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SciF1Qizard (talk | contribs) Added strategy. Might make strategies for the classes themselves. |
Technochips (talk | contribs) m "Flamethrower" isn't the proper spelling. optimized links |
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[[File:Burning Spy.png|thumb|alt=Spy on Fire|A Burning Spy.|400px]] | [[File:Burning Spy.png|thumb|alt=Spy on Fire|A Burning Spy.|400px]] | ||
'''Fire''' or '''Flames''' refers to the special particles produced by the [[Pyro]]'s primary weapons. When these particles connect to an enemy player, a damage-over-time effect (sometimes called a DOT) called afterburn is applied. Fire has its own damage type, and some other weapons which aren't Pyro primary weapons also have fire-like properties. | |||
== Flame mechanics == | == Flame mechanics == | ||
When the fire button is pressed with the [[Flame Thrower]], a stream of invisible particles launches out at a speed which depends on the attacking Pyro's own speed at the time of launch. These invisible particles differ from the visual fire which can be seen in-game. When one of these fire particles makes direct contact with an enemy player's hitbox, they take damage and have a visual indication of being on fire. Unlike other projectiles, fire does not stop when colliding with the environment, and instead keeps moving until the flame particles have reached their maximum lifespan. | |||
When the fire button is pressed with the [[ | |||
The momentum of fire particles as stated earlier depends on the Pyro's own momentum. When a player is moving, the player's momentum is factored, meaning a Pyro walking forward while firing these particles will increase their speed, thus extending their range. Moving backwards does the same in the opposite direction, reducing the fire particle speed. | The momentum of fire particles as stated earlier depends on the Pyro's own momentum. When a player is moving, the player's momentum is factored, meaning a Pyro walking forward while firing these particles will increase their speed, thus extending their range. Moving backwards does the same in the opposite direction, reducing the fire particle speed. | ||
== Afterburn == | == Afterburn == | ||
Afterburn is a DOT effect which can be inflicted with the stock Flame Thrower and the [[Flare Gun]]. When an afterburn-causing attack lands, the target is set aflame with a visual indicator. Upon being set aflame the lit character in question will yell that they are on fire, alerting nearby [[Medic]]s and teammates. Setting an opponent on fire disorients targets on fire as flame effects appear on the edge of their screen and shakes their screen with each tick of afterburn. This is especially frustrating for enemy [[Sniper]]s as the scoped view while on fire will move every time the Sniper takes burning damage, making it much harder to aim. When a burning player calls for Medic, their Medic speech balloon will be on fire, notifying the Medic that a teammate is on fire. | |||
Afterburn is a DOT effect which can be inflicted with the stock | |||
Afterburn is a particularly effective [[Spy Check|Spy Checking]] tool, as invisibility or disguises are not immune to afterburn. A Pyro wishing to spy-check an area can spray flames in all directions, and any Spies will be lit. Burning players give off additional effects showing a player's true allegiance. This is useful to distinguish friendly Spies who are on fire and enemy Spies. | Afterburn is a particularly effective [[Spy Check|Spy Checking]] tool, as invisibility or disguises are not immune to afterburn. A Pyro wishing to spy-check an area can spray flames in all directions, and any Spies will be lit. Burning players give off additional effects showing a player's true allegiance. This is useful to distinguish friendly Spies who are on fire and enemy Spies. | ||
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Afterburn can be extinguished in a variety of ways. The Pyro's own [[Airblast|airblast]] can extinguish teammates, so can health packs which instantly extinguish Afterburn, water on certain maps (e.g. [[2Fort]] sewers), and any source of healing can out-heal the damage Afterburn does. Any source of healing can heal a burning teammate, such as the [[Medi Gun|medibeam]] or a [[Dispenser]], giving them the health to tank the Afterburn damage and survive. It is also possible that if the enemy Pyro is wielding the [[Harvester]], killing the Harvester-wielding Pyro will extinguish all enemy players, no matter where the afterburn originated from. | Afterburn can be extinguished in a variety of ways. The Pyro's own [[Airblast|airblast]] can extinguish teammates, so can health packs which instantly extinguish Afterburn, water on certain maps (e.g. [[2Fort]] sewers), and any source of healing can out-heal the damage Afterburn does. Any source of healing can heal a burning teammate, such as the [[Medi Gun|medibeam]] or a [[Dispenser]], giving them the health to tank the Afterburn damage and survive. It is also possible that if the enemy Pyro is wielding the [[Harvester]], killing the Harvester-wielding Pyro will extinguish all enemy players, no matter where the afterburn originated from. | ||
Afterburn takes effect upon taking damage from a weapon that causes it. Afterburn does 3 damage per tick, or 6 damage per second. The duration of afterburn from | Afterburn takes effect upon taking damage from a weapon that causes it. Afterburn does 3 damage per tick, or 6 damage per second. The duration of afterburn from Flame Throwers always stays the same no matter how many fire particles make contact, lasting around 10 seconds. Same is true for the Flare Gun. This means the total afterburn damage is 60 damage unless the burning player manages to extinguish themselves. | ||
Afterburn does not [[Critical Hit|crit]], however it can mini-crit if the Afterburn-causing damage is mini-crit boosted or the target is marked for death. | Afterburn does not [[Critical Hit|crit]], however it can mini-crit if the Afterburn-causing damage is mini-crit boosted or the target is marked for death. | ||
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! Notes | ! Notes | ||
|- | |- | ||
| '''[[ | | '''[[Flame Thrower]]''' | ||
| [[File:Backpack_Flame_Thrower.png|120px]] | | [[File:Backpack_Flame_Thrower.png|120px]] | ||
| Pyro | | Pyro | ||
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== Strategy == | == Strategy == | ||
''This will primarily focus on afterburn startegy. For strategy with the | ''This will primarily focus on afterburn startegy. For strategy with the Flame Throwers, see the [[Pyro]] page.'' | ||
*Afterburn can be used during hit-and-run maneuvers to great effect, allowing players to avoid direct confrontation while dealing considerable damage over time. This is even easier due to the fact any spray of flames inflicts full afterburn, no natter the time being sprayed with flames. | *Afterburn can be used during hit-and-run maneuvers to great effect, allowing players to avoid direct confrontation while dealing considerable damage over time. This is even easier due to the fact any spray of flames inflicts full afterburn, no natter the time being sprayed with flames. | ||
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**Flares also charge up the Harvester, allowing across-the-map flare shots to allow a Pyro to heal while staying safe from harm. | **Flares also charge up the Harvester, allowing across-the-map flare shots to allow a Pyro to heal while staying safe from harm. | ||
*Flares deal critical damage to burning targets. This can be used at long range to kill enemy [[Sniper | *Flares deal critical damage to burning targets. This can be used at long range to kill enemy [[Sniper]]s, but this can also be used at close range in combination with a Flame Thrower for burst damage. Its best to use the Flame Thrower as it is easier to light people at close, then use the Flare Gun to finish them off. | ||
== Related achievements == | == Related achievements == | ||