Fire/cs

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This article is about fire produced by weapons. For environmental fire, see this article.
I appear to have burst into flames.
The Spy on the blatantly obvious

Fire, or flames, refers to the special projectiles produced mainly by the primary weapons of Pyro. It can cause the damage-over-time effect inflicted on a player, which is called afterburn.

Fire has its own damage type, and some other weapons which are not the primary weapons of Pyro can also cause fire damage and afterburn.

Flames produced by the primary weapons of Pyro

The Pyro has two different primary weapon types: the conventional Flame Throwers and the Flame Launcher. Although they all visually produce a stream of flames, the mechanics behind the visuals are different.

Conventional Flame Throwers

The stock Flame Thrower and its variants share the same flame mechanic. Upon pressing primary fire key, it produces multiple little invisible projectile-like boxes, which can be called flame particles. When one of these particles makes contact with an enemy player's hitbox, a straight line is drawn from the point of firing to the center of the particle which made contact. If there are no environment elements in between the two points, the hit is registered by the system and damage is applied. Unlike normal projectiles, flame particles do not stop when they collide with players or buildings, but instead continue moving and dealing damage to other objects until their maximum lifespan is reached. The particles have their damage largely determined by time since being fired rather than distance. One flamethrower ammo fires two flame particles.

The flame particles do not have visible models, so the flame visual effect is not the real indicator of how the particles really move. As such, the flame particles and the visual effect have no direct connections. When the sv_cheats and tf_debug_flamethrower commands are set to 1, the boxes of visual effect as well as the boxes of flame particles can be seen by the flamethrower user. The boxes inherently rise upwards over time, and each box has a random speed, spread and a lifetime. Additionally, forward velocity for each box decreases over time. These factors are combined together to form a distance-limited, cone-shaped flame stream. Due to the lack of direct connection between the flame particles and the visual effect, when only the visual effect hits the target while the flame particles do not hit, the target of the flame stream does not receive any damage.

The momentum of the boxes is partially determined by the firing Pyro's movement. When a player is moving, the velocity of the player at the time of firing a particle is added to that particle's inherent movement in the player's moving direction. Therefore, moving forward increases forward particle velocity, so the total range increases. Strafing backwards while firing forwards adds negative velocity to inherent movement, resulting in a particle's initial forward velocity being slower. As inherent forward velocity decreases, inherited velocity begins to catch up and exceed it; the particle comes to a complete stop before accelerating in the opposite direction. This is helpful for the Pyro to counter its chasers.

Flame Launcher

The item type Flame Launcher only includes the Dragon's Fury. Being the latest weapon type in the Pyro's arsenal, the fireball it launches acts more like other existing projectiles. The Dragon's Fury can launch a quick, short-range (526 Hammer units) fireball that travels 3000 HU/s. Its momentum is not influenced by the movement of the player, but it can still penetrate players and buildings just like the normal flames particles. Each fireball inflicts around the same damage as a Flare Gun shot, and causes enemies to suffer afterburn for a short time, even enemy Pyros (albeit for a slightly shorter time than for other classes). Hitting an enemy that is already on fire deals triple damage, so long as the middle of the fireball connects.

Afterburn

A Heavy on fire.

Upon being set aflame, a player's character automatically screams out that they are on fire, alerting nearby Medics and teammates to their plight. Setting an opponent on fire also creates a disorienting effect on their screen view (flames engulf the edges of the screen and a burning sound is heard). This can be used to a team's advantage if the Pyro is able to ambush a group of attacking foes. Snipers lit on fire find it extremely difficult to aim, as the scoped view moves every time the Sniper takes damage from the burning (an effect the Sniper can prevent while fully-charged by equipping the Cozy Camper). When calling for a Medic, the balloon with the Medic symbol appears on fire, notifying a Medic that his teammate is being damaged by afterburn. This helps prioritise burning players as an urgent healing target.

Afterburn can be used for Spy checking. A small burst of flame ignites enemy Spies, even if cloaked or disguised. Burning players give off an additional team-coloured particle effect revealing their true allegiance; this is a useful effect for distinguishing disguised Spies from teammates.

Afterburn from certain sources can be used to disrupt healing from the various Medi Guns and the shield resistance from the Vaccinator. Afterburn from these sources reduces Vaccinator resist shields by 20%; healing from Medi Guns, Medicating Melody, or level 3 Dispensers by 50%; and healing from level 1 or 2 Dispensers (including Payload carts and such) by 100%. Most of these effects remove afterburn after only a second, though, so this is not always noticeable.

The fire effect starts immediately upon damage from a weapon that causes it. Afterburn damages a player every half-second for 4 HP each tick (1 HP each tick for the Degreaser), totaling 80 damage over 10 seconds (20 damage for the Degreaser). Each fire effect from a flamethrower can last up to 10 seconds; afterburn duration ramps up from 3 to 10 seconds based on how long the target was in direct contact with the flame. The Huo-Long Heater's ring of fire applies 8 seconds, flare guns and burning arrows apply 7.5 seconds, and the Cow Mangler 5000's charged shot applies 6 seconds of afterburn. Additional hits from these weapons restart the duration of the afterburn.

Afterburn damage cannot crit; however, it can mini-crit if the target is under a mini-crit debuff, such as being soaked in Jarate, marked for death, or if the attacking player is buffed by the Buff Banner.

While afterburn duration may stack from multiple sources and players, the damage does not; only the most recent weapon to cause afterburn (and its owner) is considered to be the cause of the burning. This can change how much damage is dealt if the Degreaser (with its reduced afterburn damage) is involved.

Note that enemy Pyros cannot be set on fire except by the Dragon's Fury and the Gas Passer. While Pyros still take contact damage from direct flame attacks, they do not take further afterburn damage. The Pyro does, however, count as on fire for a brief second (indicated by the charred graphical effect after taking damage from a fiery weapon), making them vulnerable to critical hits from the Sun-on-a-Stick and Flare Gun and mini-crits from the Detonator, Scorch Shot, Axtinguisher, and Postal Pummeler during this brief second, despite taking no afterburn damage. A Spy disguised as a Pyro from either team, however, can still be lit on fire and take afterburn damage.

It is possible to allow gibs to catch fire (if a player is gibbed while on fire) with the cl_burninggibs command set to 1.

Damage and function times

Zhlédněte také: Poškození
Poškození a funkční časy
Typ poškození Fire
Poškození na blízko nebo na dálku? Any
Poškození
Hoření 4 / tick
80 total
Hoření (minikritické) 5 / tick
100 total
Časy funkcí
Attack interval 0.5 s
Délka hoření 3-10 s
Hodnoty jsou přibližné a určené na základě testování komunitou.

Weapons which inflict afterburn

Surviving fire

The following extinguishes a player who is on fire:

The following methods do not extinguish the afterburn, but can help burning players survive by healing faster than the afterburn can deal damage or by (partially) mitigating afterburn's damage:

  • Being healed by a Medic, a Dispenser, or the Payload cart for less than a full second.
  • Drinking Bonk! Atomic Punch stops any afterburn damage, although it may resume after the effects of Bonk! have worn off. Additionally, the damage taken from the fire damage cause a slowdown effect.
  • Any form of weapon-based healing aside from the Conniver's Kunai, such as the Eyelander or Black Box.
  • Equipping weapons that increase the player's maximum health, such as the Bootlegger or Battalion's Backup.
  • Being buffed by the Battalion's Backup.
  • Damage resistance provided by the Chargin' Targe, Splendid Screen, and Tide Turner.
  • The Soldier's passive health regeneration while equipped with the Concheror.
  • The Sniper's passive health regeneration while equipped with the Cozy Camper.
  • The Medic's passive health regeneration.
  • The Medic's Oktoberfest taunt.
  • Holding the Amputator out as Medic.
  • The Spy's 20% damage resistance when cloaking.
  • The Dead Ringer's 75% damage resistance upon being struck by fire.
  • The Dead Ringer's cloak damage resistance, which fades from 65% to 20% in 3 seconds.

Related weapons

The following weapons provide additional resistance or vulnerability against fire-based attacks. Note that both contact damage (barring the melee damage from the Sharpened Volcano Fragment) and afterburn damage is modified.

Related achievements

Achieved.png Obecné achievementy

Escape the Heat
Escape the Heat
Když hoříš, skoč do vody a uhas se.
Flamethrower
Flamethrower
Zapal 5 nepřátel během 30 sekund.


Leaderboard class soldier.png Soldier

Semper Fry
Semper Fry
Zabij 20 nepřátel zatímco hoříš.


Leaderboard class pyro.png Pyro

Attention Getter
Attention Getter
Zapal 100 nepřátel pomocí flare gun.


Burn Ward
Burn Ward
Zapal 3 Medici, kteří jsou připraveni spustit Übercharge.


Controlled Burn
Controlled Burn
Zapal 50 nepřátel zabírajících váš kontrolní bod.


Firewall
Firewall
Zapal 5 Spyů, kteří umístili sapper na přátelskou budovu.


Got A Light?
Got A Light?
Zapal nepřátelského Spye kouřícího cigaretu.


Next of Kindling
Next of Kindling
Zapal nepřítele a poté Medica jež ho léčí.


Pyromancer
Pyromancer
Způsob 1 milión bodů ohnivého poškození.


Spontaneous Combustion
Spontaneous Combustion
Zapal 10 přestrojených Spyů.


Weenie Roast
Weenie Roast
Zapal 2 nepřátelské Scouty najednou.
Baptism by Fire
Baptism by Fire
Přinuť 10 hořících nepřátel ke skoku do vody.


Combined Fire
Combined Fire
Použij svoji brokovnici na dokončení 20 nepřátel jež jsi zapálil.


Cooking the Books
Cooking the Books
Zapal 5 nepřátel odnášejících váš kufřík s informacemi.


Firewatch
Firewatch
Zapal 10 Sniperů, kteří mají přiblíženo.


I Fry
I Fry
Zapal 10 přestrojených Spyů.


Makin' Bacon
Makin' Bacon
Zabij 50 Heavy pomocí svého plamenometu.


Pilot Light
Pilot Light
Zapal rocket-jumpujícího Soldiera zatímco je ve vzduchu.


Second Degree Burn
Second Degree Burn
Zabij hořícího nepřítele jehož zapálil jiný Pyro.


Trailblazer
Trailblazer
Zapal 10 nepřátel, kteří právě vylezli z teleportu.


Leaderboard class heavy.png Heavy

Rasputin
Rasputin
V jediném životě přežij střelbu, zapálení, praštění a explozivní poškození.


Leaderboard class engineer.png Engineer

The Extinguished Gentleman
The Extinguished Gentleman
Uhas pomocí Dispenseru 20 hořících spoluhráčů.


Leaderboard class medic.png Medic

Autoclave
Autoclave
Asistuj Pyrovi při upálení 5 nepřátel během jediné Übercharge.
Infernal Medicine
Infernal Medicine
Uhas 100 hořících spoluhráčů.


Leaderboard class sniper.png Sniper

Friendship is Golden
Friendship is Golden
Uhas hořícího spoluhráče pomocí Jarate.


Leaderboard class spy.png Spy

Burn Notice
Burn Notice
Přežij 30 sekund poté, co jsi zapálen v neviditelnosti.

Kill icons

Unused kill icons

Update history

Patch z 9. října 2012
  • Overhealed players that are bleeding or on fire can now pickup healthkits to remove these conditions.

Patch z 20. října 2017 (Jungle Inferno Update)

  • Afterburn
    • Flamethrowers no longer apply maximum-duration afterburn on contact. Afterburn duration is now based on how long the target is in contact with direct flames -- starting at a minimum of 3 seconds, and stacking to a maximum of 10 seconds.
    • Per-tick afterburn damage increased to 4 (from 3), for a total of 8 damage per-second (up from 6 per-second)
    • Flareguns now apply 7.5 seconds of afterburn (down from 10 seconds), resulting in the same total damage as before.
    • Afterburn now reduces all direct Medic healing and resist shields by 20%.
      • Note: This effect was previously applied by direct flames from all flamethrowers (at 25%), but was moved to afterburn, and slightly lowered.

Patch z 24. října 2017

  • Fixed the afterburn duration for the Huo-Long Heater, the Sharpened Volcano Fragment, the Huntsman, and the Cow Mangler 5000.
    • [Nezmíněno] The following non-Pyro weapons now apply the same afterburn damage and duration as flare guns. (60 damage over 7.5 seconds)
      • The Huo-Long Heater's fire ring (down from 10 seconds)
      • The Sharpened Volcano Fragment
      • The Huntsman when the arrow is lit on fire
    • [Nezmíněno] The Cow Mangler 5000's alt-fire now deals maximum afterburn duration at 80 damage over 10 seconds at the rate of 4 damage per-tick (up from 6 seconds).

Unused content

  • All classes (except for the Pyro) have an unused death animation when on fire.

Notes

  • Burning ragdolls are not extinguished when submerged in water.

Bugs

  • A burning player ceases to take damage if the enemy who inflicted the afterburn changes teams, but visually remains on fire for the default duration.
  • Occasionally the afterburn effect stays on a player that's recently been burnt, but survived.
  • Afterburn from the Dragon's Fury does not reduce direct Medic healing and resist shields by 20%.
  • Flames can shoot over long distances if the Pyro uses the Detonator or Scorch Shot to build up speed and is stuck in a map surface/object.[1]

References