough that enemies standing near or on top of the Pyro can be hit, and, like normal flames, shots can penetrate players and buildings.
Each fireball inflicts around the same damage as a Flare Gun shot, causing enemies to suffer Afterburn for a short time, even enemy Pyros (albeit for a shorter time than other classes). Hitting an enemy that is already on fire deals three times the damage, so long as the middle of the "fireball" connects with the target. A successful hit to any enemy or building decreases the reload time of the following shot by 34%. Attacking buildings or the Tank Robot causes 75 damage per hit and triggers the faster reload, making it an effective demolition weapon. Hitting more than one target with the same fireball does not decrease the reload time further.
The 300% extra damage dealt is actually the weapon's base damage and not a critical hit, meaning the weapon actually does 300% less damage to non-burning players. This also means that fireballs affected by Crits or Mini-Crits will deal additional damage if also hitting a burning player.
Alt-Fire (default key: MOUSE2) uses 5 rounds and performs a standard compression blast, but requires twice the normal reload time.
The Dragon's Fury's projectile can be reflected by enemy Pyros and vaporized by the Short Circuit. Additionally, if a fireball deals enough damage and hits the legs of a standing target, it can launch enemies into the air in a similar manner to explosive weapons.
In Pyroland, fireballs appear as a large bunch of lollipops and rainbow swirls.
The Dragon's Fury is automatically given to any player who completes the Pyroland Contract "The Dragon's Fury".
Contents
Damage and function times
Damage and function times | ||
---|---|---|
Shot type | Projectile | |
Damage type | Fire | |
Ranged or Melee damage? | Ranged | |
Damage | ||
Maximum ramp-up | 120% | 90 |
Base damage | 100% | Players: 7575 |
Maximum fall-off | 90% | 72 |
Point blank | 84 - 90 | |
Medium range | 69 - 75 | |
Critical | 225 | |
Mini-crit | 100 - 121 | |
Afterburn | 4 / tick | |
Afterburn (mini-crit) | 5 / tick | |
Function times | ||
Attack interval | 0.8 s | |
Afterburn duration | 2.5 s | |
Airblast cooldown | 1.6 s | |
Values are approximate and determined by community testing. |
Demonstration
Crafting
Blueprint
Class Token - Pyro | Slot Token - Primary | Scrap Metal | Possible Results | |||||||||||||||||||
+ | + | = |
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Related achievements
Soldier
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Pyro
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Mann vs. Machievements
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Update history
- Added the Dragon's Fury to the game.
- Fixed a client crash related to the Dragon's Fury.
- Updated The Dragon's Fury such that extinguishing a teammate will return 20 health to the Pyro, matching other flamethrowers.
- Removed the "Faster recharge rate" upgrades from The Dragon's Fury.
- Fixed the missing "Increased Airblast Push Force" upgrade on The Dragon's Fury.
- Fixed a bug related to the Dragon's Fury projectiles not hitting enemies.
- Fixed not being able to fire the Dragon's Fury in some areas (e.g. the control point on Nucleus).
- Fixed not being able to light Huntsman arrows with the Dragon's Fury.
- Fixed Dragon's Fury projectiles not fizzling when hitting water.
December 21, 2017 Patch (Smissmas 2017)
- Added Festivized variant.
- The size/radius of the fireball has been reduced by 25%.
- Bonus damage against a burning target now requires the fireball's center to make contact with the target's hitbox.
- Fixed the Dragon's Fury not giving health when attacking an enemy under the effects of Mad Milk.
- Added The Dragon's Fury to the list of weapons used when generating Killstreak Kits in Mann vs. Machine.
- Added the Dragon's Fury to the list of weapons that can be found via random drops.
[Unknown Date]
- [Undocumented] Changed attribute:
- Changed from Deals +300% damage to burning players to Deals 300% damage to burning players.
- Weapon functionality is unchanged.
- Fixed Dragon's Fury projectiles not passing through
tf_generic_bomb
entities.
- Fixed Dragon's Fury projectiles colliding with other projectiles.
- Fixed Dragon's Fury projectiles colliding with
func_lod
entities.
- [Undocumented] The Dragon's Fury can now be crafted.
Bugs
- The Dragon's Fury can potentially lag or freeze the player using it for a second while firing.
- This is because the max particle count of the Fireball is set to 1000, and the temporary dynamic light is expensive in performance.
- Changing
r_dynamic
andr_maxdlights
to 0 mitigates this issue. Since there are no other dynamic lights, there are no significant visual changes.
- The projectile can go through thin walls such as setup gates when fired at a certain angle.
- The attribute Deals 300% damage to burning players is incorrect; the damage bonus also applies to buildings and other non-player targets. This is because the base damage of the weapon is 75, and damage is reduced on non-burning players.
- Dragon Slayer skins of the weapon are not sorted by Quality, as it is an Elite Grade weapon and is sorted by Decorated quality.
- The Festivized variant's icon is team-colored (red icon on RED, blue icon on BLU) instead of being a single color.
- The attribute No random critical hits is missing.
- When killed/killing via reflecting the weapon's projectile, this weapon shows a reflected rocket kill-icon in the killfeed.
- When equipping another primary weapon after equipping the Dragon's Fury and touching a resupply cabinet, a "pressure" meter appears in the bottom right corner.
- When
cl_flipviewmodels 1
is enabled, the primary fire still comes from the right side in the world view. - The projectile can collide with certain invisible map elements that it is supposed to pass through, effectively making the projectiles disappear into thin air in some map locations. Examples include almost the entirety of Watchtower and the stairs leading up to the top tower in Hightower.
Trivia
- The Dragon's Fury was teased several times before Day 3 of the Jungle Inferno Update, where it was officially announced. It can be seen a couple of times on the second day of the Jungle Inferno teaser page: once in a pile of weapons near the middle of the page, and a second time in the Pyro's hands at the cosmetic showcase at the bottom of the page.
- The weapon's unconventional firing mechanic closely resembles that of the Incendiary Cannon from Team Fortress Classic.
Gallery
RED first-person view.
BLU first-person view.
RED Festivized variant.
See also
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