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 SciF1Qizard moved page Afterburn to Fire: Gave the page a more appropriate name.
m Fixed grammer and editted the sentences for clarity.
Line 1: Line 1:
'''Fire''' or '''Flames''' refers to the special particles produced by the [[Pyro]] primary weapons. When these particles connect to an enemy player, a damage-over-time affect (sometimes called a DOT) called afterburn. 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 which aren't Pyro primary weapons also have fire-like properties.  
__FORCETOC__
__FORCETOC__
[[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]]
Line 5: Line 5:
== Flame mechanics ==
== Flame mechanics ==


When the fire button is pressed with the [[Flamethrower]], a stream of invisible particles launch out at a speed which depends on the Pyro's own speed at the time of launch. These invisible particles are the cause why enemy players can be lit on fire despite the visual fire not making contact. When one of these fire particles make 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 [[Flamethrower]], a stream of invisible particles launches out at a speed which depends on the attcking 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.


The momentum of fire particles as stated earlier depend 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 extend 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 ==


The Afterburn is a DOT effect cause by the stock Flamethrower and the [[Flare Gun]]. When a afterburn-causing attack lands, the target is set aflame with a visual indicator. Upon being set aflame the character on fire will scream that they are on fire, alerting nearby [[Medic|Medics]] and teammates. Setting an oponent on fire disorients targets on fire as flame effects appear on the edge of their screen. This is especially frustrating for enemy [[Sniper|Snipers]] as the scoped view while on fire will move every time the Sniper takes burning damage. 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 Flamethrower 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|Medics]] 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|Snipers]] 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 particularly effective [[Spy Check|Spy Checking]] tool, as invisibilty 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.


Afterburn can be extinguished in a variety of ways. The Pyro's own [[Airblast]] can extinguish teammates, so can healthpacks which intsantly extinguish Afterburn, water in 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, 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.
Afterburn can be extinguished in a variety of ways. The Pyro's own [[Airblast]] can extinguish teammates, so can health packs which instantly extinguish Afterburn, water in 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, 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 Flamethrowers 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 total Afterburn damage is 60 damage, unless the burning player extinguishes 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 Afterburn from Flamethrowers 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 extinguishe 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.  
Line 23: Line 23:
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 it's 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 guarunteed Critical Hit. This Critical Hit is only used when hitting an enemy player, even if the swing missed.
The [[Harvester]] regenerates the Pyro wielding it's 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.


=== Weapons that can inflict Afterburn ===
=== Weapons that can inflict Afterburn ===