Difference between revisions of "Flame Thrower"
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The Flamethrower fires a stream of large flame particles, at roughly 22.5 particles of flame each second, in what is roughly a narrow cone. The range of the particles is much less than the range that the graphics suggest, but, unlike most weapons, is not obstructed or changed by enemies or [[buildings]] owned by the opposing team, making it ideal for attacking multiple enemies. 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 large flame particles, at roughly 22.5 particles of flame each second, in what is roughly a narrow cone. The range of the particles is much less than the range that the graphics suggest, but, unlike most weapons, is not obstructed or changed by enemies or [[buildings]] owned by the opposing team, making it ideal for attacking multiple enemies. 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 and take additional damage for a short time after being dealt fire damage. Pyros themselves are immune to this 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]], friendly [[Mad Milk]], a [[compression blast]] or any type of [[Health pack]]. | + | Apart from the direct damage, the Flamethrower also sets targets on [[fire]], causing the target to continue to burn and take additional damage for a short time after being dealt fire damage. Pyros themselves are immune to this due to their flame-retardant suits. Spies disguised as a Pyro will be set on fire. The afterburn can be extinguished by the [[Medic]]'s [[Medigun]], a [[Dispenser]]'s healing stream, contact with water, friendly [[Jarate]], friendly [[Mad Milk]], a [[compression blast]] or any type of [[Health pack]]. |
Secondary fire causes the weapon to fire 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. | Secondary fire causes the weapon to fire 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 19:53, 14 November 2010
“ | Huddah huddah huh!
Click to listen
— The Pyro on extreme cooking
|
” |
The Flamethrower is the default 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 large flame particles, at roughly 22.5 particles of flame each second, in what is roughly a narrow cone. The range of the particles is much less than the range that the graphics suggest, but, unlike most weapons, is not obstructed or changed by enemies or buildings owned by the opposing team, making it ideal for attacking multiple enemies. 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 and take additional damage for a short time after being dealt fire damage. Pyros themselves are immune to this due to their flame-retardant suits. Spies disguised as a Pyro will be set on fire. The afterburn can be extinguished by the Medic's Medigun, a Dispenser's healing stream, contact with water, friendly Jarate, friendly Mad Milk, a compression blast or any type of Health pack.
Secondary fire causes the weapon to fire 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.
Previous Changes
- Increased Flamethrower damage at point blank range
- Fixed Flamethrower hit detection
- Added Flamethrower "sizzle" sound when the Pyro is hitting a target
- 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)
- Added back some damage falloff to the Pyro's Flamethrower. Not nearly as extreme as it was before the Pyro class pack
- 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.
- 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.
- Increased base damage 10%
- Afterburn duration increased (from 6 to 10)
- Added better feedback sound for Pyros on when their Flamethrower is doing damage.
- Pyro's Airblast pushes grounded stickies approximately twice the distance now.
Related Achievements
General
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Pyro
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Soldier
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Bugs
- There is currently a bug that allows a player to appear to continuously airblast while draining ammo as normal and not having the ability to reflect projectiles.
Trivia
- 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.
- 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.