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General
- Respawn is instantaneous.
- Realistic art style compared to TF2’s cartoony style.
- Each class has armor, and the amount of it and the percent of damage absorbed depends on the class. See the Class Reference for details.
- 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.
- Ammo boxes are replaced with backpacks.
- You can discard unused ammo for others to use.
- There are four teams; Red, Blue, Green and Yellow. 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.
- Every class except the Civilian and Scout can grenade jump over a distance.
Classes
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 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.
- The Soldier isn't anti-everything as he is in TF2. So that means if he walks into your view, there's no need to worry about his crit shots.
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.
- He's not scottish or black. He has a eye patch though, :D.
Medic
- To heal, use the Medic's healing weapon, the 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 for each use, up to a maximum of 150% of his default maximum health.
- Can be very effective on offense, 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 after launch, traveling in an arc.
- 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.
- Cloaking will not run out once activated, but has a cooldown time before cloaking again.
- Enemy Sentry Guns will fire at a cloaked spy regardless of disguise.
- Sabotaging a buildable is a bit different. When you sabatoge a building, you need to first "Activate" it. For a dispenser, it simply blows up. For a Sentry Gun (SG), it makes a distinct sound, and starts firing at whatever the team the engineer that built the SG is on. It also stops firing at your own team, and after a little while, it blows up.
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.
- It also upgrades instantly, instead of having to keep hitting it with your Wrench.
- 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. Also the sentry can be aimed in any direction once built by hitting Fire 2 (default: Mouse 2).
- 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).
- The dispenser gives armor and ammo, but not health.
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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