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The '''Flame Thrower''' is the default primary weapon of the [[Pyro]]. It is an improvised conflagration device constructed out of metal poles and a team-colored gas nozzle connected to a propane tank. The flames produced are always red regardless of which team the user is on.
The '''Flame Thrower''' is the default primary weapon of the [[Pyro]]. It is an improvised conflagration device constructed out of metal poles and a team-colored gas nozzle connected to a propane tank. The flames produced are always red regardless of which team the user is on.


The Flame Thrower is a highly unusual weapon. Instead of firing projectiles or bullets, it releases a short-range stream of large flame particles that linger in the air and quickly expire, basing their damage on how long the oldest touching particle was alive. It will release around 25 particles a second, with brand-new particles dealing 7.2 damage each, and old particles dealing 3.6 each, scaling linearly between the two. This roughly corresponds to the user's distance from their target. These particles will continue on their trajectory even as the player moves, allowing for wide coverage around them. The flames penetrate through enemies and buildings, meaning opposing players cannot shield each other from the fire. Damage scaling is also different from other weapons, as there is no ramp-up or falloff, and [[critical hit]] damage is affected by particle lifetime scaling. The Flame Thrower will not work [[water|underwater]], and will not damage underwater enemies if the user is above the surface.
The Flame Thrower is a highly unusual weapon. Instead of firing projectiles or bullets, it releases a short-range stream of large flame particles that linger in the air and quickly expire, basing their damage on how long the oldest touching particle was alive. It will release around 25 particles a second, with brand-new particles dealing 7.2 damage each, and old particles dealing 3.6 each, scaling linearly between the two. This roughly corresponds to the user's distance from their target. These particles will continue on their trajectory even as the player moves, allowing for wide coverage around them. The flames penetrate through enemies and buildings, meaning opposing players cannot shield each other from the fire. Damage scaling is also different from other weapons, as there is no ramp-up or falloff, and [[critical hit]] damage is affected by particle lifetime scaling. The Flame Thrower will not work [[water|underwater]], and will not damage underwater enemies if the user is above the surface. It will also light friendly [[Huntsman]] arrows on fire, allowing them to deal afterburn.


When an enemy is set on fire (except for Pyros), they will suffer a status effect called [[afterburn]], in which they will continually take damage and scream for their life. This has the crucial effect of revealing cloaked or disguised enemy [[Spy|Spies]]. Afterburn deals 3 damage and triggers twice per second for ten seconds, for a total of 60 damage. This will also persist after the Pyro's death, unless they have the [[Harvester]] equipped. Critical afterburn does not exist, but it will deal mini-crit damage if the user has a mini-crit boost, or the victim is Marked for Death. Afterburn is extinguished after one second if they are being healed by a beam, like a [[Dispenser]], the [[Payload]], or the [[Medi Gun]]. Afterburn is extinguished immediately if the victim takes a health pack, meets a [[resupply cabinet]], submerses themself in deep water, has a Medi Gun [[ÜberCharge]], or is airblasted by an ally.
When an enemy is set on fire (except for Pyros), they will suffer a status effect called [[afterburn]], in which they will continually take damage and scream for their life. This has the crucial effect of revealing cloaked or disguised enemy [[Spy|Spies]]. Afterburn deals 3 damage and triggers twice per second for ten seconds, for a total of 60 damage. This will also persist after the Pyro's death, unless they have the [[Harvester]] equipped. Critical afterburn does not exist, but it will deal mini-crit damage if the user has a mini-crit boost, or the victim is Marked for Death. Afterburn is extinguished after one second if they are being healed by a beam, like a [[Dispenser]], the [[Payload]], or the [[Medi Gun]]. Afterburn is extinguished immediately if the victim takes a health pack, meets a [[resupply cabinet]], submerses themself in deep water, has a Medi Gun [[ÜberCharge]], or is airblasted by an ally.


If the user presses the alternative fire key, the Flame Thrower will use 20 ammo to release a massive cone of compressed air, which is also referred to as an "airblast". This cone deals no damage, but forcibly pushes back enemies (but not buildings), launching them in the air if angled upwards. The airblast can be fired once every 0.75 seconds, trapping any enemy that simply cannot kill the Pyro. In addition, the airblast will reflect (most) enemy projectiles towards where the user is aiming, the most important of such being [[Rocket Launcher|rockets]] and [[Grenade Launcher|grenades]]. If reflected, the projectile will (usually) deal mini-crit damage against enemy targets, and if the projectile (or the Pyro) was crit boosted, then that projectile will also be crit-boosted. When a Pyro kills an enemy with a projectile belonging to their team, a unique kill icon will appear, and the Pyro will receive kill credit. As a final bonus, the airblast will extinguish teammates who are on fire - hopefully before they burn to death while staring right at you.
If the user presses the alternative fire key, the Flame Thrower will use 20 ammo to release a massive cone of compressed air, which is also referred to as an "airblast". This cone deals no damage, but forcibly pushes back enemies (but not buildings), launching them in the air if angled upwards. The airblast can be fired once every 0.75 seconds, trapping any enemy that simply cannot kill the Pyro. In addition, the airblast will reflect (most) enemy projectiles towards where the user is aiming, the most important of such being [[Rocket Launcher|rockets]] and [[Grenade Launcher|grenades]]. If reflected, the projectile will (usually) deal mini-crit damage against enemy targets, and if the projectile (or the Pyro) was crit boosted, then that projectile will also be crit-boosted. When a Pyro kills an enemy with a projectile belonging to their team, a unique kill icon will appear, and the Pyro will receive kill credit. As a final bonus, the airblast will extinguish teammates who are on fire - hopefully before they burn to death while staring right at you.

Revision as of 01:10, 12 June 2023

Flame Thrower
Backpack Flame Thrower.png
Kill Icons
Killicon flamethrower.png
Basic Information
Used by Pyro
Slot Primary
Loadout Stats

Flame Thrower

Flame Thrower

Alt-Fire: Release a blast of compressed air

Airblast pushes enemies, deflects projectiles, and extinguishes burning allies


"Things are heating up..."

The Flame Thrower is the default primary weapon of the Pyro. It is an improvised conflagration device constructed out of metal poles and a team-colored gas nozzle connected to a propane tank. The flames produced are always red regardless of which team the user is on.

The Flame Thrower is a highly unusual weapon. Instead of firing projectiles or bullets, it releases a short-range stream of large flame particles that linger in the air and quickly expire, basing their damage on how long the oldest touching particle was alive. It will release around 25 particles a second, with brand-new particles dealing 7.2 damage each, and old particles dealing 3.6 each, scaling linearly between the two. This roughly corresponds to the user's distance from their target. These particles will continue on their trajectory even as the player moves, allowing for wide coverage around them. The flames penetrate through enemies and buildings, meaning opposing players cannot shield each other from the fire. Damage scaling is also different from other weapons, as there is no ramp-up or falloff, and critical hit damage is affected by particle lifetime scaling. The Flame Thrower will not work underwater, and will not damage underwater enemies if the user is above the surface. It will also light friendly Huntsman arrows on fire, allowing them to deal afterburn.

When an enemy is set on fire (except for Pyros), they will suffer a status effect called afterburn, in which they will continually take damage and scream for their life. This has the crucial effect of revealing cloaked or disguised enemy Spies. Afterburn deals 3 damage and triggers twice per second for ten seconds, for a total of 60 damage. This will also persist after the Pyro's death, unless they have the Harvester equipped. Critical afterburn does not exist, but it will deal mini-crit damage if the user has a mini-crit boost, or the victim is Marked for Death. Afterburn is extinguished after one second if they are being healed by a beam, like a Dispenser, the Payload, or the Medi Gun. Afterburn is extinguished immediately if the victim takes a health pack, meets a resupply cabinet, submerses themself in deep water, has a Medi Gun ÜberCharge, or is airblasted by an ally.

If the user presses the alternative fire key, the Flame Thrower will use 20 ammo to release a massive cone of compressed air, which is also referred to as an "airblast". This cone deals no damage, but forcibly pushes back enemies (but not buildings), launching them in the air if angled upwards. The airblast can be fired once every 0.75 seconds, trapping any enemy that simply cannot kill the Pyro. In addition, the airblast will reflect (most) enemy projectiles towards where the user is aiming, the most important of such being rockets and grenades. If reflected, the projectile will (usually) deal mini-crit damage against enemy targets, and if the projectile (or the Pyro) was crit boosted, then that projectile will also be crit-boosted. When a Pyro kills an enemy with a projectile belonging to their team, a unique kill icon will appear, and the Pyro will receive kill credit. As a final bonus, the airblast will extinguish teammates who are on fire - hopefully before they burn to death while staring right at you.

Properties

Properties
Shot type Particle
Damage type Fire
Ranged or Melee? Ranged
Taunt Triumph
Damage
Critical 21.6 / particle
10.8 / particle
Mini-crit 4.86 / particle
Mini-crit (ramp-up) 9.72 / particle
Flame damage (close) 100% 7.2 / particle
Flame damage (far) 50% 3.6 / particle
Status Effects
Effect Afterburn
Afterburn 3 / tick
Afterburn (mini-crit) 4 / tick
Afterburn duration 10 s
Ammo
Loaded 200
Function Times
Attack interval 0.04 s
Airblast interval 0.75 s
All values are approximate.

Names in other languages

Language Name Meaning
Bulgarian Огнехвъргачката Flame Thrower
Spanish Lanzallamas Flame Thrower
English Flame Thrower -
French Lance-flammes Flame Thrower
German Flammenwerfer Flame Thrower
Italian Lanciafiamme Flame Thrower
Brazilian Portuguese Lança-chamas Flame Thrower
Romanian Aruncător de flăcări Flame Thrower
Russian Огнемёт Flame Thrower