Difference between revisions of "Flame Thrower"

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(Bugs: better clarity)
(Not sure if this should go to the main section or to the trivia. Or if it belongs here at all. :3 But the demonstration video mentions it.)
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Upon pressing primary fire, the weapon will expel a stream of large flame particles at roughly 22.5 particles of flame each second, in what is roughly a narrow cone, at a cost of 12.5 ammunition per second. The range of the particles is much less than the range that the graphics suggest but is not obstructed by enemies or [[buildings]] owned by the opposing team, making it ideal for attacking multiple enemies. The range of the fire is very limited but is capable of dealing heavy damage at close quarters. At its maximum range, the Flamethrower is not accurate enough to put a constant stream on a single target. Note that the weapon cannot be used underwater; it will produce harmless bubbles.
 
Upon pressing primary fire, the weapon will expel a stream of large flame particles at roughly 22.5 particles of flame each second, in what is roughly a narrow cone, at a cost of 12.5 ammunition per second. The range of the particles is much less than the range that the graphics suggest but is not obstructed by enemies or [[buildings]] owned by the opposing team, making it ideal for attacking multiple enemies. The range of the fire is very limited but is capable of dealing heavy damage at close quarters. At its maximum range, the Flamethrower is not accurate enough to put a constant stream on a single target. Note that the weapon cannot be used underwater; it will produce harmless bubbles.
  
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. 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 [[Medi Gun]], a [[Dispenser]]'s healing stream, contact with [[water]], friendly [[Jarate]], friendly [[Mad Milk]], a [[compression blast]] or any type of [[Health pack]].
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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. 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 [[Medi Gun]], a [[Dispenser]]'s healing stream, contact with [[water]], friendly [[Jarate]], friendly [[Mad Milk]], a [[compression blast]] or any type of [[Health pack]]. Using the primary fire of the Flamethrower on a friendly [[Huntsman]]-wielding [[Sniper]] will light his arrow on fire, and an enemy hit by this arrow afterwards will be ignited.
  
 
Secondary fire causes the weapon to deliver a [[compression blast]] which can deflect enemy [[projectiles]] and push opposing players away. The compression blast can also be used to extinguish the fire effect on allies.
 
Secondary fire causes the weapon to deliver a [[compression blast]] which can deflect enemy [[projectiles]] and push opposing players away. The compression blast can also be used to extinguish the fire effect on allies.
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==Damage==
 
==Damage==

Revision as of 23:11, 24 February 2011

Huddah huddah huh!
The Pyro on extreme cooking

The Flamethrower is the default primary weapon of the Pyro. The weapon 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 colored.

Upon pressing primary fire, the weapon will expel a stream of large flame particles at roughly 22.5 particles of flame each second, in what is roughly a narrow cone, at a cost of 12.5 ammunition per second. The range of the particles is much less than the range that the graphics suggest but is not obstructed by enemies or buildings owned by the opposing team, making it ideal for attacking multiple enemies. The range of the fire is very limited but is capable of dealing heavy damage at close quarters. At its maximum range, the Flamethrower is not accurate enough to put a constant stream on a single target. Note that the weapon cannot be used underwater; it will produce harmless bubbles.

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. 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 Medi Gun, a Dispenser's healing stream, contact with water, friendly Jarate, friendly Mad Milk, a compression blast or any type of Health pack. Using the primary fire of the Flamethrower on a friendly Huntsman-wielding Sniper will light his arrow on fire, and an enemy hit by this arrow afterwards will be ignited.

Secondary fire causes the weapon to deliver a compression blast which can deflect enemy projectiles and push opposing players away. The compression blast can also be used to extinguish the fire effect on allies.


Damage

See also: 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: 418.5

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.

Demonstration

Related Achievements

Achieved.png General

Flamethrower
Flamethrower
Set five enemies on fire in 30 seconds.

Leaderboard class soldier.png Soldier

Backdraft Dodger
Backdraft Dodger
Kill a Pyro who has airblasted one of your rockets in the last 10 seconds.
Semper Fry
Semper Fry
Kill 20 enemies while you are on fire.

Leaderboard class pyro.png Pyro

Baptism by Fire
Baptism by Fire
Force 10 burning enemies to jump into water.


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.


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.


Firewall
Firewall
Ignite 5 Spies who have a sapper on a friendly building.


Firewatch
Firewatch
Ignite 10 Snipers while they are zoomed in.


Freezer Burn
Freezer Burn
Provide enemies with freezecam shots of each of your taunts.


Hot on Your Heels
Hot on Your Heels
Kill 50 enemies with your flamethrower, from behind.


I Fry
I Fry
Ignite 10 disguised Spies.
Pilot Light
Pilot Light
Ignite a rocket-jumping Soldier while he's in midair.


Pyromancer
Pyromancer
Do 1 million points of total fire damage.


Hot Potato
Hot Potato
Reflect 100 projectiles with your compressed air blast.


Hotshot
Hotshot
Kill a Soldier with a reflected critical rocket.


Makin' Bacon
Makin' Bacon
Kill 50 Heavies with your flamethrower.


Next of Kindling
Next of Kindling
Ignite an enemy, and the Medic healing him.


Second Degree Burn
Second Degree Burn
Kill a burning enemy who was ignited by another Pyro.


Spontaneous Combustion
Spontaneous Combustion
Ignite 10 cloaked Spies.


Weenie Roast
Weenie Roast
Have 2 enemy Scouts on fire at the same time.

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.

Update history

September 28, 2007 Patch

  • Increased Flamethrower damage at point blank range.
  • Fixed Flamethrower hit detection.

December 20, 2007 Patch

  • Fixed the Flamethrower stuttering when firing directly into a building.

February 14, 2008 Patch

  • Added Flamethrower "sizzle" sound when the Pyro is hitting a target.

April 29, 2008 Patch

  • Fixed Flamethrower bug where a player flush against a wall couldn't be lit on fire from the front.

June 19, 2008 Patch

  • 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).

July 1, 2008 Patch

  • Added back some damage falloff to the Pyro's Flamethrower. Not nearly as extreme as it was before the Pyro class pack.

March 5, 2009 Patch

  • Fixed Flamethrower loophole that resulted in the flame effect being stuck on while the Flamethrower wasn't really firing.

May 21, 2009 Patch

  • Flamethrower's air burst now extinguishes fire on friendly targets.

June 23, 2009 Patch

  • A Pyro's air blast will now extinguish burning disguised enemy Spies, since knockback no longer affects disguised enemy Spies (now since reverted).

April 28, 2010 Patch

  • 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.

May 19, 2010 Patch

  • Increased base damage 10%
  • Afterburn duration increased (from 6 to 10)

July 8, 2010 Patch

  • Added better feedback sound for Pyros on when their Flamethrower is doing damage.

September 30, 2010 Patch

  • Pyro's Airblast pushes grounded stickies approximately twice the distance now.

December 17, 2010 Patch

  • Fixed a Flamethrower bug that allowed players to rapidly fake the Pyro's airblast effect.

February 3, 2011 Patch

  • v_ and w_ model versions of the Flamethrower were removed and replaced with the newer c_model variant.

Bugs

  • Flames will sometimes appear to come out of the weapon after primary fire has been released.
  • The pilot flame at the front of the weapon does not extinguish when underwater.
  • Upon causing the pyro to move his hand (through a voice command), the weapon's hose will appear attached to his moving wrist. This is due to the way the model was constructed.

Trivia

  • Beta builds of Team Fortress 2 featured a hose connecting the Pyro's back canister to the Flamethrower. The hose is still visible in the Pyro's HUD icon. However, upon release, the hose was redirected to a propane tank on the weapon.

Gallery

See also