Difference between revisions of "Flame Thrower"
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The Flamethrower fires a stream of flame particles, roughly 22.5 particles of flame each second, in a narrow cone which travel quickly at first, then slow down and drift slightly upward before expiring. Its range is very limited but it is able to deal heavy damage at close quarters. Firing consumes 12.5 ammunition per second. The fire particles carry momentum from the Pyro who fired them. At its maximum range, the Flamethrower is not accurate enough to put a constant stream on a single target. | The Flamethrower fires a stream of flame particles, roughly 22.5 particles of flame each second, in a narrow cone which travel quickly at first, then slow down and drift slightly upward before expiring. Its range is very limited but it is able to deal heavy damage at close quarters. Firing consumes 12.5 ammunition per second. The fire particles carry momentum from the Pyro who fired them. At its maximum range, the Flamethrower is not accurate enough to put a constant stream on a single target. | ||
− | Apart from the direct damage, the Flamethrower also sets targets on [[fire]], causing the target to continue to burn for a short time after being dealt fire damage. Pyros themselves are | + | Apart from the direct damage, the Flamethrower also sets targets on [[fire]], causing the target to continue to burn for a short time after being dealt fire damage. Pyros themselves are invulnerable to this effect due to their flame-retardant suits. The afterburn can be extinguished by the [[Medic]]'s [[Medigun]], a [[Dispenser]]'s healing stream, contact with water, friendly [[Jarate]], the standard Flamethrower's [[compression blast]] or any type of [[Health pack]]. |
Players that press the correct bound key for secondary fire will result in the weapon firing a [[compression blast]] which can deflect enemy [[projectiles]] and push enemies away. The compression blast can also be used to extinguish the fire effect on allies. | Players that press the correct bound key for secondary fire will result in the weapon firing a [[compression blast]] which can deflect enemy [[projectiles]] and push enemies away. The compression blast can also be used to extinguish the fire effect on allies. |
Revision as of 16:50, 2 October 2010
“ | Huddah huddah huh!
Click to listen
— The Pyro on extreme cooking.
|
” |
The Flamethrower is the primary weapon of the Pyro. The body 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 coloured appropriately.
The Flamethrower fires a stream of flame particles, roughly 22.5 particles of flame each second, in a narrow cone which travel quickly at first, then slow down and drift slightly upward before expiring. Its range is very limited but it is able to deal heavy damage at close quarters. Firing consumes 12.5 ammunition per second. The fire particles carry momentum from the Pyro who fired them. At its maximum range, the Flamethrower is not accurate enough to put a constant stream on a single target.
Apart from the direct damage, the Flamethrower also sets targets on fire, causing the target to continue to burn for a short time after being dealt fire damage. Pyros themselves are invulnerable to this effect due to their flame-retardant suits. The afterburn can be extinguished by the Medic's Medigun, a Dispenser's healing stream, contact with water, friendly Jarate, the standard Flamethrower's compression blast or any type of Health pack.
Players that press the correct bound key for secondary fire will result in the weapon firing a compression blast which can deflect enemy projectiles and push enemies away. The compression blast can also be used to extinguish the fire effect on allies.
Contents
Damage
- Base damage is based upon range (or, by extension, particle lifetime), and is rounded at the end of all calculations (after Critical multipliers, et cetera).
- From 0 to 200 units: 6.2 per particle (139.5 per second).
- From 200 to 384 units: linear decrease from 6.2 to 3.72 per particle (83.7 per second, 60% of max) (384 is maximum range)
- There is very slight variability (±0.08 per particle) because some particles are at an angle, slightly varying their travel time.
- Afterburn damage: 3 damage every 0.5 seconds for 10 seconds (60 damage total)
- Mini-Crit afterburn damage: 4 damage every 0.5 seconds for 10 seconds (80 damage total)
- Mini-Crit: 1.35× base damage, then round to nearest whole
- Critical hit: 3× base damage, then round to nearest whole
- DPS at <200 units: 427.5
Note: Damage-Per-Second values assume all particles find victims.
Base damage changes over particle lifetime, instead of distance from player (all other weapons affected by distance measure from player to player). Damages are approximate and determined by community testing.
Function times
- Attack Interval: 0.04
- Ammo Consumption Interval: 0.08
- Compression Blast Interval: 0.75
All times are in seconds. Times are approximate and determined by community testing.
Related Achievements
General
64px | Flamethrower
Set 5 opponents on fire in 30 seconds. |
Pyro
Hot on Your Heels
Kill 50 opponents with your Flamethrower, from behind. |
Hot Potato
Reflect 100 projectiles with your compressed air blast. | ||
Hotshot
Kill a Soldier with a reflected critical rocket. |
Makin' Bacon
Kill 50 Heavies with your Flamethrower. | ||
Freezer Burn
Provide enemies with freezecam shots of each of your taunts. |
Soldier
Backdraft Dodger
Kill a Pyro who has airblasted one of your rockets in the last 10 seconds. |
Trivia
- The Flamethrower has Developer weapon variants.
- Beta builds of TF2 featured a hose connecting the Pyro's back canister to the Flamethrower, and the hose is still visible in the Pyro's HUD icon. Currently, the hose is re-routed to the tank on the underside of the Flamethrower.
- Before the Pyro Update, the Flamethrower had no airblast.
- The Flamethrower's damage rate has been lowered several times since the release of TF2. The Backburner unlockable initially had its damage lowered in the same way, but it was then raised again so that its damage is roughly the same as that of the Flamethrower's pre-reduction.
- The Flamethrower's pilot flame does not go out when underwater, as it is part of the model.
Gallery
- Flamethrower 1st person cropped.png
1st person view.
See also