Difference between revisions of "TF2 Player's Guide to FF"
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{{Infobox manual/Header}} | {{Infobox manual/Header}} | ||
− | =General= | + | ==General== |
* There are grenades usable for every class. There are two: a [[Grenade:Frag|frag grenade]] for every class (except the Scout) and a “special” one that has a unique trait ([[Grenade:Nail|like shooting nails]] or [[Grenade:EMP|blowing up an enemy’s ammunition]].). | * There are grenades usable for every class. There are two: a [[Grenade:Frag|frag grenade]] for every class (except the Scout) and a “special” one that has a unique trait ([[Grenade:Nail|like shooting nails]] or [[Grenade:EMP|blowing up an enemy’s ammunition]].). | ||
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* Realistic art style compared to TF2’s cartoony style. | * Realistic art style compared to TF2’s cartoony style. | ||
− | * Each class has armor, and the | + | * Each class has armor, and the amount of it and the percent of damage absorbed depends on the class. See the [[Reference:Class|Class reference]] for details. |
* No taunt button. | * No taunt button. | ||
− | * If a | + | * If a player dies, a backpack is left behind that contains all the ammo he had when he died. |
− | * Resupply rooms consist of backpacks containing supplies instead of supply lockers. In addition, these backpacks must respawn. What’s in the backpacks is determined by the map maker. | + | * Resupply rooms consist of backpacks containing supplies, instead of supply lockers. In addition, these backpacks must respawn. What’s in the backpacks is determined by the map maker. |
* Ammo boxes are replaced with backpacks. | * Ammo boxes are replaced with backpacks. | ||
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* Much less emphasis on Capture Point maps than in TF2. | * Much less emphasis on Capture Point maps than in TF2. | ||
− | =Weapons= | + | ==Weapons== |
* There are two types of shotguns: [[Weapon:Single_Shotgun|Single]] and [[Weapon:Super_Shotgun|Super]]. | * There are two types of shotguns: [[Weapon:Single_Shotgun|Single]] and [[Weapon:Super_Shotgun|Super]]. | ||
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* Only the Medic, Spy and Engineer have their own melee weapons. Everybody else has a [[Weapon:Crowbar|Crowbar]]. | * Only the Medic, Spy and Engineer have their own melee weapons. Everybody else has a [[Weapon:Crowbar|Crowbar]]. | ||
− | =Classes= | + | ==Classes== |
'''[[Class:Scout|Scout]]''' | '''[[Class:Scout|Scout]]''' | ||
− | * The FF Scout | + | * The FF Scout is only really useful for capping, while the TF2 Scout can be used as a speedy attacker that can take out slow classes with ease. |
* A Scout can remove a Spy’s disguise or disable a [[Weapon:Detpack|Detpack]] if he touches them. | * A Scout can remove a Spy’s disguise or disable a [[Weapon:Detpack|Detpack]] if he touches them. | ||
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'''[[Class:Medic|Medic]]''' | '''[[Class:Medic|Medic]]''' | ||
− | * To heal, | + | * To heal, use the Medic's healing weapon, the [[Weapon:Medikit|Medikit]]. It must be used on an ally at point-blank range. However, it will heal the target to 100% of his health instantly. |
− | * If you use the Medikit on a person with 100% of his health, it will add 5 points of health, up to 150% of his health. | + | * If you use the Medikit on a person with 100% of his health, it will add 5 points of health for each use, up to a maximum of 150% of his default maximum health. |
* The Medikit can [[:Category:Status_Effects#Infected|infect enemies with a virus]] if it is used on one. | * The Medikit can [[:Category:Status_Effects#Infected|infect enemies with a virus]] if it is used on one. | ||
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* The Medic can [[Concjumping|concjump]]. | * The Medic can [[Concjumping|concjump]]. | ||
− | * Can be | + | * Can be very effective on offense, thanks to [[Concjumping|concjumping]], his speed and the Super Shotgun. |
* The Medic cannot make anyone invincible. | * The Medic cannot make anyone invincible. | ||
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'''[[Class:Pyro|Pyro]]''' | '''[[Class:Pyro|Pyro]]''' | ||
− | * Has a rocket launcher called the [[IC|Incendiary Cannon]] that can light enemies on fire. However, the rocket begins to fall to the ground | + | * Has a rocket launcher called the [[IC|Incendiary Cannon]] that can light enemies on fire. However, the rocket begins to fall to the ground after launch, traveling in an arc. |
* There are multiple stages of an enemy being on fire. See the [[:Category:Status_Effects#On_Fire|On Fire]] article for more details. | * There are multiple stages of an enemy being on fire. See the [[:Category:Status_Effects#On_Fire|On Fire]] article for more details. | ||
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* The backstab animation isn’t nearly as drawn-out as the one in TF2. | * The backstab animation isn’t nearly as drawn-out as the one in TF2. | ||
− | * If a Spy makes a successful backstab, [[Class_Ability:ID_Theft|his | + | * If a Spy makes a successful backstab, [[Class_Ability:ID_Theft|his disguise changes to the person he just killed]]. |
* The Spy [[Class_Ability:Stealth|makes no noise when walking]]. | * The Spy [[Class_Ability:Stealth|makes no noise when walking]]. |
Revision as of 14:52, 4 January 2008
General
Weapons
Classes
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