Difference between revisions of "Flame Thrower"
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** 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) | ** 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. | *** 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 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 | * Mini-Crit: 1.35× base damage, then round to nearest whole |
Revision as of 10:51, 28 February 2011
“ | Huddah huddah huh!
Click to listen
— The Pyro on extreme cooking
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” |
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.
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: 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
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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Update history
- Increased Flamethrower damage at point blank range.
- Fixed Flamethrower hit detection.
- Fixed the Flamethrower stuttering when firing directly into a building.
- Added Flamethrower "sizzle" sound when the Pyro is hitting a target.
- Fixed Flamethrower bug where a player flush against a wall couldn't be lit on fire from the front.
- 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.
- Fixed Flamethrower loophole that resulted in the flame effect being stuck on while the Flamethrower wasn't really firing.
- 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 (now since reverted).
- 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.
- Fixed a Flamethrower bug that allowed players to rapidly fake the Pyro's airblast effect.
- 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
- Flamethrower.jpg