Difference between revisions of "Fire"

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(Damage and function times)
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| damage            = yes
 
| damage            = yes
| afterburn        = {{tooltip|3 / tick|6 / s}}<br />60 total
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| afterburn        = {{tooltip|4 / tick|8 / s}}<br />80 total
| afterburn minicrit = {{tooltip|4 / tick|8 / s}}<br />80 total
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| afterburn minicrit = {{tooltip|5 / tick|10 / s}}<br />100 total
 
| function times    = yes
 
| function times    = yes
 
| attack interval  = 0.5 s
 
| attack interval  = 0.5 s

Revision as of 04:28, 21 October 2017

A Heavy on fire.
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 afterburn, refers to the damage-over-time effect inflicted on a player when hit by a variety of weapons, most commonly those of the Pyro. Fire is useful for hit-and-run tactics and for weakening or finishing off an opponent if the damage from the weapon alone is not enough to kill them. This allows attackers to score kills even while dead, as the fire damage may finish off a wounded opponent.

Upon being set aflame, a player's character will automatically scream 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 will 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 will find it extremely difficult to aim, as the scoped view will move 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 will be on fire, notifying a Medic that his teammate is being damaged by afterburn. This helps prioritise burning players as an urgent healing target.

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

Fire from any Flame Throwers can also be used to disrupt healing and shield resists from the Medi Guns; the patients who are set on fire will have 25% of the usual healing rate from any Medi Gun, and the shield effect from the Vaccinator is also reduced to 25%.

The fire effect starts immediately upon damage from a weapon that causes it. Each fire effect will last for 10 seconds (with the Cow Mangler 5000 is an exception, only lasting 6 seconds). Additional hits from these weapons will restart the duration of the fire back to 10 seconds. Fire damages a player every half-second for 3 HP each tick (1 HP each tick for the Degreaser), totaling 60 damage over those ten seconds (20 damage for the Degreaser). Afterburn damage cannot crit; however, it can mini-crit if the target is under a mini-crit debuff, such as covered in Jarate, marked for death, or if the attacking player is buffed by the Buff Banner.

Note that enemy Pyros cannot be set on fire. While Pyros still take contact damage from fire attacks, they will not take further damage over time. The Pyro does, however, count as on fire for a brief second while he appears with the charred graphical effect after taking damage from a fire-inducing weapon, and while the Pyro takes no additional damage, the Pyro can still suffer critical hits from the Axtinguisher, Postal Pummeler, Sun-on-a-Stick, and Flare Gun, and mini-crits from the Detonator and Scorch Shot. A Spy disguised as a Pyro from either team, however, will 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

See also: Damage
Damage and function times
Damage type Fire
Ranged or Melee damage? Untyped
Damage
Afterburn 4 / tick
80 total
Afterburn (mini-crit) 5 / tick
100 total
Function times
Attack interval 0.5 s
Afterburn duration 10 s
Values are approximate and determined by community testing.

Weapons which inflict afterburn

Surviving fire

The following will extinguish a player who is on fire:

  • Picking up a health pack, thrown lunchbox item, or a dropped lunchbox item from a dead Heavy.
  • Touching a Resupply locker.
  • Completely immersing one's self in a body of water. Puddles and low-level water (such as in the sewer tunnels in 2Fort) will not extinguish a burning player.
  • Being healed by a Medic, Dispenser, or Payload cart for a full second will extinguish flames.
  • Being splashed with Mad Milk, Mutated Milk, Jarate, or Self-Aware Beauty Mark from a friendly Scout or Sniper. These classes can also extinguish themselves by throwing their respective containers at their feet.
  • Being air blasted by a friendly Pyro.
  • Activating the Dead Ringer as a Spy.
  • Switching to the Spy-cicle, if it is not already the active weapon, as a Spy.
  • Being the recipient of a regular ÜberCharge; a Kritzkrieg or Quick-Fix charge will not extinguish the flames faster than being normally healed.
  • Being extinguished by the alternate fire of a friendly Pyro's Manmelter.
  • Backstabbing someone while holding the Conniver's Kunai as a Spy.
  • Charging with any of the three shields as Demoman

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 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 will stop any afterburn damage, although it may resume after the effects of Bonk! have worn off.
  • 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 Battalions 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 struck by fire.
  • The Dead Ringer's cloak damage resistance which fades from 65% to 20% in 3 seconds.

Weapon specific

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 General

Escape the Heat
Escape the Heat
Jump into a pool of refreshing water while on fire.


Flamethrower
Flamethrower
Set five enemies on fire in 30 seconds.


Leaderboard class soldier.png Soldier

Semper Fry
Semper Fry
Kill 20 enemies while you are on fire.


Leaderboard class pyro.png Pyro

Attention Getter
Attention Getter
Ignite 100 enemies with the flare gun.


Burn Ward
Burn Ward
Ignite 3 Medics that are ready to deploy an ÜberCharge.


Controlled Burn
Controlled Burn
Ignite 50 enemies capturing one of your control points.


Firewall
Firewall
Ignite 5 Spies who have a sapper on a friendly building.


Got A Light?
Got A Light?
Ignite an enemy Spy while he's flicking a cigarette.


Next of Kindling
Next of Kindling
Ignite an enemy, and the Medic healing him.


Pyromancer
Pyromancer
Do 1 million points of total fire damage.


Spontaneous Combustion
Spontaneous Combustion
Ignite 10 cloaked Spies.


Weenie Roast
Weenie Roast
Have 2 enemy Scouts on fire at the same time.
Baptism by Fire
Baptism by Fire
Force 10 burning enemies to jump into water.


Combined Fire
Combined Fire
Use your shotgun to finish off 20 players you've ignited.


Cooking the Books
Cooking the Books
Ignite 5 enemies carrying your intelligence.


Firewatch
Firewatch
Ignite 10 Snipers while they are zoomed in.


I Fry
I Fry
Ignite 10 disguised Spies.


Makin' Bacon
Makin' Bacon
Kill 50 Heavies with your flamethrower.


Pilot Light
Pilot Light
Ignite a rocket-jumping Soldier while he's in midair.


Second Degree Burn
Second Degree Burn
Kill a burning enemy who was ignited by another Pyro.


Trailblazer
Trailblazer
Ignite 10 enemies that have recently used a teleporter.

Leaderboard class heavy.png Heavy

Rasputin
Rasputin
In a single life, get shot, burned, bludgeoned, and receive explosive damage.


Leaderboard class engineer.png Engineer

The Extinguished Gentleman
The Extinguished Gentleman
Have dispensers you built extinguish 20 burning players.


Leaderboard class medic.png Medic

Autoclave
Autoclave
Assist in burning 5 enemies with a single ÜberCharge on a Pyro.


Infernal Medicine
Infernal Medicine
Extinguish 100 burning teammates.


Leaderboard class sniper.png Sniper

Friendship is Golden
Friendship is Golden
Extinguish a burning teammate with your Jarate.


Leaderboard class spy.png Spy

Burn Notice
Burn Notice
Survive 30 seconds after being ignited while cloaked.


Kill icons

Unused kill icons

Update history

October 9, 2012 Patch

  • Overhealed players that are bleeding or on fire can now pickup healthkits to remove these conditions.

Unused content

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

Bugs

  • A burning player will cease to take damage if the enemy who inflicted the afterburn changes teams, but will visually remain on fire for the default duration.
  • Being set on fire and then switching to another team will cause the HUD to have the afterburn fire effect until the player disconnects. However, the player will not say fire-related responses or receive damage.
  • Occasionally the afterburn effect will continue to stay on a player that's recently been burnt, but survived.
  • According to the Meet Your Match patch notes, flames are intended to slow Medi Gun healing down by 25%. However, they instead slow Medi Gun healing down to around 25% in most situations[1].

Notes

Burning ragdolls will not be extinguished when submerged in water.

References