Difference between revisions of "Flame Thrower"
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| 3d-image-16 = Flame Thrower Botkiller Diamond | | 3d-image-16 = Flame Thrower Botkiller Diamond | ||
| 3d-image-18 = Flame Thrower Botkiller Silver Mk.I | | 3d-image-18 = Flame Thrower Botkiller Silver Mk.I | ||
+ | | 3d-image-20 = Flame Thrower Botkiller Gold Mk.I | ||
+ | | 3d-image-22 = Flame Thrower Botkiller Silver Mk.II | ||
+ | | 3d-image-24 = Flame Thrower Botkiller Gold Mk.II | ||
| 3d-button-1 = colored_pair | | 3d-button-1 = colored_pair | ||
| 3d-button-3 = colored_pair | | 3d-button-3 = colored_pair | ||
Line 23: | Line 26: | ||
| 3d-button-16 = colored_pair | | 3d-button-16 = colored_pair | ||
| 3d-button-18 = colored_pair | | 3d-button-18 = colored_pair | ||
+ | | 3d-button-20 = colored_pair | ||
+ | | 3d-button-22 = colored_pair | ||
+ | | 3d-button-24 = colored_pair | ||
| 3d-viewname-1 = Default | | 3d-viewname-1 = Default | ||
| 3d-viewname-3 = Festive | | 3d-viewname-3 = Festive | ||
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| 3d-viewname-16 = Diamond | | 3d-viewname-16 = Diamond | ||
| 3d-viewname-18 = Silver Mk.I<br> | | 3d-viewname-18 = Silver Mk.I<br> | ||
+ | | 3d-viewname-20 = Gold Mk.I<br> | ||
+ | | 3d-viewname-22 = Silver Mk.II<br> | ||
+ | | 3d-viewname-24 = Gold Mk.II<br> | ||
| team-colors = yes | | team-colors = yes | ||
| skin-image-red = RedFlamethrowerTilt.png | | skin-image-red = RedFlamethrowerTilt.png | ||
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| item-level = 1 | | item-level = 1 | ||
| item-description = Afterburn reduces Medi Gun healing and resist shield effects.<br>Alt-Fire: Release a blast of air that pushes enemies and projectiles and extinguish teammates that are on fire. | | item-description = Afterburn reduces Medi Gun healing and resist shield effects.<br>Alt-Fire: Release a blast of air that pushes enemies and projectiles and extinguish teammates that are on fire. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| att-1-positive = Extinguishing teammates restores 20 health | | att-1-positive = Extinguishing teammates restores 20 health | ||
}} | }} | ||
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The '''Flamethrower''' 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 '''Flamethrower''' 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 | + | Upon pressing primary fire, the weapon expels a stream of roughly 33.3 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 | + | An enemy only takes damage from any of a single Flamethrower's particles once every 0.075 seconds. Unlike most weapons, the Flamethrower'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 | + | 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 Flamethrower also sets targets on [[fire]], causing the target to burn and take additional damage for a short time. Pyros are immune to afterburn, but | + | Apart from direct damage, the Flamethrower also sets targets on [[fire]], causing the target to burn and take additional damage for a short time. Pyros are immune to afterburn, but still take damage directly from the Flamethrower itself. A [[Spy]] [[disguise]]d as a Pyro still receives afterburn. Fire can be extinguished by a [[Medic]]'s [[Medi Gun]], a [[Dispenser]], submerging in [[water]], friendly [[Jarate]], friendly [[Mad Milk]], friendly [[Gas Passer]], a friendly compression blast, the secondary attack of a friendly [[Manmelter]], a shot from a friendly [[Sydney Sleeper]], [[charging]] with the [[Chargin' Targe]], [[Splendid Screen]], or [[Tide Turner]], the [[Spy-cicle]]'s special ability, the [[Dead Ringer]]'s special ability, or any type of [[Health#Health kits|health pack]]. Afterburn from the Flamethrower reduces healing from Mediguns, 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 Ubercharge by 20%. |
− | Using the primary fire of the Flamethrower on a friendly [[Huntsman]]-wielding [[Sniper]] | + | Using the primary fire of the Flamethrower 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. |
== Damage and function times == | == Damage and function times == | ||
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== Update history == | == Update history == | ||
− | {{Update history | '''{{Patch name|9|28|2007}}''' | + | {{Update history| |
+ | '''{{Patch name|9|28|2007}}''' | ||
* Increased Flamethrower damage at point blank range. | * Increased Flamethrower damage at point blank range. | ||
* Fixed the Flamethrower hit detection. | * Fixed the Flamethrower hit detection. | ||
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'''{{Patch name|8|15|2012}}''' ([[Mann vs. Machine Update]]) | '''{{Patch name|8|15|2012}}''' ([[Mann vs. Machine Update]]) | ||
− | * {{ | + | * {{Undocumented}} Added Silver and Gold [[Botkiller weapons|Botkiller]] variants. |
'''{{Patch name|10|9|2012}}''' | '''{{Patch name|10|9|2012}}''' | ||
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* Fixed a client/server crash when a flamethrower gets destroyed while firing. | * Fixed a client/server crash when a flamethrower gets destroyed while firing. | ||
− | ''' | + | '''{{Patch name|2|28|2013|no-link=yes}} #2''' |
* Fixed a client crash when attempting to fire the flamethrower while coming out of a taunt. | * Fixed a client crash when attempting to fire the flamethrower while coming out of a taunt. | ||
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'''{{Patch name|1|7|2016}}''' | '''{{Patch name|1|7|2016}}''' | ||
* Changed attribute: | * Changed attribute: | ||
− | ** {{ | + | ** {{Undocumented}} Updated 20 health restoration when used to extinguish a burning teammate from neutral attribute to positive attribute. |
'''{{Patch name|7|7|2016}} #1''' ([[Meet Your Match Update]]) | '''{{Patch name|7|7|2016}} #1''' ([[Meet Your Match Update]]) | ||
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** 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 Übercharge, and does not apply to the Vaccinator's passive resistance. | ** 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. | |
− | |||
− | |||
* When {{code|cl_flippedviewmodels 1}} is enabled, fire particles still come from the right side. | * When {{code|cl_flippedviewmodels 1}} is enabled, fire particles still come from the right side. | ||
− | * While deployed, the Flame Thrower emits a constant gas noise. Upon using a compression blast, this noise | + | * 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. |
== Unused content == | == 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. | * 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 <tt>300.0</tt>, so if this code was functional, it would result in a <tt>100.0</tt> point decrease in max movespeed. | + | ** 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 <tt>300.0</tt>, so if this code was functional, it would result in a <tt>100.0</tt> 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 <tt>TF_WEAPON_FLAMETHROWER_ROCKET</tt> appears in engine code in a few places. | * The Flame Thrower was initially going to have an Incendiary Rocket alt-fire attack. This is evidenced as the name <tt>TF_WEAPON_FLAMETHROWER_ROCKET</tt> appears in engine code in a few places. | ||
** There are also references to <tt>CTFFlameRocket</tt> in engine code. | ** There are also references to <tt>CTFFlameRocket</tt> in engine code. | ||
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== Trivia == | == Trivia == | ||
− | |||
* Beta builds of ''Team Fortress 2'' featured a hose connecting the Pyro's back canister to the Flamethrower. 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 Flamethrower. 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. | ||
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== Merchandise == | == Merchandise == | ||
<gallery> | <gallery> | ||
− | File:Flamethrower1.png|[ | + | File:Flamethrower1.png|[https://store.valvesoftware.com/product.php?i=P0107 The Flamethrower Poster]. |
</gallery> | </gallery> | ||
Revision as of 14:07, 23 December 2021
“ | 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.
— Flamethrower publicity blurb
|
” |
The Flamethrower 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 33.3 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 Flamethrower's particles once every 0.075 seconds. Unlike most weapons, the Flamethrower'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 Flamethrower also sets targets on fire, causing the target to burn and take additional damage for a short time. Pyros are immune to afterburn, but still take damage directly from the Flamethrower itself. A Spy disguised as a Pyro still receives afterburn. Fire can be extinguished by a Medic's Medi Gun, a Dispenser, submerging in water, friendly Jarate, friendly Mad Milk, friendly Gas Passer, a friendly compression blast, the secondary attack of a friendly Manmelter, a shot from a friendly Sydney Sleeper, charging with the Chargin' Targe, Splendid Screen, or Tide Turner, the Spy-cicle's special ability, the Dead Ringer's special ability, or any type of health pack. Afterburn from the Flamethrower reduces healing from Mediguns, 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 Ubercharge by 20%.
Using the primary fire of the Flamethrower 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 / particle |
Flame damage (far) | 50% | 3.25-6.5 / particle |
Critical | 9.75-19.5 / particle | |
Mini-crit | 4.3875-8.775 / particle | |
Afterburn | 4 / tick | |
Afterburn (mini-crit) | 5 / tick | |
Function times | ||
Attack interval | 0.075 s | |
Ammo consumption interval | 0.08 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.
Demonstration
Strange variant
Related achievements
Soldier
|
Pyro
|
|
Mann vs. Machievements
|
Update history
- Increased Flamethrower damage at point blank range.
- Fixed the Flamethrower hit detection.
- Fixed the Flamethrower stuttering when firing directly into a building.
- Added Flamethrower "sizzle" sound when the Pyro is hitting a target.
April 29, 2008 Patch (Gold Rush Update)
- Fixed Flamethrower bug where a player flush against a wall couldn't be lit on fire from the front.
June 19, 2008 Patch (The Pyro Update)
- Added alt-fire compression blast to the basic Flamethrower.
- Tuned the Flamethrower hit detection to improve detection versus retreating opponents.
- Removed Flamethrower's damage falloff (was falling off to 25% by the end).
- Fixed "Hot on your Heels" counting non-flamethrower based kills.
- Fixed Compression Blast particles on DX8.
- Added back some damage falloff to the Pyro's Flamethrower. Not nearly as extreme as it was before the Pyro class pack.
- Fixed Flamethrower loophole that resulted in the flame effect being stuck on while the Flamethrower wasn't really firing.
May 21, 2009 Patch (Sniper vs. Spy Update)
- Flamethrower'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.
- Flamethrower 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 Flamethrower 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 Flamethrower 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 Flamethrower 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 Flamethrower using the wrong RED team arms skin while on the BLU team.
- Fixed a client/server crash when a flamethrower gets destroyed while firing.
February 28, 2013 Patch #2
- Fixed a client crash when attempting to fire the flamethrower 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 Flamethrower'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 flamethrower where flames could sometimes damage players behind obstacles and walls.
- Fixed Pyros griefing teammates by attacking them with the flamethrower.
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 flamethrower 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 Flamethrower particles sometimes failing to draw on the client.
- Fixed Flamethrower flames not colliding with tf_generic_bomb entities.
March 28, 2018 Patch #2
- Fixed a server crash related to the Flamethrower.
- Fixed a server crash related to Flamethrower particles.
- Fixed an exploit related to the Flamethrower shooting long distances.
Bugs
- The Flame Thrower's Medi Gun heal and resist 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.
- 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.
- When
cl_flippedviewmodels 1
is enabled, fire particles still come from the right side. - 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.
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.
Trivia
- Beta builds of Team Fortress 2 featured a hose connecting the Pyro's back canister to the Flamethrower. 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 Festive variant.
RED Festivized variant.
Merchandise
See also
|
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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