Difference between revisions of "Fire"
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* The Medic's passive health regeneration. | * The Medic's passive health regeneration. | ||
* The Medic's [[Oktoberfest]] taunt. | * The Medic's [[Oktoberfest]] taunt. | ||
+ | * Holding the [[Amputator]] out as Medic. | ||
* The Spy's 20% damage resistance when cloaking. | * The Spy's 20% damage resistance when cloaking. | ||
* The Dead Ringer's 75% damage resistance upon struck by fire. | * The Dead Ringer's 75% damage resistance upon struck by fire. |
Revision as of 13:18, 9 April 2017
“Gotta move that gear up!” This article may contain content that is out of date. You can help improve this article by updating the content as necessary. See the wiki style guide. Notes: None added |
“ | I appear to have burst into flames.
Click to listen
— The Spy on the blatantly obvious
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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.
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 aim, as the scoped view will move every time the Sniper takes damage from the burning (an effect the Sniper can prevent while fully-charged by equipping the Cozy Camper). When calling for a Medic, the balloon with the Medic symbol will be on fire, notifying a Medic that his teammate is being damaged by afterburn. This helps prioritise burning players as an urgent healing target.
Fire can be used to Spy check. 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 from teammates.
Fire from any Flame Throwers can also be used to disrupt healing and shield resists from the Medi Guns; the patients who are set on fire will have 25% of the usual healing rate from any Medi Gun, and the shield effect from the Vaccinator is also reduced to 25%.
The fire effect starts immediately upon damage from a weapon that causes it. Each fire effect will last for 10 seconds (with the Cow Mangler 5000 is an exception, only lasting 6 seconds). Additional hits from these weapons will restart the duration of the fire back to 10 seconds. Fire damages a player every half-second for 3 HP each tick (1 HP each tick for the Degreaser), totaling 60 damage over those ten seconds (20 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 player is buffed by the Buff Banner.
Note that enemy Pyros cannot be set on fire. While Pyros still take contact damage from fire attacks, 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 the Pyro takes no additional damage, the Pyro can still suffer critical hits from the Axtinguisher, Postal Pummeler, Sun-on-a-Stick, and Flare Gun, and mini-crits from the Detonator and Scorch Shot. A Spy disguised as a Pyro from either team, however, will still be lit on fire and take afterburn damage.
It is possible to allow gibs to catch fire (if a player is gibbed while on fire) with the cl_burninggibs
command set to 1.
Contents
Damage and function times
Damage and function times | ||
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Damage type | Fire | |
Ranged or Melee damage? | Untyped | |
Damage | ||
Afterburn | 3 / tick 60 total | |
Afterburn (mini-crit) | 4 / tick 80 total | |
Function times | ||
Attack interval | 0.5 s | |
Afterburn duration | 10 s | |
Values are approximate and determined by community testing. |
Weapons which inflict afterburn
List of afterburn-inflicting weapons | |||||||
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Primary |
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Cow Mangler 5000 | |||||||
Primary | |||||||
Flame Thrower† | Rainblower | ||||||
Nostromo Napalmer | |||||||
Backburner† | |||||||
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Degreaser | |||||||
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Phlogistinator | |||||||
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Dragon's Fury | |||||||
Secondary |
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Flare Gun† | |||||||
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Detonator | |||||||
Manmelter | |||||||
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Scorch Shot | |||||||
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Gas Passer | |||||||
Melee | |||||||
Sharpened Volcano Fragment | |||||||
Primary |
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Huo-Long Heater | |||||||
Primary |
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Huntsman† | Fortified Compound | ||||||
Notes |
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Surviving fire
The following will extinguish a player who is on fire:
- Picking up a health pack, thrown lunchbox item, or a dropped lunchbox item from a dead Heavy.
- Touching a Resupply locker.
- Completely immersing one's self in a body of water. Puddles and low-level water (such as in the sewer tunnels in 2Fort) will not extinguish a burning player.
- Being healed by a Medic, Dispenser, or Payload cart for a full second will extinguish flames.
- Being splashed with Mad Milk, Mutated Milk, Jarate, or Self-Aware Beauty Mark from a friendly Scout or Sniper. These classes can also extinguish themselves by throwing their respective containers at their feet.
- Being air blasted by a friendly Pyro.
- Activating the Dead Ringer as a Spy.
- Switching to the Spy-cicle, if it is not already the active weapon, as a Spy.
- Being the recipient of a regular ÜberCharge; a Kritzkrieg or Quick-Fix charge will not extinguish the flames faster than being normally healed.
- Being extinguished by the alternate fire of a friendly Pyro's Manmelter.
- Backstabbing someone while holding the Conniver's Kunai as a Spy.
- Charging with any of the three shields as Demoman
The following methods do 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:
- 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.
- Any form of weapon-based healing aside from the Conniver's Kunai, such as the Eyelander or Black Box.
- Equipping weapons that increase the player's maximum health, such as the Bootlegger or Battalions Backup.
- Being buffed by the Battalion's Backup.
- Damage resistance provided by the Chargin' Targe, Splendid Screen, and Tide Turner.
- The Soldier's passive health regeneration while equipped with the Concheror.
- The Sniper's passive health regeneration while equipped with the Cozy Camper.
- The Medic's passive health regeneration.
- The Medic's Oktoberfest taunt.
- Holding the Amputator out as Medic.
- The Spy's 20% damage resistance when cloaking.
- The Dead Ringer's 75% damage resistance upon struck by fire.
- The Dead Ringer's cloak damage resistance which fades from 65% to 20% in 3 seconds.
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 damage is modified.
List of weapons modifying fire damage | ||||||||
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Melee | +25% fire damage resistance while deployed. | |||||||
Sun-on-a-Stick | ||||||||
Secondary | While under the effects, +35% damage resistance to the Soldier and nearby teammates. | |||||||
Battalion's Backup | ||||||||
Melee | +20% damage vulnerability when active. | |||||||
Powerjack | ||||||||
Secondary | +50% fire damage resistance on wearer. Charging extinguishes user. | |||||||
Chargin' Targe | ||||||||
+20% fire damage resistance on wearer. Charging extinguishes user. | ||||||||
Splendid Screen | ||||||||
+15% fire damage resistance on wearer. Charging extinguishes user. | ||||||||
Tide Turner | ||||||||
Melee | +15% damage vulnerability when active. | |||||||
Claidheamh Mòr | ||||||||
Primary | +20% damage resistance when below 50% health and spun up. | |||||||
Natascha | ||||||||
+20% damage resistance when below 50% health and spun up. | ||||||||
Brass Beast | ||||||||
Secondary | While under the effects, +20% damage vulnerability. | |||||||
Buffalo Steak Sandvich | ||||||||
Melee | +40% damage resistance from ranged sources on wearer when active. | |||||||
Fists of Steel | ||||||||
+30% damage vulnerability when active. | ||||||||
Warrior's Spirit | ||||||||
Melee | +20% fire damage vulnerability on wearer. | |||||||
Southern Hospitality | ||||||||
Secondary | While healing, +10% resistance to the selected damage type to the Medic and his patient. ÜberCharge provides +75% resistance and full crit resistance to the selected damage type to the Medic and his patient. | |||||||
Vaccinator | ||||||||
Secondary | +50% fire damage resistance on wearer. Immunity to afterburn. | |||||||
Darwin's Danger Shield | ||||||||
Melee | +20% damage vulnerability when active. | |||||||
Bushwacka | ||||||||
Melee | On hit by fire, immune to fire damage for 1 second and immune to afterburn for 10 seconds. Can be used to extinguish fire. | |||||||
Spy-cicle | ||||||||
PDA 2 | While cloaked, +20% damage resistance. Reduced afterburn duration while cloaked. | |||||||
Invis Watch | Enthusiast's Timepiece | |||||||
Quäckenbirdt | ||||||||
While cloaked, +20% damage resistance. Reduced afterburn duration while cloaked. | ||||||||
Cloak and Dagger | ||||||||
When struck by fire, blocks 75% of incoming damage. After Dead Ringer activated, 65% damage resistance on wearer which fades to 20% in 3 seconds. Can be used to extinguish fire. When activated, gives 3 seconds of afterburn immunity. | ||||||||
Dead Ringer |
Related achievements
General
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Soldier
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Pyro
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Heavy
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Engineer
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Medic
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Sniper
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Spy
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Kill icons
Unused kill icons
Update history
- Overhealed players that are bleeding or on fire can now pickup healthkits to remove these conditions.
Unused content
- All classes (except for the Pyro) have an unused death animation when on fire.
Bugs
- 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.
- Being set on fire and then switching to another team will cause the HUD to have the afterburn fire effect until the player disconnects. However, the player will not say fire-related responses or receive damage.
- Occasionally the afterburn effect will continue to stay on a player that's recently been burnt, but survived.
- According to the Meet Your Match patch notes, flames are intended to slow Medi Gun healing down by 25%. However, they instead slow Medi Gun healing down to around 25% in most situations[1].
Notes
Burning ragdolls will not be extinguished when submerged in water.
References
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