Difference between revisions of "Fire"

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{{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}}
  
'''Fire''', or '''afterburn''', refers to the damage-over-time effect inflicted on a player when hit by an enemy [[Pyro]]'s [[Flamethrower]], [[Backburner]], [[Degreaser]], [[Phlogistinator]], [[Flare Gun]], [[Detonator]], [[Manmelter]], or [[Sharpened Volcano Fragment]]. 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.
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'''Fire''', or '''afterburn''', refers to the damage-over-time effect inflicted on a player when hit by a variety of weapons, most commonly those of the [[Pyro]]. Fire is useful for hit-and-run tactics and for weakening or finishing off an opponent if the damage from the weapon alone is not enough to kill them. This allows attackers to score kills even while dead, as the fire damage may finish off a wounded opponent.
 
 
The [[Sniper]] can also set enemies on fire if a friendly Pyro or [[Soldier]] has ignited his [[Huntsman]] arrow, and the Soldier can ignite enemies with a charged shot from the [[Cow Mangler 5000]].
 
  
 
Upon being set aflame, a player's 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. When calling for a Medic, the balloon with the Medic symbol will be on fire, notifying a Medic of his plight. This helps put burning players as a priority to heal.
 
Upon being set aflame, a player's 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. When calling for a Medic, the balloon with the Medic symbol will be on fire, notifying a Medic of his plight. This helps put burning players as a priority to heal.
  
Fire can be used to perform [[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 will see particles of the player's team color coming from them. This is a useful effect for distinguishing [[disguise]]d Spies.
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Fire can be used to perform [[Spy checking|Spy checks]]. A small burst of flame will ignite an enemy [[Spy]], even if cloaked or disguised. Burning players give off an additional coloured particle effect revealing their true allegiance; this is a useful effect for distinguishing [[disguise]]d Spies.
  
The fire effect starts immediately upon damage from a weapon that causes it. Each fire effect will last for 10 seconds. Additional hits from these weapons will restart 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 the Degreaser), totaling 60 damage over those ten seconds (40 damage for the Degreaser). Afterburn damage cannot crit; however, it can still [[mini-crit]] if the target is under a mini-crit debuff, such as covered in [[Jarate]], [[Fan O'War|marked for death]], or if the attacking Pyro is buffed by the [[Buff Banner]].
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The fire effect starts immediately upon damage from a weapon that causes it. Each fire effect will last for 10 seconds. Additional hits from these weapons will restart 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 the Degreaser), totaling 60 damage over those ten seconds (40 damage for the Degreaser). Afterburn damage cannot crit; however, it can [[mini-crit]] if the target is under a mini-crit debuff, such as covered in [[Jarate]], [[Fan O'War|marked for death]], or if the attacking Pyro is buffed by the [[Buff Banner]].
  
 
Note that enemy Pyros cannot be set on fire. While Pyros still take contact damage from the Flamethrower, they 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]], [[Postal Pummeler]], [[Sun-on-a-Stick]], Flare Gun, and mini-crits from the Detonator.
 
Note that enemy Pyros cannot be set on fire. While Pyros still take contact damage from the Flamethrower, they 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]], [[Postal Pummeler]], [[Sun-on-a-Stick]], Flare Gun, and mini-crits from the Detonator.
  
It is possible to allow [[gibs]] to catch fire (a Soldier or Demoman assists a Pyro in exploding an enemy) with the cl_burninggibs 1/0 command.
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It is possible to allow [[gibs]] to catch fire (if a burning player is killed by an explosion) with the {{code|cl_burninggibs}} 1/0 command.
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==Weapons which inflict afterburn==
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{| class="wikitable grid"
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! class="header" | Weapon
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! class="header" width="300" | Notes
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|-
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! {{Table icon|Flamethrower}}
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| Only stock weapon with afterburn ability.
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|-
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! {{Table icon|Backburner}}
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|  
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|-
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! {{Table icon|Degreaser}}
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| Afterburn caused by this weapon deals 25% less damage compared to the default Flamethrower.
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|-
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! {{Table icon|Phlogistinator}}
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|  
 +
|-
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! {{Table icon|Flare Gun}}
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|  
 +
|-
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! {{Table icon|Detonator}}
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|  
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|-
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! {{Table icon|Manmelter}}
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|  
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|-
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! {{Table icon|Sharpened Volcano Fragment}}
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|  
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|-
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! {{Table icon|Cow Mangler 5000}}
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| Both enemies and the user will be set ablaze by charged shots.
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|-
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! {{Table icon|Huntsman}}
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| Arrows can be ignited by an ally by firing any Pyro primary weapon, the [[Righteous Bison]], or the [[Pomson 6000]], as well as approaching the torches placed in [[DeGroot Keep]].
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|}
  
 
==Surviving fire==
 
==Surviving fire==

Revision as of 20:47, 23 February 2012

A Heavy on fire.
I appear to have burst into flames.
The Spy on the blatantly obvious

Fire, or afterburn, refers to the damage-over-time effect inflicted on a player when hit by a variety of weapons, most commonly those of the Pyro. Fire is useful for hit-and-run tactics and for weakening or finishing off an opponent if the damage from the weapon alone is not enough to kill them. This allows attackers to score kills even while dead, as the fire damage may finish off a wounded opponent.

Upon being set aflame, a player's 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. When calling for a Medic, the balloon with the Medic symbol will be on fire, notifying a Medic of his plight. This helps put burning players as a priority to heal.

Fire can be used to perform Spy checks. A small burst of flame will ignite an enemy Spy, even if cloaked or disguised. Burning players give off an additional coloured particle effect revealing their true allegiance; this is a useful effect for distinguishing disguised Spies.

The fire effect starts immediately upon damage from a weapon that causes it. Each fire effect will last for 10 seconds. Additional hits from these weapons will restart 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 the Degreaser), totaling 60 damage over those ten seconds (40 damage for the Degreaser). Afterburn damage cannot crit; however, it can mini-crit if the target is under a mini-crit debuff, such as covered in Jarate, marked for death, or if the attacking Pyro is buffed by the Buff Banner.

Note that enemy Pyros cannot be set on fire. While Pyros still take contact damage from the Flamethrower, they 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, Postal Pummeler, Sun-on-a-Stick, Flare Gun, and mini-crits from the Detonator.

It is possible to allow gibs to catch fire (if a burning player is killed by an explosion) with the cl_burninggibs 1/0 command.

Weapons which inflict afterburn

Weapon Notes
Flamethrower
Flame Thrower
Only stock weapon with afterburn ability.
Backburner
Backburner
 
Degreaser
Degreaser
Afterburn caused by this weapon deals 25% less damage compared to the default Flamethrower.
Phlogistinator
Phlogistinator
 
Flare Gun
Flare Gun
 
Detonator
Detonator
 
Manmelter
Manmelter
 
Sharpened Volcano Fragment
Sharpened Volcano Fragment
 
Cow Mangler 5000
Cow Mangler 5000
Both enemies and the user will be set ablaze by charged shots.
Huntsman
Huntsman
Arrows can be ignited by an ally by firing any Pyro primary weapon, the Righteous Bison, or the Pomson 6000, as well as approaching the torches placed in DeGroot Keep.

Surviving fire

The following will extinguish a player who is on fire:

The following methods may 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:

  • Eating the Sandvich (non-dropped) or Dalokohs Bar.
  • Being healed by a Medic, a Dispenser, or the Payload cart for less than a full second.
  • 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 afterburn inflicted by the Flare Gun or Detonator.
  • A Medic's health regeneration will often be enough. With the Syringe Gun or Overdose, the minimum healing rate (3/sec) will restore health at half the rate of afterburn damage.
  • 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 60% of the damage dealt.
  • Health gained on-kill with the Eyelander, Horseless Headless Horsemann's Headtaker, or Nessie's Nine Iron as the Demoman.
  • The Chargin' Targe offers a 50% fire resistance that applies to afterburn.
  • The Splendid Screen offers a 20% 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.
  • The Medieval Medic set bonus will allow the player to out-heal the Degreaser's afterburn and boosts their chances of surviving normal afterburn.
  • The Expert's Ordnance set bonus provides a 10% fire resistance that applies to afterburn.

When active, the Spy-cicle gives a Spy a couple seconds of immunity from being set alight, however it does not affect afterburn.

Weapon specific

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 are modified.

Weapon/Item set Effect
Chargin' Targe
Chargin' Targe
Pictogram plus.png  Grants 50% fire damage resistance on wearer
Splendid Screen
Splendid Screen
Pictogram plus.png  Grants 20% fire damage resistance on wearer
Southern Hospitality
Southern Hospitality
Pictogram minus.png  Grants 20% fire damage vulnerability on wearer
Rocket Jumper
Rocket Jumper
Pictogram minus.png  Grants 100% fire damage vulnerability on wearer
Bushwacka
Bushwacka
Pictogram minus.png  Grants 20% fire damage vulnerability on wearer
The Expert's Ordnance
The Expert's Ordnance
Pictogram plus.png  Grants 10% fire damage resistance on wearer
Spy-cicle
Spy-cicle
Pictogram plus.png  On Hit by Fire: Become fireproof for 2 seconds

Related achievements

Achieved.png General

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.


Bugs

  • Burning ragdolls will not be extinguished when submerged in water.
  • A burning player will cease to take damage if the enemy who inflicted the afterburn changes teams, but will visually remain on fire for the default duration.

Kill icons