Flame Thrower

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Revision as of 22:02, 18 December 2010 by Garbledina (talk | contribs) (Bugs)
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Huddah huddah huh!
The Pyro on extreme cooking

The Flamethrower is the primary weapon of the Pyro. The body 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 appropriately.

The Flamethrower fires a stream of large flame particles, at roughly 22.5 particles of flame each second, in what is roughly a narrow cone. The range of the particles is much less than the range that the graphics suggest but, unlike most weapons, is not obstructed or changed by enemies or buildings owned by the opposing team, making it ideal for attacking multiple enemies. Its range is very limited but it is able to deal heavy damage at close quarters. Firing consumes 12.5 ammunition per second. The fire particles carry momentum from the Pyro who fired them. At its maximum range, the Flamethrower is not accurate enough to put a constant stream on a single target.

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.

Secondary fire causes the weapon to fire a compression blast which can deflect enemy projectiles and push enemies 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

Previous Changes

September 28, 2007 Patch

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

February 14, 2008 Patch

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

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.

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.

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.

Related Achievements

General

Flamethrower
Flamethrower
Set five enemies on fire in 30 seconds.

Soldier

Backdraft Dodger
Backdraft Dodger
Kill a Pyro who has airblasted one of your rockets in the last 10 seconds.

Pyro

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


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.


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.

Bugs

  • There is currently a bug that allows a player to appear to continuously airblast while draining ammo as normal, however the player does not have the ability to reflect projectiles. As of the Australian Christmas update, this glitch has been patched.

Related Merchandise

Trivia

  • Beta builds of TF2 featured a hose connecting the Pyro's back canister to the Flamethrower, and the hose is still visible in the Pyro's HUD icon. Currently, the hose is re-routed to the tank on the underside of the Flamethrower.
  • The Flamethrower's pilot flame does not go out when underwater, as it is part of the model.

Gallery

See also