Difference between revisions of "Flame Thrower"
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| slot = primary | | slot = primary | ||
| weapon-script = tf_weapon_flamethrower | | weapon-script = tf_weapon_flamethrower | ||
− | | availability = {{avail| | + | | availability = {{avail|stock|crate25-strange|crate35-festive|crate47-strange|case93|case94|case99|case100|mvm-both-types|contract|warpaint}} |
| marketable = yes | | marketable = yes | ||
| numbered = no | | numbered = no | ||
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{{Other uses|this=the Pyro's default primary weapon|Flame Thrower (disambiguation)}} | {{Other uses|this=the Pyro's default primary weapon|Flame Thrower (disambiguation)}} | ||
− | {{Quotation|'''Flame Thrower''' publicity blurb|Your friends will squeal with delight when bathed in the warm glow of the all-new gas-fueled Flamethrower. With its commanding style and hyper-efficient performance, you'll be the talk of every barbeque or deathmatch.}} | + | {{Quotation|'''Flame Thrower''' publicity blurb|Your friends will squeal with delight when bathed in the warm glow of the all-new gas-fueled {{botignore|Flamethrower}}{{sic}}. With its commanding style and hyper-efficient performance, you'll be the talk of every barbeque or deathmatch.}} |
The '''Flame Thrower''' is the default [[Weapons#pyroprimary|primary weapon]] for the [[Pyro]]. It is a long metal pole, connected by a hose to a propane tank. The tank is attached to the pole via fastening bands. A continually lit pilot light can be seen at the nozzle. The trigger is made out of a team-colored gas pump handle. | The '''Flame Thrower''' is the default [[Weapons#pyroprimary|primary weapon]] for the [[Pyro]]. It is a long metal pole, connected by a hose to a propane tank. The tank is attached to the pole via fastening bands. A continually lit pilot light can be seen at the nozzle. The trigger is made out of a team-colored gas pump handle. | ||
− | Upon pressing primary fire, the weapon expels a stream of roughly 33 | + | Upon pressing primary fire, the weapon expels a stream of roughly 33 large flame particles per second in a narrow cone, at a cost of 12.5 ammunition per second. Flame particles are not obstructed by enemies or [[buildings]] owned by the opposing team, making it ideal for attacking multiple enemies. The range of fire is very limited (approximately 340 [[Hammer unit]]s when fired while stationary), but is capable of dealing heavy damage in close quarters. |
An enemy only takes damage from any of a single Flame Thrower's particles once every 0.075 seconds. Unlike most weapons, the Flame Thrower's base damage is scaled based on the age of the oldest touching flame particle, not distance from the target. This scale begins at 100% for new particles and decreases as they age, down to 50%. The weapon's damage also experiences a ramp-up based on how long an enemy is attacked. Damage begins at 50% and increases up to 100% in approximately 0.9 seconds. If the target is ever not in contact with any flame particles, the ramp-up resets. The ramp-up is separate for each enemy being attacked. Buildings are unaffected by the ramp-up. [[Critical hits]] are affected by both the age scaling and the damage ramp-up. | An enemy only takes damage from any of a single Flame Thrower's particles once every 0.075 seconds. Unlike most weapons, the Flame Thrower's base damage is scaled based on the age of the oldest touching flame particle, not distance from the target. This scale begins at 100% for new particles and decreases as they age, down to 50%. The weapon's damage also experiences a ramp-up based on how long an enemy is attacked. Damage begins at 50% and increases up to 100% in approximately 0.9 seconds. If the target is ever not in contact with any flame particles, the ramp-up resets. The ramp-up is separate for each enemy being attacked. Buildings are unaffected by the ramp-up. [[Critical hits]] are affected by both the age scaling and the damage ramp-up. | ||
− | Secondary fire causes the weapon to deliver a [[compression blast]] which deflects enemy [[projectiles]], pushes opponents away, and extinguishes burning teammates. Deflected enemy projectiles deal | + | Secondary fire causes the weapon to deliver a [[compression blast]] which deflects enemy [[projectiles]], pushes opponents away, and extinguishes burning teammates. Deflected enemy projectiles deal Mini-Crit damage if they would not already be doing critical damage. If so, the deflected projectile deals critical damage. Each compression blast costs 20 ammunition, so it is possible to use 10 Compression blasts before needing to retrieve more ammo. Unlike the weapon's primary fire, the user can still use compression blasts if the weapon is directly in contact with a wall. |
Apart from direct damage, the Flame Thrower also sets targets on [[fire]], causing the target to burn and take additional damage for a short time (known as "afterburn"). Pyros are immune to afterburn, but still take damage directly from the Flame Thrower itself. A [[Spy]] [[disguise]]d as a Pyro still receives afterburn. Fire can be extinguished or (partially) mitigated in [[Fire#Surviving fire|several ways]]. Afterburn from the Flame Thrower reduces healing from Medi Guns, Dispensers, and the [[Amputator]] by between 20% and 100%, with the reduction increasing in an inverse proportion to the amount of healing the item is giving. It also reduces the effects of the [[Vaccinator]]'s [[ÜberCharge]] by 20%. | Apart from direct damage, the Flame Thrower also sets targets on [[fire]], causing the target to burn and take additional damage for a short time (known as "afterburn"). Pyros are immune to afterburn, but still take damage directly from the Flame Thrower itself. A [[Spy]] [[disguise]]d as a Pyro still receives afterburn. Fire can be extinguished or (partially) mitigated in [[Fire#Surviving fire|several ways]]. Afterburn from the Flame Thrower reduces healing from Medi Guns, Dispensers, and the [[Amputator]] by between 20% and 100%, with the reduction increasing in an inverse proportion to the amount of healing the item is giving. It also reduces the effects of the [[Vaccinator]]'s [[ÜberCharge]] by 20%. | ||
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== Update history == | == Update history == | ||
− | {{Update history| | + | {{Update history | '''{{Patch name|9|28|2007}}''' |
− | '''{{Patch name|9|28|2007}}''' | + | * Increased Flame Thrower damage at point blank range. |
− | * Increased | + | * Fixed the Flame Thrower hit detection. |
− | * Fixed the | ||
'''{{Patch name|12|20|2007}}''' | '''{{Patch name|12|20|2007}}''' | ||
− | * Fixed the | + | * Fixed the Flame Thrower stuttering when firing directly into a building. |
'''{{Patch name|2|14|2008}}''' | '''{{Patch name|2|14|2008}}''' | ||
− | * Added | + | * Added Flame Thrower "sizzle" sound when the Pyro is hitting a target. |
'''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]]) | '''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]]) | ||
− | * Fixed | + | * Fixed Flame Thrower bug where a player flush against a wall couldn't be lit on fire from the front. |
'''{{Patch name|6|19|2008}}''' ([[Pyro Update]]) | '''{{Patch name|6|19|2008}}''' ([[Pyro Update]]) | ||
− | * Added alt-fire compression blast to the basic | + | * Added alt-fire compression blast to the basic Flame Thrower. |
− | * Tuned the | + | * Tuned the Flame Thrower hit detection to improve detection versus retreating opponents. |
− | * Removed | + | * Removed Flame Thrower's damage falloff (was falling off to 25% by the end). |
'''{{Patch name|6|20|2008}}''' | '''{{Patch name|6|20|2008}}''' | ||
− | * Fixed "Hot on your Heels" counting non- | + | * Fixed "Hot on your Heels" counting non-Flame Thrower based kills. |
* Fixed Compression Blast particles on DX8. | * Fixed Compression Blast particles on DX8. | ||
'''{{Patch name|7|1|2008}}''' | '''{{Patch name|7|1|2008}}''' | ||
− | * Added back some damage falloff to the Pyro's | + | * Added back some damage falloff to the Pyro's Flame Thrower. Not nearly as extreme as it was before the Pyro class pack. |
'''{{Patch name|3|5|2009}}''' | '''{{Patch name|3|5|2009}}''' | ||
− | * Fixed | + | * Fixed Flame Thrower loophole that resulted in the flame effect being stuck on while the Flame Thrower wasn't really firing. |
'''{{Patch name|5|21|2009}}''' ([[Sniper vs. Spy Update]]) | '''{{Patch name|5|21|2009}}''' ([[Sniper vs. Spy Update]]) | ||
− | * | + | * Flame Thrower's air burst now extinguishes fire on friendly targets. |
'''{{Patch name|6|23|2009}}''' | '''{{Patch name|6|23|2009}}''' | ||
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'''{{Patch name|4|28|2010}}''' | '''{{Patch name|4|28|2010}}''' | ||
− | * | + | * Flame Thrower direct damage reduced by 20%. |
* Burn duration reduced (10 -> 6 seconds). | * Burn duration reduced (10 -> 6 seconds). | ||
* Airblast re-fire delay reduced by 25%. | * Airblast re-fire delay reduced by 25%. | ||
* Airblast ammo usage reduced by 20%. | * Airblast ammo usage reduced by 20%. | ||
− | * All reflected rockets/grenades/arrows now | + | * All reflected rockets/grenades/arrows now Mini-Crit. |
* Airblasting enemies into environmental deaths now awards the death credit to the Pyro. | * Airblasting enemies into environmental deaths now awards the death credit to the Pyro. | ||
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'''{{Patch name|7|8|2010}}''' ([[Engineer Update]]) | '''{{Patch name|7|8|2010}}''' ([[Engineer Update]]) | ||
− | * Added better feedback sound for Pyros on when their | + | * Added better feedback sound for Pyros on when their Flame Thrower is doing damage. |
'''{{Patch name|9|30|2010}}''' ([[Mann-Conomy Update]]) | '''{{Patch name|9|30|2010}}''' ([[Mann-Conomy Update]]) | ||
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'''{{Patch name|12|17|2010}}''' ([[Australian Christmas]]) | '''{{Patch name|12|17|2010}}''' ([[Australian Christmas]]) | ||
− | * Fixed a | + | * Fixed a Flame Thrower bug that allowed players to rapidly fake the Pyro's airblast effect. |
'''{{Patch name|2|3|2011}}''' | '''{{Patch name|2|3|2011}}''' | ||
* Updated model with optimizations and new [[Level of detail|LODs]]. | * Updated model with optimizations and new [[Level of detail|LODs]]. | ||
− | * {{Undocumented}} v_ and w_ model versions of the | + | * {{Undocumented}} v_ and w_ model versions of the Flame Thrower were removed and replaced with the newer c_model variant. |
'''{{Patch name|2|7|2011}}''' | '''{{Patch name|2|7|2011}}''' | ||
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'''{{Patch name|2|14|2013}}''' | '''{{Patch name|2|14|2013}}''' | ||
− | * Fixed the Botkiller | + | * Fixed the Botkiller Flame Thrower using the wrong RED team arms skin while on the BLU team. |
'''{{Patch name|2|28|2013}} #1''' | '''{{Patch name|2|28|2013}} #1''' | ||
− | * Fixed a client/server crash when a | + | * Fixed a client/server crash when a Flame Thrower gets destroyed while firing. |
'''{{Patch name|2|28|2013|no-link=yes}} #2''' | '''{{Patch name|2|28|2013|no-link=yes}} #2''' | ||
− | * Fixed a client crash when attempting to fire the | + | * Fixed a client crash when attempting to fire the Flame Thrower while coming out of a taunt. |
'''{{Patch name|11|21|2013}}''' ([[Two Cities Update]]) | '''{{Patch name|11|21|2013}}''' ([[Two Cities Update]]) | ||
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'''{{Patch name|12|17|2015}}''' ([[Tough Break Update]]) | '''{{Patch name|12|17|2015}}''' ([[Tough Break Update]]) | ||
− | * The base | + | * The base Flame Thrower's damage fall off over distance has been decreased, resulting in higher damage output at range. |
* Extinguishing a teammate will now return 20 health to the Pyro. | * Extinguishing a teammate will now return 20 health to the Pyro. | ||
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'''{{Patch name|7|14|2016}}''' | '''{{Patch name|7|14|2016}}''' | ||
− | * Fixed a regression in the Pyro's | + | * Fixed a regression in the Pyro's Flame Thrower where flames could sometimes damage players behind obstacles and walls. |
'''{{Patch name|9|12|2016}}''' | '''{{Patch name|9|12|2016}}''' | ||
− | * Fixed Pyros griefing teammates by attacking them with the | + | * Fixed Pyros griefing teammates by attacking them with the Flame Thrower. |
'''{{Patch name|10|20|2017}}''' ([[Jungle Inferno Update]]) | '''{{Patch name|10|20|2017}}''' ([[Jungle Inferno Update]]) | ||
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'''{{Patch name|11|7|2017}}''' | '''{{Patch name|11|7|2017}}''' | ||
− | * Fixed not seeing the new | + | * Fixed not seeing the new Flame Thrower effects on some machines. |
'''{{Patch name|1|4|2018}}''' | '''{{Patch name|1|4|2018}}''' | ||
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* Flame damage per second now ramps up based on density of flame encountered, up to 200%. | * Flame damage per second now ramps up based on density of flame encountered, up to 200%. | ||
* Initial flame damage per second reduced by 50%, resulting in the max damage being unchanged. | * Initial flame damage per second reduced by 50%, resulting in the max damage being unchanged. | ||
− | * Fixed | + | * Fixed Flame Thrower particles sometimes failing to draw on the client. |
− | * Fixed | + | * Fixed Flame Thrower flames not colliding with tf_generic_bomb entities. |
'''{{Patch name|3|28|2018|no-link=yes}} #2''' | '''{{Patch name|3|28|2018|no-link=yes}} #2''' | ||
− | * Fixed a server crash related to the | + | * Fixed a server crash related to the Flame Thrower. |
'''{{Patch name|5|17|2018}}''' | '''{{Patch name|5|17|2018}}''' | ||
− | * Fixed a server crash related to | + | * Fixed a server crash related to Flame Thrower particles. |
'''{{Patch name|4|17|2019}}''' | '''{{Patch name|4|17|2019}}''' | ||
− | * Fixed an exploit related to the | + | * Fixed an exploit related to the Flame Thrower shooting long distances.}} |
− | }} | ||
== Unused content == | == Unused content == | ||
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* The Flame Thrower's Medi Gun healing and resistance reduction is not actually 20%, as stated in the patch notes. | * The Flame Thrower's Medi Gun healing and resistance reduction is not actually 20%, as stated in the patch notes. | ||
** Healing is reduced by 50% with any Medi Guns, and by 100%/100%/75% with level 1/2/3 Dispensers, respectively. | ** Healing is reduced by 50% with any Medi Guns, and by 100%/100%/75% with level 1/2/3 Dispensers, respectively. | ||
− | ** The resistance reduction applies only to the Vaccinator's | + | ** This happens due to the debuff being applied to the player's accumulated healing every tick<ref>game/shared/tf/tf_player_shared.cpp:L2492</ref>, instead of the healing being added for that tick. |
+ | ** The resistance reduction applies only to the Vaccinator's ÜberCharge, and does not apply to the Vaccinator's passive resistance. | ||
* At point-blank, damage ramp-up takes longer to reach maximum damage, taking up to 2 seconds. This can be mitigated by looking a bit downward while attacking. | * At point-blank, damage ramp-up takes longer to reach maximum damage, taking up to 2 seconds. This can be mitigated by looking a bit downward while attacking. | ||
* Damage is dictated by the oldest particle in contact with the player. As a result, still players next to walls are dealt less damage than expected, as old particles hit the wall and do not leave the player's hitbox. This can be mitigated by aiming slightly above their head. | * Damage is dictated by the oldest particle in contact with the player. As a result, still players next to walls are dealt less damage than expected, as old particles hit the wall and do not leave the player's hitbox. This can be mitigated by aiming slightly above their head. | ||
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* The Flame Thrower can be inspected while being fired. | * The Flame Thrower can be inspected while being fired. | ||
* While deployed, the Flame Thrower emits a constant gas noise. Upon using a compression blast, this noise stops completely and does not resume until firing flames or switching weapons. | * While deployed, the Flame Thrower emits a constant gas noise. Upon using a compression blast, this noise stops completely and does not resume until firing flames or switching weapons. | ||
− | |||
== Trivia == | == Trivia == | ||
* Beta builds of ''Team Fortress 2'' featured a hose connecting the Pyro's back canister to the Flame Thrower. However, upon release, the hose was redirected to a propane tank on the weapon. | * Beta builds of ''Team Fortress 2'' featured a hose connecting the Pyro's back canister to the Flame Thrower. However, upon release, the hose was redirected to a propane tank on the weapon. | ||
** The hose is still visible in the Pyro's HUD icon. | ** The hose is still visible in the Pyro's HUD icon. | ||
− | * The Flame Thrower, along with the [[Rainblower]] and [[Stock weapons|Stock]] [[Rocket Launcher]] were obtainable in ''Saints Row IV'' by pre-ordering the game on [[Steam]]. | + | * The Flame Thrower, along with the [[Rainblower]] and [[Stock weapons|Stock]] [[Rocket Launcher]] were obtainable in ''[[w:Saints Row IV|Saints Row IV]]'' by pre-ordering the game on [[Steam]]. |
== Gallery == | == Gallery == | ||
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File:Standard icon RED Flamethrower.png|RED icon from the TF2 DIY kit. | File:Standard icon RED Flamethrower.png|RED icon from the TF2 DIY kit. | ||
File:Standard icon BLU Flamethrower.png|BLU icon from the TF2 DIY kit. | File:Standard icon BLU Flamethrower.png|BLU icon from the TF2 DIY kit. | ||
+ | File:Flame Thrower Saints IV.png|The Flame Thrower in ''Saints Row IV''. | ||
</gallery> | </gallery> | ||
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* [[Botkiller weapons]] | * [[Botkiller weapons]] | ||
* [[Australium weapons]] | * [[Australium weapons]] | ||
+ | |||
+ | == References == | ||
+ | <references/> | ||
{{Standard Weapons Nav}} | {{Standard Weapons Nav}} |
Latest revision as of 13:56, 25 October 2024
“ | Your friends will squeal with delight when bathed in the warm glow of the all-new gas-fueled Flamethrower(sic). With its commanding style and hyper-efficient performance, you'll be the talk of every barbeque or deathmatch.
— Flame Thrower publicity blurb
|
” |
The Flame Thrower is the default primary weapon for the Pyro. It is a long metal pole, connected by a hose to a propane tank. The tank is attached to the pole via fastening bands. A continually lit pilot light can be seen at the nozzle. The trigger is made out of a team-colored gas pump handle.
Upon pressing primary fire, the weapon expels a stream of roughly 33 large flame particles per second in a narrow cone, at a cost of 12.5 ammunition per second. Flame particles are not obstructed by enemies or buildings owned by the opposing team, making it ideal for attacking multiple enemies. The range of fire is very limited (approximately 340 Hammer units when fired while stationary), but is capable of dealing heavy damage in close quarters.
An enemy only takes damage from any of a single Flame Thrower's particles once every 0.075 seconds. Unlike most weapons, the Flame Thrower's base damage is scaled based on the age of the oldest touching flame particle, not distance from the target. This scale begins at 100% for new particles and decreases as they age, down to 50%. The weapon's damage also experiences a ramp-up based on how long an enemy is attacked. Damage begins at 50% and increases up to 100% in approximately 0.9 seconds. If the target is ever not in contact with any flame particles, the ramp-up resets. The ramp-up is separate for each enemy being attacked. Buildings are unaffected by the ramp-up. Critical hits are affected by both the age scaling and the damage ramp-up.
Secondary fire causes the weapon to deliver a compression blast which deflects enemy projectiles, pushes opponents away, and extinguishes burning teammates. Deflected enemy projectiles deal Mini-Crit damage if they would not already be doing critical damage. If so, the deflected projectile deals critical damage. Each compression blast costs 20 ammunition, so it is possible to use 10 Compression blasts before needing to retrieve more ammo. Unlike the weapon's primary fire, the user can still use compression blasts if the weapon is directly in contact with a wall.
Apart from direct damage, the Flame Thrower also sets targets on fire, causing the target to burn and take additional damage for a short time (known as "afterburn"). Pyros are immune to afterburn, but still take damage directly from the Flame Thrower itself. A Spy disguised as a Pyro still receives afterburn. Fire can be extinguished or (partially) mitigated in several ways. Afterburn from the Flame Thrower reduces healing from Medi Guns, Dispensers, and the Amputator by between 20% and 100%, with the reduction increasing in an inverse proportion to the amount of healing the item is giving. It also reduces the effects of the Vaccinator's ÜberCharge by 20%.
Using the primary fire of the Flame Thrower on a friendly Huntsman-wielding Sniper lights his arrow on fire, and an enemy hit by this arrow afterward is ignited; however, the Pyro who lit the arrow does not receive assist credit.
Contents
Damage and function times
Damage and function times | ||
---|---|---|
Shot type | Particle | |
Damage type | Fire | |
Ranged or Melee damage? | Ranged | |
Damage | ||
Flame damage (close) | 100% | 6.5-13 / tick |
Flame damage (far) | 50% | 3.25-6.5 / tick |
Critical | 9.75-19.5 / tick | |
Mini-crit | 4.3875-8.775 / tick | |
Afterburn | 4 / tick | |
Afterburn (mini-crit) | 5 / tick | |
Function times | ||
Attack interval | 0.075 s | |
Ammo consumption interval | 0.105 s | |
Afterburn duration | 4-10 s | |
Airblast cooldown | 0.75 s | |
Values are approximate and determined by community testing. |
Note: Flame damage is proportional to particle lifetime instead of distance from target. Unlike most weapons, Critical hits are also affected by the scaling. Additionally, there is a very slight damage variance (±0.08 / particle) due to differences in particle angles.
Demonstration
Strange variant
Related achievements
Soldier
|
Pyro
|
|
Mann vs. Machievements
|
Update history
- Increased Flame Thrower damage at point blank range.
- Fixed the Flame Thrower hit detection.
- Fixed the Flame Thrower stuttering when firing directly into a building.
- Added Flame Thrower "sizzle" sound when the Pyro is hitting a target.
April 29, 2008 Patch (Gold Rush Update)
- Fixed Flame Thrower bug where a player flush against a wall couldn't be lit on fire from the front.
June 19, 2008 Patch (Pyro Update)
- Added alt-fire compression blast to the basic Flame Thrower.
- Tuned the Flame Thrower hit detection to improve detection versus retreating opponents.
- Removed Flame Thrower's damage falloff (was falling off to 25% by the end).
- Fixed "Hot on your Heels" counting non-Flame Thrower based kills.
- Fixed Compression Blast particles on DX8.
- Added back some damage falloff to the Pyro's Flame Thrower. Not nearly as extreme as it was before the Pyro class pack.
- Fixed Flame Thrower loophole that resulted in the flame effect being stuck on while the Flame Thrower wasn't really firing.
May 21, 2009 Patch (Sniper vs. Spy Update)
- Flame Thrower's air burst now extinguishes fire on friendly targets.
- A Pyro's air blast will now extinguish burning disguised enemy Spies, since knockback no longer affects disguised enemy Spies.
- Reverted airblast knockback on disguised Spies, so that they can once again be knocked back.
- Fixed the Pyro not being able to deflect enemy flares.
- Flame Thrower direct damage reduced by 20%.
- Burn duration reduced (10 -> 6 seconds).
- Airblast re-fire delay reduced by 25%.
- Airblast ammo usage reduced by 20%.
- All reflected rockets/grenades/arrows now Mini-Crit.
- Airblasting enemies into environmental deaths now awards the death credit to the Pyro.
- Increased base damage by 10%.
- Afterburn duration increased (from 6 to 10).
July 8, 2010 Patch (Engineer Update)
- Added better feedback sound for Pyros on when their Flame Thrower is doing damage.
September 30, 2010 Patch (Mann-Conomy Update)
- [Undocumented] Pyro's Airblast pushes grounded stickies approximately twice the distance now.
December 17, 2010 Patch (Australian Christmas)
- Fixed a Flame Thrower bug that allowed players to rapidly fake the Pyro's airblast effect.
- Updated model with optimizations and new LODs.
- [Undocumented] v_ and w_ model versions of the Flame Thrower were removed and replaced with the newer c_model variant.
- Fixed burning deaths to always use the death notice icon for the weapon that started the burn.
July 12, 2011 [Item schema update]
- Added Strange quality.
December 15, 2011 Patch (Australian Christmas 2011)
- Added Festive variant.
- Festive Flamethrowers can now be gifted.
June 27, 2012 Patch (Pyromania Update)
- Increased base damage by +10%.
August 15, 2012 Patch (Mann vs. Machine Update)
- [Undocumented] Added Silver and Gold Botkiller variants.
- Added Rust, Blood, Carbonado, and Diamond Botkiller variants.
December 20, 2012 Patch (Mecha Update)
- Added Silver and Gold Botkiller Mk. II variants.
- Fixed the Botkiller Flame Thrower using the wrong RED team arms skin while on the BLU team.
- Fixed a client/server crash when a Flame Thrower gets destroyed while firing.
February 28, 2013 Patch #2
- Fixed a client crash when attempting to fire the Flame Thrower while coming out of a taunt.
November 21, 2013 Patch (Two Cities Update)
- [Undocumented] Added Australium variant.
- Fixed Strange flamethrowers not getting kill credit for deflected projectiles.
December 17, 2015 Patch (Tough Break Update)
- The base Flame Thrower's damage fall off over distance has been decreased, resulting in higher damage output at range.
- Extinguishing a teammate will now return 20 health to the Pyro.
- Changed attribute:
- [Undocumented] Updated 20 health restoration when used to extinguish a burning teammate from neutral attribute to positive attribute.
July 7, 2016 Patch #1 (Meet Your Match Update)
- Added: Direct damage reduces Medi Gun healing and resist shield effects by 25%
- Medics hear a "healing interrupted" sound when this is happening to their heal target.
- Fixed a regression in the Pyro's Flame Thrower where flames could sometimes damage players behind obstacles and walls.
- Fixed Pyros griefing teammates by attacking them with the Flame Thrower.
October 20, 2017 Patch (Jungle Inferno Update)
- 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.
- Better visual sync, more consistent (no visuals/damage mismatch).
- New particle effects.
- Airblast
- Hit detection for both players and projectiles is now a consistent cone.
- Airblasting players now factors in the momentum of the Pyro and target, giving both more control over the interaction.
- Airblast now causes target player to have reduced footing and air control for a short period.
- Now factors in the upward angle of the airblast, rather than having a fixed upward force.
- Total push force slightly increased.
- [Undocumented] Changed one word in weapon description.
- Fixed flamethrowers not damaging buildings at close distance.
- Fixed not seeing the new Flame Thrower effects on some machines.
- Missed note from the Smissmas update: Australium weapons can now be Festivized.
- Flame damage per second now ramps up based on density of flame encountered, up to 200%.
- Initial flame damage per second reduced by 50%, resulting in the max damage being unchanged.
- Fixed Flame Thrower particles sometimes failing to draw on the client.
- Fixed Flame Thrower flames not colliding with tf_generic_bomb entities.
March 28, 2018 Patch #2
- Fixed a server crash related to the Flame Thrower.
- Fixed a server crash related to Flame Thrower particles.
- Fixed an exploit related to the Flame Thrower shooting long distances.
Unused content
- The Flame Thrower was initially going to work similarly to the Minigun, in that it would have a brief period of spin-up before firing. This is evidenced in engine code in a couple of places.
- There is a bit of confusion, however, as the commenting on some engine code for movespeed adjustments based on if the player is aiming indicates that Pyros are to get a speed boost while firing. The Pyro's max speed by default is set to a value of 300.0, so if this code was functional, it would result in a 100.0 point decrease in max movespeed.
- The Flame Thrower was initially going to have an Incendiary Rocket alt-fire attack. This is evidenced as the name TF_WEAPON_FLAMETHROWER_ROCKET appears in engine code in a few places.
- There are also references to CTFFlameRocket in engine code.
- As well, present in the tf\reslists\all.lst file in the PatchVersion 1.0.0.0 preload content build of Team Fortress 2 is a filename string for a particle effect for the Incendiary Rocket; tf\particles\incendiaryrockettrail.pcf.
- Evidence of the existence of this particle also appears in engine code.
- The stats for the Incendiary Rocket, based on evidence in the engine's code, would have been:
- Cost to fire: 10 ammo per rocket
- Damage: 15
- Radius of explosion (in Hammer units): 198
- Damage type: DMG_BLAST | DMG_IGNITE | DMG_RADIUS_MAX
- There is also a sound script entry in the PatchVersion 1.0.0.0 build for the Incendiary Rocket.
Bugs
- The Flame Thrower's Medi Gun healing and resistance reduction is not actually 20%, as stated in the patch notes.
- Healing is reduced by 50% with any Medi Guns, and by 100%/100%/75% with level 1/2/3 Dispensers, respectively.
- This happens due to the debuff being applied to the player's accumulated healing every tick[1], instead of the healing being added for that tick.
- The resistance reduction applies only to the Vaccinator's ÜberCharge, and does not apply to the Vaccinator's passive resistance.
- At point-blank, damage ramp-up takes longer to reach maximum damage, taking up to 2 seconds. This can be mitigated by looking a bit downward while attacking.
- Damage is dictated by the oldest particle in contact with the player. As a result, still players next to walls are dealt less damage than expected, as old particles hit the wall and do not leave the player's hitbox. This can be mitigated by aiming slightly above their head.
- When damage ramp-up on any target begins, the first particle always deals maximum damage.
- The Flame Thrower can be inspected while being fired.
- While deployed, the Flame Thrower emits a constant gas noise. Upon using a compression blast, this noise stops completely and does not resume until firing flames or switching weapons.
Trivia
- Beta builds of Team Fortress 2 featured a hose connecting the Pyro's back canister to the Flame Thrower. However, upon release, the hose was redirected to a propane tank on the weapon.
- The hose is still visible in the Pyro's HUD icon.
- The Flame Thrower, along with the Rainblower and Stock Rocket Launcher were obtainable in Saints Row IV by pre-ordering the game on Steam.
Gallery
BLU variant of the weapon.
Botkiller variant.
Australium variant.
RED Festivized variant.
Merchandise
See also
References
- ↑ game/shared/tf/tf_player_shared.cpp:L2492
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Weapons | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Primary | Scattergun | Rocket Launcher | Flame Thrower | Grenade Launcher | Minigun | Shotgun | Syringe Gun | Sniper Rifle | — | |
Force-A-Nature Shortstop Soda Popper Baby Face's Blaster Back Scatter |
Direct Hit Black Box Rocket Jumper Liberty Launcher Cow Mangler 5000 Original Beggar's Bazooka Air Strike |
Backburner Degreaser Phlogistinator Rainblower Nostromo Napalmer Dragon's Fury |
Loch-n-Load Ali Baba's Wee Booties Bootlegger Loose Cannon B.A.S.E. Jumper Iron Bomber |
Natascha Iron Curtain Brass Beast Tomislav Huo-Long Heater |
Frontier Justice Widowmaker Pomson 6000 Rescue Ranger Panic Attack |
Blutsauger Crusader's Crossbow Overdose |
Huntsman Sydney Sleeper Bazaar Bargain Machina Hitman's Heatmaker AWPer Hand Fortified Compound Classic Shooting Star |
— | ||
Secondary | Pistol | Shotgun | Shotgun | Stickybomb Launcher | Shotgun | Pistol | Medi Gun | SMG | Revolver | |
Bonk! Atomic Punch Lugermorph Crit-a-Cola Mad Milk Winger Pretty Boy's Pocket Pistol Flying Guillotine Mutated Milk C.A.P.P.E.R |
Buff Banner Gunboats Battalion's Backup Concheror Mantreads Reserve Shooter Righteous Bison B.A.S.E. Jumper Panic Attack |
Flare Gun Detonator Reserve Shooter Manmelter Scorch Shot Panic Attack Gas Passer Thermal Thruster |
Chargin' Targe Scottish Resistance Sticky Jumper Splendid Screen Tide Turner Quickiebomb Launcher |
Sandvich Dalokohs Bar Buffalo Steak Sandvich Fishcake Family Business Robo-Sandvich Panic Attack Second Banana |
Lugermorph Wrangler Short Circuit C.A.P.P.E.R Giger Counter |
Kritzkrieg Quick-Fix Vaccinator |
Jarate Razorback Darwin's Danger Shield Cozy Camper Cleaner's Carbine Self-Aware Beauty Mark |
Ambassador Big Kill L'Etranger Enforcer Diamondback | ||
Melee | Bat | Shovel | Fire Axe | Bottle | Fists | Wrench | Bonesaw | Kukri | Knife | |
Sandman Frying Pan Holy Mackerel Boston Basher Candy Cane Sun-on-a-Stick Fan O'War Three-Rune Blade Saxxy Atomizer Conscientious Objector Unarmed Combat Wrap Assassin Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Batsaber Prinny Machete |
Equalizer Pain Train Frying Pan Half-Zatoichi Saxxy Disciplinary Action Market Gardener Conscientious Objector Escape Plan Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Axtinguisher Homewrecker Frying Pan Powerjack Back Scratcher Sharpened Volcano Fragment Maul Saxxy Postal Pummeler Conscientious Objector Third Degree Lollichop Neon Annihilator Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete Hot Hand |
Eyelander Pain Train Scotsman's Skullcutter Frying Pan Horseless Headless Horsemann's Headtaker Claidheamh Mòr Ullapool Caber Half-Zatoichi Saxxy Persian Persuader Nessie's Nine Iron Conscientious Objector Scottish Handshake Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Killing Gloves of Boxing Frying Pan Gloves of Running Urgently Fists of Steel Warrior's Spirit Saxxy Eviction Notice Conscientious Objector Apoco-Fists Holiday Punch Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Bread Bite Necro Smasher Crossing Guard Prinny Machete |
Golden Wrench Gunslinger Southern Hospitality Jag Saxxy Eureka Effect Golden Frying Pan Necro Smasher Prinny Machete |
Ubersaw Frying Pan Vita-Saw Amputator Saxxy Solemn Vow Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Tribalman's Shiv Bushwacka Frying Pan Saxxy Shahanshah Conscientious Objector Freedom Staff Bat Outta Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete |
Your Eternal Reward Conniver's Kunai Saxxy Big Earner Wanga Prick Sharp Dresser Spy-cicle Black Rose Golden Frying Pan Prinny Machete | ||
Primary PDA | — | — | — | — | — | Construction PDA | — | — | Disguise Kit | |
— | — | — | — | — | — | — | — | — | ||
Secondary PDA | — | — | — | — | — | Destruction PDA | — | — | Invis Watch | |
— | — | — | — | — | — | — | — | Cloak and Dagger Dead Ringer Enthusiast's Timepiece Quäckenbirdt | ||
Building | — | — | — | — | — | — | — | — | Sapper | |
— | — | — | — | — | — | — | — | Red-Tape Recorder Ap-Sap Snack Attack | ||
Taunt | Grand Slam | Grenade | Hadouken Armageddon Execution Gas Blast |
Barbarian Swing | High Noon | Arm Blender Guitar Smash |
Oktoberfest Uberslice Medicating Melody |
Arrow Stab | Fencing |
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