Difference between revisions of "Fire"

From Team Fortress Wiki
Jump to: navigation, search
 
(244 intermediate revisions by more than 100 users not shown)
Line 1: Line 1:
 +
{{Other uses|this=fire produced by weapons|for=environmental fire|Environmental death#Fire|l1=this article}}
 
{{Quotation|'''The Spy''' on the blatantly obvious|I appear to have burst into flames.|sound=Spy_autoonfire01.wav}}
 
{{Quotation|'''The Spy''' on the blatantly obvious|I appear to have burst into flames.|sound=Spy_autoonfire01.wav}}
[[File:Fire.png|thumb|200px|right|A burning Heavy]]
 
'''Fire''' or '''afterburn''' refers to the damage-over-time effect inflicted on a player when hit by an enemy [[Pyro]]'s [[Flamethrower]], [[Backburner]], [[Degreaser]] or [[Flare Gun]]. A [[Sniper]] can also set enemies on fire if a friendly Pyro has ignited his [[Huntsman]] arrows. This is useful for hit-and-run tactics and for weakening or finishing off an opponent if the damage from the Flamethrower alone is not enough to kill them. This allows Pyros to score kills even while dead, as the fire damage may finish off a wounded opponent.
 
  
Upon being set aflame, a player character will automatically scream out that they are on fire, alerting nearby [[Medic]]s 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 perform an accurate shot, as the scoped view will move every time the Sniper takes damage from the burning.
+
'''Fire''', or '''flames''', refers to the special [[Projectiles#Flames|projectiles]] produced mainly by the primary weapons of [[Pyro]]. It can cause the damage-over-time effect inflicted on a player, which is called '''afterburn'''.
  
Fire can be used to carry out [[Spy checking|Spy checks]]. A small burst of flame will ignite an enemy [[Spy]], even if cloaked or disguised. If a player is set on fire, you can see particles of the players team color coming from them, a useful effect for distinguishing [[disguise]]d Spies.
+
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.
  
The fire effect starts immediately upon damage from the Flamethrower, Backburner, Degreaser, Flare Gun, or a flaming arrow from the Huntsman and lasts for 10 seconds. Additional hits from these weapons restarts the duration of the fire back to ten seconds. Fire damages a player every half-second for 3 HP each tick (2 HP each tick for Degreaser), totaling 60 damage over those ten seconds (40 damage for Degreaser). Afterburn damage cannot Crit, however it can still Mini-Crit if the target is covered in [[Jarate]] or if the attacking Pyro is buffed by the [[Buff Banner]]
+
== 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.
  
Note that enemy Pyros cannot be set on fire. While a Pyro still takes contact damage from the Flamethrower, he 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 he takes no additional damage, he can still suffer Critical hits from the [[Axtinguisher]], or Mini-Crits from the Flare Gun.
+
=== 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.
  
==Surviving Fire==
+
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 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 does not receive any damage.
The following will extinguish a player who is on fire:
 
*Picking up a [[health pack]] or [[Sandvich]]
 
*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 the recipient of a regular [[ÜberCharge]]; a Kritzkrieg charge will not extinguish the flames if the target is already being healed.
 
*Being healed by a Medic, Dispenser, or Payload Cart for a full second will extinguish flames.
 
*Being splashed with [[Jarate]] by a friendly [[Sniper]], or [[Mad Milk]] from a friendly [[Scout]]. Snipers and Scouts can also extinguish themselves by throwing their respective Jars at their feet.
 
*Being [[Compression blast|airblasted]] by a friendly Pyro.
 
*Activating the [[Dead Ringer]] as a Spy.
 
*Touching a [[Resupply locker]].
 
  
 +
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 adds negative velocity to inherent movement, resulting 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 comes to a complete stop before accelerating in the opposite direction. This is helpful for the Pyro to counter its chasers.
  
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:
+
=== Flame Launcher ===
*Eating a (non-dropped) [[Sandvich]] or a [[Dalokohs Bar]].
+
The item type Flame Launcher only includes the [[Dragon's Fury]]. Being the latest weapon type in the Pyro's arsenal, the fireball it launches acts more like other existing [[projectiles]]. The Dragon's Fury can launch a quick, short-range (526 [[Hammer unit]]s) fireball that travels 3000 HU/s. Its momentum is not 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.
*Being healed by a [[Medic]]
 
*Being healed by an [[Engineer]]'s [[Dispenser]] or by the Cart in [[Payload]] mode.
 
*Drinking [[Bonk! Atomic Punch]] will stop any afterburn damage, although it may resume after the effects of Bonk! have worn off. Note that it does not protect against Flare Gun inflicted afterburn.
 
*A [[Medic]]'s health regeneration will often be enough. With the [[Syringe Gun]], the minimum healing rate (3/sec) will halve the damage taken by fire.
 
*A Medic's [[Oktoberfest]] taunt may save a Medic low on health.
 
*The healing received on-hit when using the [[Blutsauger]] or [[Black Box]].
 
*Shooting an enemy coated with [[Mad Milk]] will heal 75% of the damage dealt.
 
*Health gained on-kill with the [[Eyelander]] or [[Horseless Headless Horsemann's Headtaker]] as Demoman.
 
*The [[Chargin' Targe]] offers a fire resistance that applies to afterburn.
 
*The [[Battalion's Backup]] provides a 35% damage resistance to the Soldier and all teammates in range of him.
 
*The [[Dead Ringer]] provides a 90% damage resistance if set alight while Cloaked as [[Spy]]
 
  
==Kill Icons==
+
== Afterburn ==
<gallery widths=65 heights=35 perrow=7>
+
[[File:Fire.png|thumb|200px|right|A [[Heavy]] on fire.]]
File:Killicon_flamethrower.png|[[Flamethrower]]
+
Upon being set aflame, a player's character automatically screams out that they are on fire, alerting nearby [[Medic]]s and teammates to their plight. Setting an opponent on fire also creates a disorienting effect on their screen view (flames 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. [[Sniper]]s lit on fire find it extremely difficult to aim, as the scoped view moves 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 appears on fire, notifying a Medic that his teammate is being damaged by afterburn. This helps prioritise burning players as an urgent healing target.
File:Killicon_backburner.png|[[Backburner]]
+
 
File:Killicon_degreaser.png|[[Degreaser]]
+
Afterburn can be used for [[Spy checking]]. A small burst of flame ignites enemy [[Spy|Spies]], even if [[cloak]]ed or [[disguise]]d. Burning players give off an additional team-coloured particle effect revealing their true allegiance; this is a useful effect for distinguishing disguised Spies from teammates.
File:Killicon_flare_gun.png|[[Flare Gun]]
+
 
File:Killicon_flaming_huntsman.png|Flaming [[Huntsman]]
+
Afterburn from {{tooltip|certain sources|Any flamethrower, Huo-Long Heater's ring of fire, Sharpened Volcano Fragment, or lit Huntsman arrows}} can be used to disrupt healing from the various [[Medic#Primary|Medi Guns]] and the shield resistance from the [[Vaccinator]]. Afterburn from these sources reduces Vaccinator resist shields by 20%; healing from Medi Guns, [[Medicating Melody]], or level 3 [[Dispenser]]s by 50%; and healing from level 1 or 2 Dispensers (including [[Payload]] carts and such) by 100%. Most of these effects remove afterburn after only a second, though, so this is not always noticeable.
File:Killicon_flaming_huntsman_afterburn.png|Flaming Huntsman afterburn
+
 
File:Killicon_flaming_huntsmanhs.png|Flaming Huntsman headshot
+
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 10 seconds (20 damage for the Degreaser). Each fire effect from a flamethrower can last up to 10 seconds; afterburn duration ramps up from 3 to 10 seconds based on how long the target was in direct contact with the flame. The [[Huo-Long Heater]]'s ring of fire applies 8 seconds, flare guns and burning arrows apply 7.5 seconds, and the [[Cow Mangler 5000]]'s charged shot applies 6 seconds of afterburn. Additional hits from these weapons add their respective duration to the remaining afterburn duration, up to a maximum of 10 seconds.
File:Killicon_deflect_flaming_arrow.png|Deflected flaming Huntsman
+
 
File:Killicon_deflect_flaming_arrowhs.png|Deflected flaming Huntsman headshot
+
Afterburn damage cannot [[Critical hits|crit]]; however, it can [[Critical hits#Mini-crits|mini-crit]] if the target is under a mini-crit debuff, such as being soaked in [[Jarate]], [[Mechanics#MarkedForDeath|marked for death]], or if the attacking player is buffed by the [[Buff Banner]].
File:Killicon_fire.png|Environmental ignite damage (Custom maps only)
+
 
</gallery>
+
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 except by the [[Dragon's Fury]] and the [[Gas Passer]]. While Pyros still take contact damage from direct flame attacks, they do not take further afterburn damage. The Pyro does, however, count as on fire for a brief second (indicated by the charred graphical effect after taking damage from a fiery weapon), making them vulnerable to critical hits from the [[Sun-on-a-Stick]] and [[Flare Gun]] and mini-crits from the [[Detonator]], [[Scorch Shot]], [[Axtinguisher]], and [[Postal Pummeler]] during this brief second, despite taking no afterburn damage. A Spy disguised as a Pyro from either team, however, can 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 {{cvar|cl_burninggibs}} command set to 1.
 +
 
 +
=== Damage and function times ===
 +
{{Damage table
 +
| damagetype        = Fire
 +
| rangetype          = Any
 +
 
 +
| damage            = yes
 +
| afterburn         = {{tooltip|4 / tick|8 / s}}<br />80 total
 +
| afterburn minicrit = {{tooltip|5 / tick|10 / s}}<br />100 total
 +
| function times    = yes
 +
| attack interval    = 0.5 s
 +
| afterburn time    = 0.5-10 s
 +
}}
 +
 
 +
=== Weapons which inflict afterburn ===
 +
{{List of afterburn-inflicting weapons}}
 +
 
 +
== Surviving fire ==
 +
{{Surviving fire table}}
 +
 
 +
=== 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 modified fire damage weapons|state=collapsed}}
  
==Related Achievements==
+
== Related achievements ==
===General===
+
=== {{Achiev type link|general}} ===
 
{{Achievement table
 
{{Achievement table
| {{Show achievement|General|Flamethrower}}
+
| 1 = {{Show achievement|General|Escape the Heat}}
 +
| 2 = {{Show achievement|General|Flamethrower}}
 
}}
 
}}
  
===Soldier===
+
 
 +
=== {{class link|Soldier}} ===
 
{{Achievement table
 
{{Achievement table
| {{Show achievement|Soldier|Semper Fry}}
+
| 1 = {{Show achievement|Soldier|Semper Fry}}
 
}}
 
}}
  
===Pyro===
+
 
 +
=== {{class link|Pyro}} ===
 
{{Achievement table
 
{{Achievement table
| col1 =  
+
| 1 =  
 
{{Show achievement|Pyro|Attention Getter}}
 
{{Show achievement|Pyro|Attention Getter}}
 
{{Show achievement|Pyro|Burn Ward}}
 
{{Show achievement|Pyro|Burn Ward}}
Line 74: Line 86:
 
{{Show achievement|Pyro|Spontaneous Combustion}}
 
{{Show achievement|Pyro|Spontaneous Combustion}}
 
{{Show achievement|Pyro|Weenie Roast}}
 
{{Show achievement|Pyro|Weenie Roast}}
| col2 =
+
| 2 =
 
{{Show achievement|Pyro|Baptism by Fire}}
 
{{Show achievement|Pyro|Baptism by Fire}}
 
{{Show achievement|Pyro|Combined Fire}}
 
{{Show achievement|Pyro|Combined Fire}}
Line 80: Line 92:
 
{{Show achievement|Pyro|Firewatch}}
 
{{Show achievement|Pyro|Firewatch}}
 
{{Show achievement|Pyro|I Fry}}
 
{{Show achievement|Pyro|I Fry}}
 +
{{Show achievement|Pyro|Makin' Bacon}}
 
{{Show achievement|Pyro|Pilot Light}}
 
{{Show achievement|Pyro|Pilot Light}}
 
{{Show achievement|Pyro|Second Degree Burn}}
 
{{Show achievement|Pyro|Second Degree Burn}}
Line 85: Line 98:
 
}}
 
}}
  
===Engineer===
+
 
 +
=== {{class link|Heavy}} ===
 +
{{Achievement table
 +
| 1 = {{Show achievement|Heavy|Rasputin}}
 +
}}
 +
 
 +
 
 +
=== {{class link|Engineer}} ===
 
{{Achievement table
 
{{Achievement table
| {{Show achievement|Engineer|The Extinguished Gentleman}}
+
| 1 = {{Show achievement|Engineer|The Extinguished Gentleman}}
 
}}
 
}}
  
===Medic===
+
 
 +
=== {{class link|Medic}} ===
 
{{Achievement table
 
{{Achievement table
| {{Show achievement|Medic|Autoclave }}
+
| 1 = {{Show achievement|Medic|Autoclave}}
| {{Show achievement|Medic|Infernal Medicine}}
+
| 2 = {{Show achievement|Medic|Infernal Medicine}}
 
}}
 
}}
  
===Sniper===
+
 
 +
=== {{class link|Sniper}} ===
 
{{Achievement table
 
{{Achievement table
| {{Show achievement|Sniper|Friendship is Golden}}
+
| 1 = {{Show achievement|Sniper|Friendship is Golden}}
 
}}
 
}}
  
===Spy===
+
 
 +
=== {{class link|Spy}} ===
 
{{Achievement table
 
{{Achievement table
| {{Show achievement|Spy|Burn Notice}}
+
| 1 = {{Show achievement|Spy|Burn Notice}}
 
}}
 
}}
  
{{Pyro Nav}}
+
== Kill icons ==
 +
<gallery widths=65 heights=35 perrow=7>
 +
File:Killicon cow mangler 5000.png|Death by the Cow Mangler 5000's afterburn.
 +
File:Killicon fire.png|Suicide by the Cow Mangler 5000's afterburn.
 +
File:Killicon flamethrower.png|Flamethrower.
 +
File:Killicon backburner.png|Backburner.
 +
File:Killicon degreaser.png|Degreaser.
 +
File:Killicon phlogistinator.png|Phlogistinator.
 +
File:Killicon rainblower.png|Rainblower.
 +
File:Killicon nostromo napalmer.png|Nostromo Napalmer.
 +
File:Killicon dragon's fury.png|Death by the Dragon Fury's bonus.
 +
File:Killicon dragon's fury afterburn.png|Death by a normal hit from or the afterburn damage of the Dragon's Fury.
 +
File:Killicon flare gun.png|Flare Gun.
 +
File:Killicon detonator.png|Detonator.
 +
File:Killicon manmelter.png|Manmelter.
 +
File:Killicon scorch shot.png|Scorch Shot.
 +
File:Killicon sharpened volcano fragment.png|Sharpened Volcano Fragment.
 +
File:Killicon deflect flare.png‎|Deflected flare.
 +
File:Killicon hadouken.png|Hadouken kill taunt.
 +
File:Killicon armageddon.png|Armageddon kill taunt.
 +
File:Killicon huo-long heater.png|Huo-Long Heater.
 +
File:Killicon flaming huntsman.png|Flaming Huntsman / Fortified Compound arrow.
 +
File:Killicon flaming huntsman afterburn.png|Flaming Huntsman / Fortified Compound arrow afterburn.
 +
</gallery>
  
 +
== Unused kill icons ==
 +
<gallery widths=65 heights=35>
 +
File:Killicon deflect flaming arrow.png|Deflected flaming arrow Huntsman.
 +
File:Killicon deflect flaming arrowhs.png|Deflected flaming Huntsman arrow headshot.
 +
File:Killicon flaming huntsmanhs.png|Flaming Huntsman arrow headshot.
 +
</gallery>
 +
 +
== Update history ==
 +
{{Update history|
 +
'''{{Patch name|10|9|2012}}'''
 +
* [[Healing#Overheal|Overhealed]] players that are [[bleeding]] or on fire can now pickup healthkits to remove these conditions.
 +
 +
'''{{Patch name|10|20|2017}}''' ([[Jungle Inferno Update]])
 +
* 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.
 +
 +
'''{{Patch name|10|24|2017}}'''
 +
* Fixed the afterburn duration for the [[Huo-Long Heater]], the [[Sharpened Volcano Fragment]], the [[Huntsman]], and the [[Cow Mangler 5000]].
 +
** {{Undocumented}} The following non-Pyro weapons now apply the same afterburn damage and duration as flare guns. (60 damage over 7.5 seconds)
 +
*** The Huo-Long Heater's fire ring (down from 10 seconds)
 +
*** The Sharpened Volcano Fragment
 +
*** The Huntsman when the arrow is lit on fire
 +
** {{Undocumented}} The Cow Mangler 5000's alt-fire now deals maximum afterburn duration at 80 damage over 10 seconds at the rate of 4 damage per-tick (up from 6 seconds).
 +
}}
 +
 +
== Unused content ==
 +
* All classes (except for the Pyro) have an unused death animation when on fire.
 +
 +
== Notes ==
 +
* Burning [[ragdoll]]s are not extinguished when submerged in water.
 +
 +
== Bugs ==
 +
* A burning player ceases to take damage if the enemy who inflicted the afterburn changes teams, but visually remains on fire for the default duration.
 +
* Occasionally the afterburn effect stays 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.<ref>[https://www.youtube.com/watch?v=k599abdBoGs Long flames bug shown]</ref><!-- Despite the patch notes saying it's fixed, it is not. Please do not remove this -->
 +
 +
== References ==
 +
<references/>
 +
 +
{{Soldier Nav|state=collapsed}}
 +
{{Pyro Nav|state=collapsed}}
 +
{{Heavy Nav|state=collapsed}}
 +
{{Sniper Nav|state=collapsed}}
 +
{{Mechanics Nav}}
 +
 +
[[Category:Gameplay]]
 +
[[Category:Pyro]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]
[[Category:Pyro]]
 
[[Category:Gameplay]]
 

Latest revision as of 15:11, 11 August 2024

This article is about fire produced by weapons. For environmental fire, see this article.
I appear to have burst into flames.
The Spy on the blatantly obvious

Fire, or flames, refers to the special projectiles produced mainly 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.

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 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 does 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 adds negative velocity to inherent movement, resulting 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 comes to a complete stop before accelerating in the opposite direction. This is helpful for the Pyro to counter its chasers.

Flame Launcher

The item type Flame Launcher only includes the Dragon's Fury. Being the latest weapon type in the Pyro's arsenal, the fireball it launches acts more like other existing projectiles. The Dragon's Fury can launch a quick, short-range (526 Hammer units) fireball that travels 3000 HU/s. Its momentum is not 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

A Heavy on fire.

Upon being set aflame, a player's character automatically screams 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 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 find it extremely difficult to aim, as the scoped view moves 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 appears 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 for Spy checking. A small burst of flame ignites enemy Spies, even if cloaked or disguised. Burning players give off an additional team-coloured particle effect revealing their true allegiance; this is a useful effect for distinguishing disguised Spies from teammates.

Afterburn from certain sources can be used to disrupt healing from the various Medi Guns and the shield resistance from the Vaccinator. Afterburn from these sources reduces Vaccinator resist shields by 20%; healing from Medi Guns, Medicating Melody, or level 3 Dispensers by 50%; and healing from level 1 or 2 Dispensers (including Payload carts and such) by 100%. Most of these effects remove afterburn after only a second, though, so this is not always noticeable.

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 10 seconds (20 damage for the Degreaser). Each fire effect from a flamethrower can last up to 10 seconds; afterburn duration ramps up from 3 to 10 seconds based on how long the target was in direct contact with the flame. The Huo-Long Heater's ring of fire applies 8 seconds, flare guns and burning arrows apply 7.5 seconds, and the Cow Mangler 5000's charged shot applies 6 seconds of afterburn. Additional hits from these weapons add their respective duration to the remaining afterburn duration, up to a maximum of 10 seconds.

Afterburn damage cannot crit; however, it can mini-crit if the target is under a mini-crit debuff, such as being soaked 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 except by the Dragon's Fury and the Gas Passer. While Pyros still take contact damage from direct flame attacks, they do not take further afterburn damage. The Pyro does, however, count as on fire for a brief second (indicated by the charred graphical effect after taking damage from a fiery weapon), making them vulnerable to critical hits from the Sun-on-a-Stick and Flare Gun and mini-crits from the Detonator, Scorch Shot, Axtinguisher, and Postal Pummeler during this brief second, despite taking no afterburn damage. A Spy disguised as a Pyro from either team, however, can 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

See also: Damage
Damage and function times
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 0.5-10 s
Values are approximate and determined by community testing.

Weapons which inflict afterburn

Surviving fire

Instant extinguish Notes
Pickups.png
Pickups
Picking up a health pack, thrown lunchbox item,
or a dropped ammo pack from a dead Heavy that was holding a lunchbox item before death.
Resupply locker open.png
Resupply locker
Touching a Resupply locker, switching class in the spawn room, or switching Loadout while in the spawn room.
Water image.jpg
Water
Entering water below eye level. Puddles and low-level water (such as in the sewer tunnels in 2Fort) do not extinguish a burning player.
TF2DISLVL3.png RED Bombcart.png
Medi Gun Kritzkrieg Quick-Fix Vaccinator
Healing
Being healed by a Medic, Dispenser, or Payload cart for a full second.
ÜberCharge.png
ÜberCharge
Being the recipient of a stock ÜberCharge.
Being ÜberCharged by a Kritzkrieg, Quick-Fix, or Vaccinator does not affect the rate at which fire is extinguished by healing.
Mad Milk Mutated Milk
Gas Passer Jarate Self-Aware Beauty Mark
Container-based liquids
Being splashed with Mad Milk, Mutated Milk, Gas Passer, Jarate, or Self-Aware Beauty Mark from a teammate or after being airblasted.
These items can also extinguish the wielder themselves by throwing their respective containers at their feet.
Airblast.png
Compression blast
Being airblasted by a friendly Pyro.
Thermal Thruster
Thermal Thruster
Being near a friendly Pyro when they land with the Thermal Thruster.
Dead Ringer
Dead Ringer
Activating the Dead Ringer as a Spy.
Spy-cicle
Spy-cicle
Having the Spy-cicle as the active weapon while burning.
Manmelter
Manmelter
Being extinguished by the alt-fire of a friendly Pyro's Manmelter.
Conniver's Kunai
Conniver's Kunai
Backstabbing someone with the Conniver's Kunai.
Charging.png
Charging
Charging with any Demoman shield. Only the start of the charge extinguishes the Demoman; if set on fire during the charge, the Demoman is not extinguished.
Sydney Sleeper
Sydney Sleeper
Being hit by a friendly Sniper's Sydney Sleeper.
Darwin's Danger Shield
Darwin's Danger Shield
Wearing the Darwin's Danger Shield prevents afterburn entirely, as well as reducing direct flame damage.


Mitigating fire damage Notes
Health particle red.png
Healing
Being healed by a Medi Gun, Dispenser, or Payload cart for less than a second.
Any kind of passive or on-hit/kill healing, such as the Blutsauger or the Concheror.
Bonk! Atomic Punch
Bonk! Atomic Punch
Drinking the Bonk! Atomic Punch stops any afterburn damage, but does not extinguish the fire.
Additionally, the damage taken from the fire causes a slowdown effect after the Bonk! effect wears off.
Healthico.png
Health
Equipping weapons that increase the player's maximum health, such as the Bootlegger or Battalion's Backup.
Mannpower Mode Powerup Resistance Icon.png
Damage resistance
Being under the effects of a damage resistance, such as cloaking or the Sun-on-a-Stick.

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.

Related achievements

Achieved.png General achievements

Escape the Heat
Escape the Heat
Jump into a pool of refreshing water while on fire.
Flamethrower
Flamethrower
Set five enemies on fire in 30 seconds.


Leaderboard class soldier.png Soldier

Semper Fry
Semper Fry
Kill 20 enemies while you are on fire.


Leaderboard class pyro.png Pyro

Attention Getter
Attention Getter
Ignite 100 enemies with the flare gun.


Burn Ward
Burn Ward
Ignite 3 Medics that are ready to deploy an ÜberCharge.


Controlled Burn
Controlled Burn
Ignite 50 enemies capturing one of your control points.


Firewall
Firewall
Ignite 5 Spies who have a sapper on a friendly building.


Got A Light?
Got A Light?
Ignite an enemy Spy while he's flicking a cigarette.


Next of Kindling
Next of Kindling
Ignite an enemy, and the Medic healing him.


Pyromancer
Pyromancer
Do 1 million points of total fire damage.


Spontaneous Combustion
Spontaneous Combustion
Ignite 10 cloaked Spies.


Weenie Roast
Weenie Roast
Have 2 enemy Scouts on fire at the same time.
Baptism by Fire
Baptism by Fire
Force 10 burning enemies to jump into water.


Combined Fire
Combined Fire
Use your shotgun to finish off 20 players you've ignited.


Cooking the Books
Cooking the Books
Ignite 5 enemies carrying your intelligence.


Firewatch
Firewatch
Ignite 10 Snipers while they are zoomed in.


I Fry
I Fry
Ignite 10 disguised Spies.


Makin' Bacon
Makin' Bacon
Kill 50 Heavies with your flamethrower.


Pilot Light
Pilot Light
Ignite a rocket-jumping Soldier while he's in midair.


Second Degree Burn
Second Degree Burn
Kill a burning enemy who was ignited by another Pyro.


Trailblazer
Trailblazer
Ignite 10 enemies that have recently used a teleporter.


Leaderboard class heavy.png Heavy

Rasputin
Rasputin
In a single life, get shot, burned, bludgeoned, and receive explosive damage.


Leaderboard class engineer.png Engineer

The Extinguished Gentleman
The Extinguished Gentleman
Have dispensers you built extinguish 20 burning players.


Leaderboard class medic.png Medic

Autoclave
Autoclave
Assist in burning 5 enemies with a single ÜberCharge on a Pyro.
Infernal Medicine
Infernal Medicine
Extinguish 100 burning teammates.


Leaderboard class sniper.png Sniper

Friendship is Golden
Friendship is Golden
Extinguish a burning teammate with your Jarate.


Leaderboard class spy.png Spy

Burn Notice
Burn Notice
Survive 30 seconds after being ignited while cloaked.

Kill icons

Unused kill icons

Update history

October 9, 2012 Patch
  • Overhealed players that are bleeding or on fire can now pickup healthkits to remove these conditions.

October 20, 2017 Patch (Jungle Inferno Update)

  • 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.

October 24, 2017 Patch

  • Fixed the afterburn duration for the Huo-Long Heater, the Sharpened Volcano Fragment, the Huntsman, and the Cow Mangler 5000.
    • [Undocumented] The following non-Pyro weapons now apply the same afterburn damage and duration as flare guns. (60 damage over 7.5 seconds)
      • The Huo-Long Heater's fire ring (down from 10 seconds)
      • The Sharpened Volcano Fragment
      • The Huntsman when the arrow is lit on fire
    • [Undocumented] The Cow Mangler 5000's alt-fire now deals maximum afterburn duration at 80 damage over 10 seconds at the rate of 4 damage per-tick (up from 6 seconds).

Unused content

  • All classes (except for the Pyro) have an unused death animation when on fire.

Notes

  • Burning ragdolls are not extinguished when submerged in water.

Bugs

  • A burning player ceases to take damage if the enemy who inflicted the afterburn changes teams, but visually remains on fire for the default duration.
  • Occasionally the afterburn effect stays 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]

References