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General
- Respawn is instantaneous.
- Realistic art style compared to TF2’s cartoony style.
- Each class has armor, and the % of it depends on the class.
- If a person dies, his corpse will throw out a backpack containing 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.
- Ammo boxes are replaces with backpacks.
- You can discard unused ammo for others to use.
- There are four teams; Red, Blue, Green and Gold. However, most maps use only Red and Blue.
- Much less emphasis on Capture Point maps than in TF2.
Weapons
- The Minigun can overheat if fired for too long.
- Grenades fired from the Pipe Launcher do not stick onto walls.
- Only the Medic, Spy and Engineer have their own melee weapons. Everybody else has a Crowbar.
Classes
Scout
- The FF Scout can only be used 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 Detpack if he touches them.
- The Scout has a special grenade, called the Caltrop, that can slow down an enemy if he touches it.
Sniper
- The Sniper Rifle must be charged up by holding down the fire button.
- He has an automatic rifle that uses the same ammunition as the Sniper Rifle.
Soldier
- Reloading the RPG is slightly slower.
Demoman
- Has a special weapon called a Detpack that can be set to explode after a certain amount of time and is the most powerful weapon in the game.
Medic
- To heal, a Medic’s healing weapon, the Medikit, the medic must hit an ally with it 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.
- Can be used on offence, thanks to concjumping, his speed and the Super Shotgun.
- The Medic cannot make anyone invincible.
HWGuy
- His Minigun is not named Sasha.
Pyro
- Has a rocket launcher called the Incendiary Cannon that can light enemies on fire. However, the rocket begins to fall to the ground soon after it is fired.
- There are multiple stages of an enemy being on fire. See the On Fire article for more details.
Spy
- The backstab animation isn’t nearly as drawn-out as the one in TF2.
- The weapon the Spy has equipped is reflected on his disguise (to an extent). Ex.: If a spy is disguised as an Engineer and equipped with the Knife, to others, he will be holding the Wrench.
- If the Spy is disguised, he will look like his disguise, including to his teammates.
- If the Spy falls down, he will make no noise and takes 50% damage from the fall.
- Sabotaging a dispenser/sentry will not make it’s health lower.
- The Spy’s special abilities are done via a menu accessed by hitting the Fire 2 (default: Mouse 2) key.
- If a Spy runs into another Spy, both of their disguises will disappear.
Engineer
- Metal is collected from backpacks.
- An Engineer can repair a teammate’s armor by hitting the ally with the wrench.
- There is neither HUD nor verbal (“SPY SAPPING MY SENTRY/DISPENSER!”) indication that a Spy has tampered with your buildables.
- You cannot make teleporters.
- It takes 130 Metal to upgrade a sentry instead of 200.
- When an engineer discards ammo, he will throw out ammo of every type, even if he doesn’t currently have a certain type.
- The Pistol is replaced with the Railgun.
- The Sentry Gun uses shells from the Engineer as ammo.
- The Engineer builds things like in TF2, but to destroy or move around something built you must access a menu via hitting Fire 2 (default: Mouse 2).
Civilian
- Nearly defenseless. Must rely on others to kill enemies. A future update will include the Tommy Gun, a weapon that the Civilian can use to fight back to an extent.
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