Difference between revisions of "TF2 Player's Guide to FF"

From Fortress Forever Wiki
Jump to navigationJump to search
(Pretty big overhall. Moved some things around. Also removed false statements, repeated facts, and things that are basically the same in TF2.)
Line 7: Line 7:
  
 
* Respawn is instantaneous.
 
* 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 [[Reference:Classes|Class Reference]] for details.
 
* Each class has [[armor]], and the amount of it and the percent of damage absorbed depends on the class.  See the [[Reference:Classes|Class Reference]] for details.
  
* No taunt button.
+
* Critical Hits are not in the game.
  
 
* If a player dies, a backpack is left behind that contains all the ammo he had when he died.
 
* If a player dies, a backpack is left behind that contains all the ammo he had when he died.
Line 22: Line 20:
 
* You can discard unused ammo for others to use.
 
* 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.
+
* There are now Yellow and Green teams that are used on some maps.
  
 
* Much less emphasis on Capture Point maps than in TF2.
 
* Much less emphasis on Capture Point maps than in TF2.
 
* A lot more maps to choose from.
 
  
 
==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]].  
 
* The [[Weapon:Grenade_Launcher|Grenade]] and [[Weapon:Pipe Launcher|Pipe Launcher]] share a magazine.
 
 
* 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 [[Weapon:Crowbar|Crowbar]].
 
* Only the Medic, Spy and Engineer have their own melee weapons. Everybody else has a [[Weapon:Crowbar|Crowbar]].
Line 42: Line 34:
 
==Classes==
 
==Classes==
  
'''[[Class:Scout|Scout]]'''
+
===[[Class:Scout|Scout]]===
  
 
* The FF Scout is much more movement based, with much less firepower. The double jump TF2 skill is replaced by a much more powerful [[Grenade:Concussion|concussion grenade]] and buildable jump pad ability.
 
* The FF Scout is much more movement based, with much less firepower. The double jump TF2 skill is replaced by a much more powerful [[Grenade:Concussion|concussion grenade]] and buildable jump pad ability.
Line 52: Line 44:
 
* He can build a [[:Category:Buildables#Jump_Pad|Jump Pad]] that can give anybody an extra speed boost.
 
* He can build a [[:Category:Buildables#Jump_Pad|Jump Pad]] that can give anybody an extra speed boost.
  
'''[[Class:Sniper|Sniper]]'''
+
===[[Class:Sniper|Sniper]]===
  
 
* The [[Weapon:Sniper_Rifle|Sniper Rifle]] must be charged up by holding down the fire button.
 
* The [[Weapon:Sniper_Rifle|Sniper Rifle]] must be charged up by holding down the fire button.
Line 59: Line 51:
 
* The sniper 'tags' enemies he hits, so all his teammates can see the enemy through walls.
 
* The sniper 'tags' enemies he hits, so all his teammates can see the enemy through walls.
  
'''[[Class:Soldier|Soldier]]'''
+
===[[Class:Soldier|Soldier]]===
  
 
* The FF rocket launcher travels significantly faster than TF2
 
* The FF rocket launcher travels significantly faster than TF2
Line 65: Line 57:
 
* The FF soldier is able to bounce his opponents around a lot more than TF2 - the FF [[Weapon:RPG|RPG]] has serious stopping power  
 
* The FF soldier is able to bounce his opponents around a lot more than TF2 - the FF [[Weapon:RPG|RPG]] has serious stopping power  
  
'''[[Class:Demoman|Demoman]]'''
+
===[[Class:Demoman|Demoman]]===
  
 
* [[Weapon:Pipe_Launcher|Pipebombs]] are not sticky (they bounce until they come to rest), which means they can be placed from a lot further away, bounced around corners, and used as a long range deathmatching weapon.
 
* [[Weapon:Pipe_Launcher|Pipebombs]] are not sticky (they bounce until they come to rest), which means they can be placed from a lot further away, bounced around corners, and used as a long range deathmatching weapon.
 +
* The [[Weapon:Grenade_Launcher|Grenade]] and [[Weapon:Pipe Launcher|Pipe Launcher]] share a magazine.
 
* [[Weapon:Grenade_Launcher|Blue grenades]] detonate a lot faster than in TF2 - they are used as more of a close range combat weapon rather than a long range weapon
 
* [[Weapon:Grenade_Launcher|Blue grenades]] detonate a lot faster than in TF2 - they are used as more of a close range combat weapon rather than a long range weapon
 
* Has a special weapon called a [[Weapon:Detpack|Detpack]] that can be set to explode after a certain amount of time and is the most powerful weapon in the game.
 
* Has a special weapon called a [[Weapon:Detpack|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.
 
* He's not scottish or black. He has a eye patch though, :D.
  
'''[[Class:Medic|Medic]]'''
+
===[[Class:Medic|Medic]]===
  
 
* The medic in FF is more a combat medic, specialising in movement, recon and firepower - rather than focusing strictly on healing. He can be a formidable force on his own, and does not require so much protection from his teammates.
 
* The medic in FF is more a combat medic, specialising in movement, recon and firepower - rather than focusing strictly on healing. He can be a formidable force on his own, and does not require so much protection from his teammates.
Line 87: Line 80:
 
* Can be very effective on offense, thanks to [[Concjumping|concjumping]], his speed and the [[Weapon:Super_Shotgun|Super Shotgun]].
 
* Can be very effective on offense, thanks to [[Concjumping|concjumping]], his speed and the [[Weapon:Super_Shotgun|Super Shotgun]].
  
* The Medic cannot make anyone invincible.
+
===[[Class:HWGuy|Heavy]]===
 
 
'''[[Class:HWGuy|HWGuy]]'''
 
  
* No serious changes.
+
* While no serious changes to gameplay, he is called "HWGuy" instead of just "Heavy".
  
'''[[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 after launch, traveling in an arc.
 
* 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.
Line 101: Line 92:
 
* The [[Weapon:Flamethrower|Flamethrower]] can be used as a jetpack. Face down, jump and hold down the fire button. If you keep it down for too long, you'll start to head back to the ground.
 
* The [[Weapon:Flamethrower|Flamethrower]] can be used as a jetpack. Face down, jump and hold down the fire button. If you keep it down for too long, you'll start to head back to the ground.
  
'''[[Class:Spy|Spy]]'''
+
===[[Class:Spy|Spy]]===
  
 
* Has a [[Weapon:Tranquilizer Gun|tranquilizer gun]] instead of a revolver. This slows the enemy, blurs his vision, and makes him a nice easy backstab target!
 
* Has a [[Weapon:Tranquilizer Gun|tranquilizer gun]] instead of a revolver. This slows the enemy, blurs his vision, and makes him a nice easy backstab target!
Line 127: Line 118:
 
* 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.
 
* 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.
  
'''[[Class:Engineer|Engineer]]'''
+
===[[Class:Engineer|Engineer]]===
  
 
* Upgrading SGs only takes 1 whack with the wrench, and only 130 metal.
 
* Upgrading SGs only takes 1 whack with the wrench, and only 130 metal.
Line 146: Line 137:
  
 
* The Pistol is replaced with the [[Weapon:Railgun|Railgun]], which can charged up. If charged for 3.333 seconds, the Engineer will receive 40 metal.
 
* The Pistol is replaced with the [[Weapon:Railgun|Railgun]], which can charged up. If charged for 3.333 seconds, the Engineer will receive 40 metal.
 
* The [[Sentry Gun]] uses shells and rockets from the Engineer as ammo. If your SG runs out of ammo, whack it to restock it.
 
  
 
* Destroying, dismantling, building and aiming are all available as options on the right click (alternate fire) menu.
 
* Destroying, dismantling, building and aiming are all available as options on the right click (alternate fire) menu.
Line 155: Line 144:
 
* Dispensers can absorb ammo from backpacks.
 
* Dispensers can absorb ammo from backpacks.
  
'''[[Class:Civilian|Civilian]]'''
+
===[[Class:Civilian|Civilian]]===
 
* VIP class with little health and no firepower.
 
* VIP class with little health and no firepower.
  
 
{{Infobox manual/Footer}}
 
{{Infobox manual/Footer}}
 
{{Rating|4}}
 
{{Rating|4}}

Revision as of 18:59, 5 April 2009


General

  • Base run speed is higher for all classes
  • Respawn is instantaneous.
  • 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.
  • Critical Hits are not in the game.
  • 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 now Yellow and Green teams that are used on some maps.
  • Much less emphasis on Capture Point maps than in TF2.

Weapons

  • 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 much more movement based, with much less firepower. The double jump TF2 skill is replaced by a much more powerful concussion grenade and buildable jump pad ability.
  • A Scout can remove a Spy’s disguise or disable a Detpack if he touches them.
  • He can build a Jump Pad that can give anybody an extra speed boost.

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.
  • The sniper 'tags' enemies he hits, so all his teammates can see the enemy through walls.

Soldier

  • The FF rocket launcher travels significantly faster than TF2
  • You can fire a lot more rockets faster in FF than TF2
  • The FF soldier is able to bounce his opponents around a lot more than TF2 - the FF RPG has serious stopping power

Demoman

  • Pipebombs are not sticky (they bounce until they come to rest), which means they can be placed from a lot further away, bounced around corners, and used as a long range deathmatching weapon.
  • The Grenade and Pipe Launcher share a magazine.
  • Blue grenades detonate a lot faster than in TF2 - they are used as more of a close range combat weapon rather than a long range weapon
  • 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

  • The medic in FF is more a combat medic, specialising in movement, recon and firepower - rather than focusing strictly on healing. He can be a formidable force on his own, and does not require so much protection from his teammates.
  • No ubercharge
  • 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.
  • Can also throw medkits by pressing alternate fire
  • 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.

Heavy

  • While no serious changes to gameplay, he is called "HWGuy" instead of just "Heavy".

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.
  • Instead of simply 'being on fire', enemies can be burn level 1, 2 or 3, depending on how many different flame weapons you hit them with. See the On Fire article for more details.
  • The Flamethrower can be used as a jetpack. Face down, jump and hold down the fire button. If you keep it down for too long, you'll start to head back to the ground.

Spy

  • Has a tranquilizer gun instead of a revolver. This slows the enemy, blurs his vision, and makes him a nice easy backstab target!
  • Instead of simply destroying enemy sentry guns, he can hack them into attacking their own team.
  • The weapon the Spy has equipped is reflected on his disguise. E.g.: If a spy is disguised as an Engineer and is holding 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. However there is a sign above his head to indicate he is on your team.
  • If the Spy falls down, he will make no noise and takes 50% damage from the fall when you crouch.
  • The Spy’s special abilities are done via a menu accessed by hitting the Fire 2 (default: Mouse 2) key.
  • Spies can reveal other spies disguises by touching them.
  • Cloaking never runs out. (there is a small recharge time before recloaking 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

  • Upgrading SGs only takes 1 whack with the wrench, and only 130 metal.
  • The sentry can be aimed in any direction once built (including up / down) by hitting Fire 2 (default: Mouse 2).
  • You cannot make teleporters.
  • Metal is collected from backpacks.
  • An Engineer can repair a teammate’s armor by hitting the ally with the wrench.
  • You do not get alerted when a spy has stealth-hacked your SG, only when they activate the hack.
  • Sentries will being to make sonar sounds when a Spy is near it. The closer a Spy is, the louder the sound will be.
  • 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, which can charged up. If charged for 3.333 seconds, the Engineer will receive 40 metal.
  • Destroying, dismantling, building and aiming are all available as options on the right click (alternate fire) menu.
  • The Dispenser gives armor and ammo, but not health.
  • Dispensers can absorb ammo from backpacks.

Civilian

  • VIP class with little health and no firepower.


Rating-FilledStar.gifRating-FilledStar.gifRating-FilledStar.gifRating-FilledStar.gif

Excellent