Difference between revisions of "Reference:Weapons"

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===Super Nailgun===
 
===Super Nailgun===
  
===Shotgun===
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===Single Shotgun===
  
 
===Super Shotgun===
 
===Super Shotgun===

Revision as of 02:03, 23 December 2007

Melee Weapons

Crowbar

This weapon is the default melee weapon for all classes that do not have their own specialty melee weapons. Currently (as of FF Version 1.11) is is equipped to the Scout, Sniper, Soldier, Demoman, HWGuy, and Pyro classes.

See Weapon:Crowbar for more detail.

Medikit

This weapon is only equipped to the Medic class. It has two functions, both activated by the primary fire key. When used on a member of the same team, it heals that team member, against damage or an enemy medic's infection. When used on a member of the enemy team, it infects that player, dealing damage until they die, unless they are healed by a medic from their own team.

See Weapon:Medikit for more detail.

Spanner

This weapon is only equipped to the Engineer class. It does low damage when used as a weapon, but it's primary function is to repair and rearm SG's and Dispensers as well as upgrade SG's. It can also be used to repair a teammates armor.

See Weapon:Spanner for more detail.

Knife

This is the melee weapon equipped to the Spy class. It has the special capability of being able to backstab, an attack that deals lethal damage to an enemy, and if successful, does not remove the spy's disguise.

See Weapon:Knife for more detail.

Umbrella

This is the only weapon equipped to the the Civilian class. It is similar to the crowbar, including damage, range, and rate of fire. See Weapon:Umbrella for more detail.

Ranged Weapons

Nailgun

Super Nailgun

Single Shotgun

Super Shotgun

Railgun

Tranquilizer Gun

Rocket Propelled Grenade

Grenade Launcher

Pipe Launcher

Flamethrower

Incendiary Cannon

Sniper Rifle

Auto Rifle

Special Weapons

Detpack

Ammo Dispenser

Sentry Gun

Grenades

Fragmentation

Caltrop

Concussion

Nail

MIRV

Napalm

Gas

EMP