Flare Gun: Difference between revisions
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| loadout-propername=yes | | loadout-propername=yes | ||
| loadout-attributes= | | loadout-attributes= | ||
{{Loadout positive| | {{Loadout positive|Deals crits to burning victims}} | ||
{{Loadout neutral|This weapon will reload when not active}} | {{Loadout neutral|This weapon will reload when not active}} | ||
<br> | <br> | ||
{{Loadout neutral|" | {{Loadout neutral|"Someone's on fire! Quick, send out a distress signal!"}} | ||
}} | }} | ||
The '''Flare Gun''' is an alternative secondary weapon for [[Pyro]]. It is a plastic, team-colored flare gun with black grips and a metal sight on top. Enemies on fire will have their flames tinted their team's color. | The '''Flare Gun''' is an alternative secondary weapon for [[Pyro]]. It is a plastic, team-colored flare gun with black grips and a metal sight on top. Enemies on fire will have their flames tinted their team's color. | ||
The Flare Gun fires a team-colored flare projectile that deals 30 damage at any range, igniting whatever enemy it comes into contact with, causing them to suffer ten seconds of [[afterburn]]. Even though the flare itself is team-colored, the fire will always remain red. In addition, the Flare Gun will critical hit any enemy that is currently on fire, comboing with itself and dealing 90 damage. This includes enemy Pyros that have been (very briefly) set on fire. It is still able to [[random crit|randomly crit]]. The flare itself is decently fast and perfectly accurate, but suffers from gravity falloff, and can be [[airblast|reflected]] by enemy Pyros. The Flare Gun will also passively reload, meaning the user can switch weapons and still have a flare loaded. It will not fire [[water|underwater]], but can damage underwater enemies if shot from above the surface. | The Flare Gun fires a team-colored flare projectile that deals 30 damage at any range, igniting whatever enemy it comes into contact with, causing them to suffer ten seconds of [[afterburn]]. Even though the flare itself is team-colored, the fire will always remain red. In addition, the Flare Gun will critical hit any enemy that is currently on fire, comboing with itself and dealing 90 damage. This includes enemy Pyros that have been (very briefly) set on fire. It is still able to [[random crit|randomly crit]]. The flare itself is decently fast and perfectly accurate, but suffers from gravity falloff, and can be [[airblast|reflected]] by enemy Pyros. The Flare Gun will also passively reload, meaning the user can switch weapons and still have a flare loaded. It will not fire [[water|underwater]], but can damage underwater enemies if shot from above the surface. Compared to the default Shotgun, the Flare Gun deploys 15% faster (0.57 s), which is a feature unique to Team Fortress 2 Classic. | ||
Taunting with the Flare Gun will cause the Pyro to perform the Hadouken kill taunt, releasing a hitscan bullet (disguised as a cone of fire) from their hands and dealing 500 damage to any enemies directly in front of them, including those underwater. It will always face forwards regardless of where the user aims, can kill multiple enemies at once, and deal knockback to invulnerable enemies. It will not deal [[critical]] hits, but can deal mini-crits, and will damage buildings. If the victim somehow survives the taunt, they will not suffer afterburn. The fire is red regardless of which team the user is on. | Taunting with the Flare Gun will cause the Pyro to perform the Hadouken kill taunt, releasing a hitscan bullet (disguised as a cone of fire) from their hands and dealing 500 damage to any enemies directly in front of them, including those underwater. It will always face forwards regardless of where the user aims, can kill multiple enemies at once, and deal knockback to invulnerable enemies. It will not deal [[critical]] hits, but can deal mini-crits, and will damage buildings. If the victim somehow survives the taunt, they will not suffer afterburn. The fire is red regardless of which team the user is on. | ||
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| reload-type = Passive | | reload-type = Passive | ||
| function-times-column = true | | function-times-column = true | ||
| attack-interval = 2 s | | attack-interval = 2 s<br>{{tooltip|1.5 s|Haste boosted}} | ||
|}} | |}} | ||
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|ru=Ракетница|ru_m=Flare Gun | |ru=Ракетница|ru_m=Flare Gun | ||
|es=Pistola de Bengalas|es_m=Flare Gun | |es=Pistola de Bengalas|es_m=Flare Gun | ||
|tr=İşaret Fişeği|tr_m=Flare Gun | |||
|uk=Ракетниця|uk_m=Flare Gun | |||
}} | }} | ||
== Update history == | == Update history == | ||
{{Update history| | {{Update history| | ||
{{Update|2.0.0 (BETA 2)}} | |||
* | * Added the Flare Gun | ||
{{Update|2.0.0}} | |||
* Updated [[Rocket Launcher|Rockets]], [[Huntsman|Arrows]], [[Syringe Gun|Syringes]] and Flares to pass through Teammates. ({{code|tf2c_projectile_ally_collide 1}} to re-enable) | |||
{{Update|2.1.0}} | |||
* Now enabled in [[Medieval Mode|medieval mode]] | * Now enabled in [[Medieval Mode|medieval mode]] | ||
{{Update|2.1.3}} | |||
* Raised afterburn condition duration for [[Pyro|Pyros]] to 0.5s (from 0.25s) | |||
** This allows for Flaregun{{sic}} combos in certain situations | |||
* Damage over time conditions ([[bleed]], [[afterburn]]) no longer apply on the very same tick as damage | |||
{{Update|2.1.5}} | |||
* Increased deploy speed by 15% | |||
* Fixed a bug that caused fizzling flares to attempt to move ragdolls across the entire map | |||
}} | }} | ||
== Trivia == | == Trivia == | ||
* The | * Players can toggle the burning-to-death animations for all non-Pyro classes in the settings. The animations are unused content for live ''Team Fortress 2''. | ||
* The [ | * The Flare Gun is one of five non-Stock weapons ported from live ''TF2'', the others being the [[Gunboats]], [[Sandvich]], [[Kritzkrieg]] and [[Huntsman]]. | ||
{{nav allweapons}} | {{nav allweapons}} | ||