Difference between revisions of "Flame Thrower"
m (auto: use template) |
(→Gallery) |
||
Line 195: | Line 195: | ||
== Gallery == | == Gallery == | ||
<gallery> | <gallery> | ||
− | File:Flamethrower 1st person.png|First-person view | + | File:Flamethrower 1st person.png|First-person view. |
− | File:Flamethrower1.png|[http://store.valvesoftware.com/product.php?i=P0107 The Flamethrower Poster] | + | File:Flamethrower1.png|[http://store.valvesoftware.com/product.php?i=P0107 The Flamethrower Poster]. |
− | File:Flamethrowers concept.jpg|Several Flamethrower concepts | + | File:Flamethrowers concept.jpg|Several Flamethrower concepts. |
− | File:Blow torch concept.jpg|Blow Torch | + | File:Blow torch concept.jpg|Blow Torch. |
</gallery> | </gallery> | ||
Revision as of 17:18, 23 October 2011
“ | Huddah huddah huh!
Click to listen
— The Pyro
|
” |
The Flamethrower is the default primary weapon of the Pyro. It is a long metal pole connected by a hose 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 team-colored gas pump handle.
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 burn and take additional damage for a short time. Pyros are immune to this themselves due to their fireproof suits, but will still take damage directly from the Flamethrower itself. A Spy disguised as a Pyro will still be set on fire. The afterburn can be extinguished by the Medi Gun of a Medic, 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, push opposing players away, and extinguish teammates who are on fire. Each compression blast costs 20 ammunition.
Contents
Damage and function times
Damage and function times | ||
---|---|---|
Shot type | Particle | |
Damage | ||
Flame damage (close) | 100% | 6.2/particle |
Flame damage (far) | 60% | 3.72/particle |
Critical | 11-19/particle | |
Mini-crit | 5-8/particle | |
Afterburn | 3/tick 60 total | |
Afterburn (mini-crit) | 4/tick 80 total | |
Function times | ||
Attack interval | 0.04 s | |
Ammo consumption interval | 0.08 s | |
Afterburn duration | 10 s | |
Airblast cooldown | 0.75 s | |
Values are approximate and determined by community testing. |
Flame damage is proportional to particle lifetime instead of distance from target. Unlike most weapons, critical hits are also affected by the scaling. Additionally, there is a very slight damage variance (±0.08/particle) due to differences in particle angles.
Demonstration
Related achievements
General
|
|
Soldier
|
|
Pyro
|
|
Heavy
|
Engineer
|
Medic
|
|
Sniper
|
Spy
|
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.
April 29, 2008 Patch (Gold Rush Update)
- Fixed Flamethrower bug where a player flush against a wall couldn't be lit on fire from the front.
June 19, 2008 Patch (The Pyro Update)
- 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.
May 21, 2009 Patch (Sniper vs. Spy Update)
- 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.
- Reverted airblast knockback on disguised Spies, so that they can once again be knocked back
- Fixed the Pyro not being able to deflect enemy flares.
- Flamethrower direct damage reduced by 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 by 10%.
- Afterburn duration increased (from 6 to 10).
July 8, 2010 Patch (Engineer Update)
- Added better feedback sound for Pyros on when their Flamethrower is doing damage.
September 30, 2010 Patch (Mann-Conomy Update)
- [Undocumented] Pyro's Airblast pushes grounded stickies approximately twice the distance now.
December 17, 2010 Patch (Australian Christmas)
- Fixed a Flamethrower bug that allowed players to rapidly fake the Pyro's airblast effect.
- Updated model with optimizations and new LODs.
- [Undocumented] v_ and w_ model versions of the Flamethrower were removed and replaced with the newer c_model variant.
- Fixed burning deaths to always use the death notice icon for the weapon that started the burn.
July 12, 2011
- [Item schema update] Added Strange Quality.
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.
- When fired at a certain angle, the flames can go through a setup gate and attack a player on the other side.
Trivia
- Beta builds of Team Fortress 2 featured a hose connecting the Pyro's back canister to the Flamethrower.[citation needed] However, upon release, the hose was redirected to a propane tank on the weapon.
- The hose is still visible in the Pyro's HUD icon.