Difference between revisions of "Compression blast"
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{{Quotation|'''The Pyro'''|Mmphpry!|sound=Pyro_cheers01.wav}} | {{Quotation|'''The Pyro'''|Mmphpry!|sound=Pyro_cheers01.wav}} | ||
[[Image:Pyroblows.png|thumb|right|150px|A [[Pyro]] using [[compression blast]] on a [[Scout]].]] | [[Image:Pyroblows.png|thumb|right|150px|A [[Pyro]] using [[compression blast]] on a [[Scout]].]] | ||
− | The '''Compression Blast''' (also known as the '''Airblast''') is the secondary fire for the [[Flamethrower]] and the [[Degreaser]]. The blast is a sphere-shaped discharge of gas that occurs directly on the end of the Flamethrower or Degreaser. It allows the [[Pyro]] to [[knock back|force]] enemies several feet away, reflect almost all [[projectile]]s, easily spycheck | + | The '''Compression Blast''' (also known as the '''Airblast''') is the secondary fire for the [[Flamethrower]] and the [[Degreaser]]. The blast is a sphere-shaped discharge of gas that occurs directly on the end of the Flamethrower or Degreaser. It allows the [[Pyro]] to [[knock back|force]] enemies several feet away, reflect almost all [[projectile]]s, easily spycheck and instantly extinguish [[fire|burning]] team-mates. Each use of this ability costs 20 ammunition from the Pyro's primary weapon. |
==Deflection== | ==Deflection== |
Revision as of 21:50, 19 January 2011
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“ | Mmphpry!
Click to listen
— The Pyro
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” |
The Compression Blast (also known as the Airblast) is the secondary fire for the Flamethrower and the Degreaser. The blast is a sphere-shaped discharge of gas that occurs directly on the end of the Flamethrower or Degreaser. It allows the Pyro to force enemies several feet away, reflect almost all projectiles, easily spycheck and instantly extinguish burning team-mates. Each use of this ability costs 20 ammunition from the Pyro's primary weapon.
Contents
Deflection
The following projectiles can be reflected:
- Rockets
- Grenades
- Sticky Bombs
- Baseballs
- Jarate
- Mad Milk
- Flares
- Huntsman Arrows
- Crusader's Crossbow Bolts
- Rockets fired from a Level 3 Sentry Gun
Projectiles within the area of effect are redirected so that they will impact on the nearest surface that is facing the Pyro's direction. When these projectiles are deflected, they are not simply "bounced" as if from a mirror; rather, the Pyro can aim them. Deflected projectiles are essentially stopped and "re-fired" from the Pyro's current position, aimed directly at the Pyro's crosshairs. A skilled or well-positioned Pyro can even deflect projectiles at right angles to their original path. Sticky bombs that are already on a surface will roll on that surface.
Grenades and baseballs are not naturally given any additional vertical velocity when they are reflected. Aiming these deflected projectiles is more difficult, but their trajectory can be controlled by the Pyro's angle and position. They must be reflected upward in order to arc as they do when fired normally.
Deflected projectiles are considered to have been fired by the Pyro deflecting them for the purposes of friendly fire and kill awards. For example, a RED grenade will turn BLU when deflected and hurt any RED team players in the approximated area when it explodes. It can also hurt the Pyro who deflected it, similar to a Soldier damaging himself with his own Rockets. The only exception to these rules is the sticky bomb. Although they can be pushed away, they do not switch ownership. The only change to a deflected sticky bomb is that if the Demoman who fired the sticky bomb detonates it while within the blast radius the Pyro will be credited for the kill.
Deflected projectiles will always turn into Mini-Crits, although it is possible to get a full Crit depending on Critical status. Additionally, a deflected baseball will only stun, as it would for the Scout who launched it. If the Pyro is under the effects of the Kritzkrieg's ÜberCharge, reflected projectiles will turn into Critical projectiles.
Killing someone with a deflection produces a unique kill icon depending on the projectile. Interestingly, there are a few inconsistencies for kill icons from reflected projectiles.
- Sentry Gun rockets can be reflected and are quite powerful (doing 135-147 points of Mini-Crit damage to a player), but the kill icon used is the reflected rocket kill icon instead of their own.
- Reflected Direct Hit and Black Box rockets do not have a unique icon of their own, but instead, the kill icon used is the generic reflected rocket icon.
- Reflected Scottish Resistance stickies do not possess their own unique kill icon, and instead, the kill icon used is the generic reflected sticky mine icon.
Demonstration
Associated Kill Icons
Deflected arrow | |
Deflected arrow headshot | |
Deflected flaming arrow | |
Deflected flaming arrow headshot | |
Deflected flare | |
Deflected grenade | |
Deflected sticky | |
Deflected rocket | |
Deflected Sandman ball |
Strategy
- The reflective abilities of the airblast can be used defensively and offensively.
- Reflecting projectiles prevents them from harming your allies even if the projectile is not relocated. This is particularly effective against grenades.
- Returning projectiles deals significant damage to your enemies; it is probably the most damaging medium-long range attack you have.
- The airblast can be used to control enemy movement very effectively. Knock enemies away away from allies, health kits, and control points; knock them into environmental hazards if you can.
- The knockback from the airblast is not cancelled by ÜberCharges. This can be used to separate a Medic from his patient, neutralizing the ÜberCharge.
- Being airblasted is disorienting. Take advantage of this to make a quick escape.
- The knockback from the airblast can be used to deny a Scout their double jump.
- Charges can be turned aside with the airblast. Beware the extended melee reach that most Targe users have.
- Huntsman Snipers cannot fire while airborne; the airblast allows you to put and hold them there.
Related Achievements
Soldier
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Pyro
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Update history
- Added alt-fire compression blast to the basic Flamethrower.
- Fixed Compression Blast and Flare Gun trail particles on DX8.
- Compression blast now extinguishes fire on friendly targets.
- Grenades and rockets deflected by a Pyro under the effects of Kritzkrieg will now be criticals.
- Fixed not being able to reflect arrows with the Flamethrower.
- Force-A-Nature & Flamethrower air blast knockback effects no longer work on disguised Spies
- A Pyro's air blast will now extinguish burning disguised enemy Spies, since knockback no longer affects disguised enemy Spies.
- Reverted Force-A-Nature and airblast knockback on disguised Spies, so that they can once again be knocked back.
- Fixed the Pyro's airblast pushing Spectators in free-look mode.
- Fixed being able to affect friendly pipes with airblast (they would unstick).
- Fixed Pyros not getting the proper kill icon for kills with deflected Direct Hit rockets.
- Fixed the Pyro not being able to deflect enemy flares.
- 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.
- Fixed a Flamethrower bug that allowed players to rapidly fake the Pyro's airblast effect.
Trivia
- The size of the air blast is 280 Hammer units.
- If a baseball is airblasted back and stuns the Scout that hit it, it will show the enemy Scout assisting himself when he is killed by the Pyro.
- Despite the fact that syringes are projectiles, they cannot be reflected.
- If a teammate kills an enemy who has been recently airblasted, the Pyro receives a kill assist.
- Reflecting a rocket fired from The Black Box will grant the Pyro 15 health per target hit with the rocket.
- While under the effects of Kritzkrieg, airblasted stickies will become critical. They will not switch team however.
- As of the September 30, 2010 Mann-Conomy Update, the Pyro (through editing the items_game.txt file) has the ability to charge airblast. Charging increases the knockback dealt to enemies. It has no effect on projectiles.
See also
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