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| * Beta builds of ''Team Fortress 2'' featured a hose connecting the Pyro's back canister to the Flamethrower. {{cite}} 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. {{cite}} 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 |
− | *In the class portrait on the main screen The hose of the flame thrower appears to be cut
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| == Gallery == | | == Gallery == |
Revision as of 01:33, 26 March 2011
The Flamethrower is the default primary weapon of the Pyro. The weapon consists of a long metal pole connected by a pipe 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 gas pump handle that is team colored.
Upon pressing primary fire, the weapon will expel a stream of large flame particles at roughly 22.5 particles of flame each second, in what is roughly a narrow cone, at a cost of 12.5 ammunition per second. The range of the particles is much less than the range that the graphics suggest but is not obstructed by enemies or buildings owned by the opposing team, making it ideal for attacking multiple enemies. The range of the fire is very limited but is capable of dealing heavy damage at close quarters. At its maximum range, the Flamethrower is not accurate enough to put a constant stream on a single target. Note that the weapon cannot be used underwater; it will produce harmless bubbles.
Apart from the direct damage, the Flamethrower also sets targets on fire, causing the target to burn and take additional damage for a short time. Pyros themselves are immune to this due to their fireproof suits but will still take damage directly from the Flamethrower itself. Spies disguised as a Pyro will still be set on fire. The afterburn can be extinguished by the Medic's Medi Gun, a Dispenser's healing stream, contact with water, friendly Jarate, friendly Mad Milk, a compression blast or any type of Health pack. Using the primary fire of the Flamethrower on a friendly Huntsman-wielding Sniper will light his arrow on fire, and an enemy hit by this arrow afterwards will be ignited.
Secondary fire causes the weapon to deliver a compression blast which can deflect enemy projectiles, push opposing players away, and extinguish teammates who are on fire. Each compression blast costs 20 ammunition.
Damage and function times
Damage and function times
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Shot type
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Particle
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Damage
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Flame damage (close)
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100%
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6.2 / particle
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Flame damage (far)
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60%
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3.72 / particle
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Critical
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11-19 / particle
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Mini-crit
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5-8 / particle
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Afterburn
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3 / tick 60 total
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Afterburn (mini-crit)
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4 / tick 80 total
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Function times
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Attack interval
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0.04 s
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Ammo consumption interval
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0.08 s
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Afterburn duration
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10 s
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Airblast cooldown
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0.75 s
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Values are approximate and determined by community testing.
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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
Related Achievements
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Flamethrower Set five enemies on fire in 30 seconds.
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Backdraft Dodger Kill a Pyro who has airblasted one of your rockets in the last 10 seconds.
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Semper Fry Kill 20 enemies while you are on fire.
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Combined Fire Use your shotgun to finish off 20 players you've ignited.
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Hot on Your Heels Kill 50 enemies with your flamethrower, from behind.
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Pyromancer Do 1 million points of total fire damage.
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Second Degree Burn Kill a burning enemy who was ignited by another Pyro.
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Weenie Roast Have 2 enemy Scouts on fire at the same time.
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Infernal Medicine Extinguish 100 burning teammates.
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Friendship is Golden Extinguish a burning teammate with your Jarate.
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Update history
September 28, 2007 Patch
- Increased Flamethrower damage at point blank range.
- Fixed Flamethrower hit detection.
December 20, 2007 Patch
- Fixed the Flamethrower stuttering when firing directly into a building.
February 14, 2008 Patch
- Added Flamethrower "sizzle" sound when the Pyro is hitting a target.
April 29, 2008 Patch
- Fixed Flamethrower bug where a player flush against a wall couldn't be lit on fire from the front.
June 19, 2008 Patch
- 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).
July 1, 2008 Patch
- Added back some damage falloff to the Pyro's Flamethrower. Not nearly as extreme as it was before the Pyro class pack.
March 5, 2009 Patch
- Fixed Flamethrower loophole that resulted in the flame effect being stuck on while the Flamethrower wasn't really firing.
May 21, 2009 Patch
- Flamethrower's air burst now extinguishes fire on friendly targets.
June 23, 2009 Patch
- A Pyro's air blast will now extinguish burning disguised enemy Spies, since knockback no longer affects disguised enemy Spies (now since reverted).
April 28, 2010 Patch
- Flamethrower direct damage reduced 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.
May 19, 2010 Patch
- Increased base damage 10%
- Afterburn duration increased (from 6 to 10)
July 8, 2010 Patch
- Added better feedback sound for Pyros on when their Flamethrower is doing damage.
September 30, 2010 Patch
- Pyro's Airblast pushes grounded stickies approximately twice the distance now.
December 17, 2010 Patch
- Fixed a Flamethrower bug that allowed players to rapidly fake the Pyro's airblast effect.
February 3, 2011 Patch
- [Undocumented] v_ and w_ model versions of the Flamethrower were removed and replaced with the newer c_model variant.
February 22, 2011 Patch
- [Undocumented] Several particle effects, including Flamethrower fire, were altered to appear brighter. These changes do not apply to ATi graphics card users and some others.
Bugs
- Flames will sometimes appear to come out of the weapon after primary fire has been released.
- The pilot flame at the front of the weapon does not extinguish when underwater.
- Upon causing the Pyro to move his hand (through a voice command), the weapon's hose will appear attached to his moving wrist. This is due to the way the model was constructed.
Trivia
- Beta builds of Team Fortress 2 featured a hose connecting the Pyro's back canister to the Flamethrower. [citation needed] 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
Gallery
See also
Pyro |
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| Weapons |
Primary | | | Secondary | | | Melee |
Fire Axe ( Frying Pan, Saxxy, Conscientious Objector, Freedom Staff, Bat Outta Hell, Memory Maker, Ham Shank, Golden Frying Pan, Necro Smasher, Crossing Guard, Prinny Machete) · Axtinguisher ( Postal Pummeler) · Homewrecker ( Maul) · Powerjack · Back Scratcher · Sharpened Volcano Fragment · Third Degree · Lollichop · Neon Annihilator · Hot Hand | | | | | | |
| | Abilities | | | Cosmetics | | | Item sets | | | Special taunts | | | Achievements | | | Character | | | Strategy | | | Other | |
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