Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Fire: Difference between revisions

From TF2 Classified Wiki
m "Flamethrower" isn't the proper spelling. optimized links
m Changed weapon icon size to be the same as the tf wiki, corrected grammar and added a line.
Line 1: Line 1:
[[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.  
'''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 that 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 [[Flame Thrower]], a stream of invisible particles launches out at a speed that depends on the attacking Pyro's own speed at the time of launch. These invisible particles differ from the visual fire that 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.


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 in, 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 that 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 shake their screen with each tick of the 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 friendly Medics that a teammate is on fire and in danger of dying to afterburn. Pyros are immune to afterburn and only take 1 tick of fire damage before they are automatically extinguished.


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 from enemy Spies.


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, as can health packs that instantly extinguish afterburn, water on certain maps (e.g. [[2Fort]] sewers), and any source of healing that 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 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 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 the afterburn from Flame Throwers always stays the same, no matter how many fire particles make contact, lasting around 10 seconds. The 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. 


Note that Pyros are immune to Afterburn. Afterburn will tick once, and then the Afterburn will automatically be extinguished.  
Note that Pyros are immune to Afterburn. Afterburn will tick once, and then the afterburn will automatically be extinguished.


The [[Harvester]] regenerates the Pyro wielding its health, approximately 5 per tick, or 10 health per second while held out. This also charges the HEAT meter on the Harvester; when fully charged the Harvester gets 1 guaranteed critical hit. This critical hit is only used up when hitting an enemy player, even if the swing has missed.
The [[Harvester]] regenerates the Pyro wielding its health, approximately 5 per tick or 10 health per second while held out. This also charges the HEAT meter on the Harvester; when fully charged, the Harvester gets 1 guaranteed critical hit. This critical hit is only used up when hitting an enemy player, even if the swing has been missed.


=== Weapons that can inflict Afterburn ===
=== Weapons that can inflict Afterburn ===
Line 32: Line 32:
|-
|-
| '''[[Flame Thrower]]'''
| '''[[Flame Thrower]]'''
| [[File:Backpack_Flame_Thrower.png|120px]]
| [[File:Backpack_Flame_Thrower.png|75px]]
| Pyro
| Pyro
|-
|-
| '''[[Flare Gun]]'''
| '''[[Flare Gun]]'''
| [[File:Backpack_Flare_Gun.png|120px]]
| [[File:Backpack_Flare_Gun.png|75px]]
| Pyro
| Pyro
|  
|  
|-
|-
| '''[[Huntsman]]'''
| '''[[Huntsman]]'''
| [[File:Backpack_Huntsman.png|120px]]
| [[File:Backpack_Huntsman.png|75px]]
| Sniper
| Sniper
| Huntsman arrows only cause Afterburn if they are lit, either by a friendly Pyro or with certain map elements (e.g. the torches on [[DeGroot Keep]])
| Huntsman arrows only cause afterburn if they are lit, either by a friendly Pyro or with certain map elements (e.g. the torches on [[DeGroot Keep]])
|}
|}


Line 56: Line 56:
|-
|-
| '''[[Harvester]]'''
| '''[[Harvester]]'''
| [[File:Backpack_Harvester.png|120px]]
| [[File:Backpack_Harvester.png|75px]]
| Pyro
| Pyro
| Harvester "harvests" afterburn off both living and dead players, regenerating the Harvester wielding Pyro's health and building the HEAT meter. Harvester Pyros that are killed extinguish the entire opposing team.
| Harvester "harvests" afterburn off both living and dead players, regenerating the Harvester wielding Pyro's health and building the HEAT meter. Harvester Pyros that are killed extinguish the entire opposing team.
|-
|-
| '''[[Flare Gun]]'''
| '''[[Flare Gun]]'''
| [[File:Backpack_Flare_Gun.png|120px]]
| [[File:Backpack_Flare_Gun.png|75px]]
| Pyro
| Pyro
| The Flare Gun does critical damage to any burning target, no matter the distance.
| The Flare Gun does critical damage to any burning target, no matter the distance.
|-
|-
| '''[[Huntsman]]'''
| '''[[Huntsman]]'''
| [[File:Backpack_Huntsman.png|120px]]
| [[File:Backpack_Huntsman.png|75px]]
| Sniper
| Sniper
| Huntsman arrows cause afterburn if they are lit, either by a friendly Pyro or with certain map elements (e.g. the torches on [[DeGroot Keep]])
| Huntsman arrows cause afterburn if they are lit, either by a friendly Pyro or with certain map elements (e.g. the torches on [[DeGroot Keep]])
|-
|-
| '''[[Invis Watch]]'''
| '''[[Invis Watch]]'''
| [[File:Backpack_Invis_Watch.png|120px]]
| [[File:Backpack_Invis_Watch.png|75px]]
| Spy
| Spy
| Cloaking while on fire will half the duration of afterburn.
| Cloaking while on fire will half the duration of afterburn.