Difference between revisions of "Fire"

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(Surviving Fire)
m (Undo edit by Renaman (Talk) (157106) Payloads act as dispensers.)
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*Activating the [[Dead Ringer]] as a Spy.
 
*Activating the [[Dead Ringer]] as a Spy.
 
*Touching a [[Resupply locker]].
 
*Touching a [[Resupply locker]].
 
+
*Standing beside a friendly Payload.
  
  

Revision as of 01:26, 4 November 2010

I appear to have burst into flames.
The Spy
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 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 perform an accurate shot, as the scoped view will move every time the Sniper takes damage from the burning.

Fire can be used to carry out 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 disguised Spies.

The fire effect starts immediately upon damage from the Flamethrower, Backburner, 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, totaling 60 damage over those ten seconds. 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

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.

Surviving Fire

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 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 airblasted by a friendly Pyro.
  • Activating the Dead Ringer as a Spy.
  • Touching a Resupply locker.
  • Standing beside a friendly Payload.


The following methods do not extinguish the afterburn, but can "ride it out" by healing faster than the afterburn can deal and guaranteeing your survival:

Kill Icons

Related Achievements

General

Flamethrower
Flamethrower
Set five enemies on fire in 30 seconds.


Soldier

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


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.


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.

Engineer

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


Medic

Autoclave
Autoclave
Assist in burning 5 enemies with a single ÜberCharge on a Pyro.


Infernal Medicine
Infernal Medicine
Extinguish 100 burning teammates.


Sniper

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


Spy

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