Difference between revisions of "Fire"
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The following methods do not extinguish the afterburn, but can "ride it out" by healing more than the afterburn can deal: | The following methods do not extinguish the afterburn, but can "ride it out" by healing more than the afterburn can deal: | ||
− | *Eating a [[Sandvich]] (or, in some situations, a [[Dalokohs | + | *Eating a [[Sandvich]] (or, in some situations, a [[Dalokohs Bar]]). |
*Being healed by a [[Medic]] | *Being healed by a [[Medic]] | ||
*Being healed by an [[Engineer]]'s [[Dispenser]] or by the Cart in [[Payload]] mode. | *Being healed by an [[Engineer]]'s [[Dispenser]] or by the Cart in [[Payload]] mode. |
Revision as of 23:49, 2 July 2010
“ | I appear to have burst into flames.
Click to listen
— The Spy
|
” |
Fire or afterburn refers to the damage-over-time effect inflicted on a player when hit by an enemy Pyro's Flamethrower or Flare gun. A Sniper can also set enemies on fire if friendly Pyro has ignited his Huntsman arrows. This is useful for hit-and-run tactics and for weakening or finishing off an opponent if the damage from the Flamethrower alone is not enough to kill them. This allows Pyros to score kills even while dead, as the fire damage may finish off a wounded opponent.
Upon being set aflame, a player 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 perform an accurate shot, as the scoped view will move every time the Sniper takes damage from the burning.
Fire can be used to carry out Spy checks. A small burst of flame will ignite an enemy Spy, even if cloaked or disguised. If a player is set on fire, you can see particles of the players team color coming from them, a useful effect for distinguishing disguised Spies.
The fire effect starts immediately upon damage from the Flamethrower, Backburner, Flare Gun, or a flaming arrow from the Huntsman and lasts for 10 seconds. Additional hits from these weapons restarts the duration of the fire back to ten seconds. Fire damages a player every half-second for 3 HP each tick, totaling 60 damage over those ten seconds.
Note that enemy Pyros cannot be set on fire. While a Pyro still takes contact damage from the Flamethrower, he 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 he takes no additional damage, he can still suffer Critical hits from the Axtinguisher, or Mini-crits from the Flare Gun.
Flaming Huntsman
Extinguishing Fire
The following will extinguish a player who is on fire:
- Picking up a health pack or Sandvich
- 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 the recipient of a regular ÜberCharge; a Kritzkrieg charge will not extinguish the flames if the target is already being healed.
- Being splashed by a friendly Sniper with Jarate.
- Being airblasted by a friendly Pyro.
- Activating the Dead Ringer as a Spy.
The following methods do not extinguish the afterburn, but can "ride it out" by healing more than the afterburn can deal:
- Eating a Sandvich (or, in some situations, a Dalokohs Bar).
- Being healed by a Medic
- Being healed by an Engineer's Dispenser or by the Cart in Payload mode.
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