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

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(Pretty big overhall. Moved some things around. Also removed false statements, repeated facts, and things that are basically the same in TF2.)
(Did rearranging. Added some stuff, removed more repeated statements, obvious things to a TF2 player, and things that also apply in TF2.)
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* Ammo boxes are replaced with backpacks.
 
* Ammo boxes are replaced with backpacks.
  
* You can discard unused ammo for others to use.
+
* You can discard unused ammo for others to use, or to decrease the damage taken from an [[Grenade:EMP|EMP Grenade]].
  
 
* There are now Yellow and Green teams that are used on some maps.
 
* There are now Yellow and Green teams that are used on some maps.
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==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 Super Shotgun takes up two bullets per shot, where as the Single only takes one.
  
* Only the Medic, Spy and Engineer have their own melee weapons. Everybody else has a [[Weapon:Crowbar|Crowbar]].
+
* Only the Medic, Spy, Engineer, and Civilian have their own melee weapons. Everybody else has a [[Weapon:Crowbar|Crowbar]].
 
 
* Every class except the [[Class:Civilian|Civilian]] and [[Class:Scout|Scout]] can grenade jump over a distance.
 
  
 
==Classes==
 
==Classes==
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* 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.
  
* He has an [[Weapon:Auto_Rifle|automatic rifle]] that uses the same ammunition as the Sniper Rifle.
+
* The SMG is replaced with an [[Weapon:Auto_Rifle|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.
+
* 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 [[Weapon:RPG|Rocket Launcher]] has been changed from TF2. Now you can fire more rockets in a shorter amount of time, and the rockets fly farther then in Team Fortress 2.
* 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 [[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.
+
* The Grenade and 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.
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* 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.
* No ubercharge
 
* 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.
 
* Can also throw medkits by pressing alternate fire
 
  
* If you use the [[Weapon:Medikit|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.
+
* 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, you can also throw medkits by pressing alternate fire.
  
* The Medikit can [[:Category:Status_Effects#Infected|infect enemies with a virus]] if it is used on one.
+
* If used on an enemy, the Medikit can [[:Category:Status_Effects#Infected|infect enemies with a virus]].
  
* The Medic can [[Concjumping|concjump]].
+
* Much like the Scout, the Medic can [[Concjumping|concjump]].
 
 
* Can be very effective on offense, thanks to [[Concjumping|concjumping]], his speed and the [[Weapon:Super_Shotgun|Super Shotgun]].
 
  
 
===[[Class:HWGuy|Heavy]]===
 
===[[Class:HWGuy|Heavy]]===
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* 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 [[:Category:Status_Effects#On_Fire|On Fire]] article for more details.
 
* 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 [[:Category:Status_Effects#On_Fire|On Fire]] article for more details.
  
* 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 [[Pyro_Jump|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 airblast from TF2 has been removed. (More so never added in the first place)
  
 
===[[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. He also equipped with the Nailgun and Super Shotgun.
  
 
* If a Spy makes a successful backstab, [[Class_Ability:ID_Theft|his disguise changes to the person he just killed]].
 
* If a Spy makes a successful backstab, [[Class_Ability:ID_Theft|his disguise changes to the person he just killed]].
  
* Instead of simply destroying enemy sentry guns, he can hack them into attacking their own team.
+
* Sapping, or as it's called in FF Sabotaging, a buildable is a bit different. Instead of having a weapon slot, you simply stand near a building for a few seconds to sabotage it. When you successfully 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.
 +
 
 +
*The Spy has two types of cloaks: Silent Cloak and Normal Cloak. The Normal Cloak causes a body to be left behind, making it look like the Spy died, though there is a pretty loud death scream to go with it. The Silent Cloak cannot be used while moving, but it allows the Spy to just simply cloak, without the body or death sound.
  
 
* The Spy [[Class_Ability:Stealth|makes no noise when walking]].
 
* The Spy [[Class_Ability:Stealth|makes no noise when walking]].
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* 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.
 
* 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 is disguised he will look like his disguise to his teammates as well. 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.
 
* If the Spy falls down, he will make no noise and takes 50% damage from the fall when you crouch.
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* The Spy’s special abilities are done via a menu accessed by hitting the Fire 2 (default: Mouse 2) key.
 
* 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.
+
* Much like the Scout, Spies can reveal other spies disguises by touching them.
  
* Cloaking never runs out. (there is a small recharge time before recloaking again)
+
* Cloaking never runs out, however, there is a small delay after uncloaking before you can cloak again.
  
 
* Enemy Sentry Guns will fire at a cloaked spy regardless of disguise.
 
* 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.
+
===[[Class:Engineer|Engineer]]===
  
===[[Class:Engineer|Engineer]]===
+
* Destroying, dismantling, building and aiming are all available as options on the right click (alternate fire) menu.
  
 
* 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.
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* The sentry can be aimed in any direction once built (including up / down) by hitting Fire 2 (default: Mouse 2).
 
* The sentry can be aimed in any direction once built (including up / down) by hitting Fire 2 (default: Mouse 2).
  
* You cannot make teleporters.
+
* The Engineer cannot make teleporters.
 
 
* Metal is collected from backpacks.
 
  
 
* An Engineer can repair a teammate’s armor by hitting the ally with the [[Weapon:Spanner|wrench]].
 
* An Engineer can repair a teammate’s armor by hitting the ally with the [[Weapon:Spanner|wrench]].
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* 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.
 
* 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.
 
* The [[Dispenser]] gives armor and ammo, but not health.

Revision as of 06:56, 10 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, or to decrease the damage taken from an EMP Grenade.
  • There are now Yellow and Green teams that are used on some maps.
  • Much less emphasis on Capture Point maps than in TF2.

Weapons

  • There are two types of shotguns: Single and Super. The Super Shotgun takes up two bullets per shot, where as the Single only takes one.
  • Only the Medic, Spy, Engineer, and Civilian have their own melee weapons. Everybody else has a Crowbar.

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.
  • The SMG is replaced with 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 Rocket Launcher has been changed from TF2. Now you can fire more rockets in a shorter amount of time, and the rockets fly farther then in Team Fortress 2.

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.
  • 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, you can also throw medkits by pressing alternate fire.
  • Much like the Scout, the Medic can concjump.

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.
  • The airblast from TF2 has been removed. (More so never added in the first place)

Spy

  • Has a tranquilizer gun instead of a revolver. This slows the enemy, blurs his vision, and makes him a nice easy backstab target. He also equipped with the Nailgun and Super Shotgun.
  • Sapping, or as it's called in FF Sabotaging, a buildable is a bit different. Instead of having a weapon slot, you simply stand near a building for a few seconds to sabotage it. When you successfully 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.
  • The Spy has two types of cloaks: Silent Cloak and Normal Cloak. The Normal Cloak causes a body to be left behind, making it look like the Spy died, though there is a pretty loud death scream to go with it. The Silent Cloak cannot be used while moving, but it allows the Spy to just simply cloak, without the body or death sound.
  • 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 to his teammates as well. 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.
  • Much like the Scout, Spies can reveal other spies disguises by touching them.
  • Cloaking never runs out, however, there is a small delay after uncloaking before you can cloak again.
  • Enemy Sentry Guns will fire at a cloaked spy regardless of disguise.

Engineer

  • Destroying, dismantling, building and aiming are all available as options on the right click (alternate fire) menu.
  • 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).
  • The Engineer cannot make teleporters.
  • 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.
  • The Dispenser gives armor and ammo, but not health.
  • Dispensers can absorb ammo from backpacks.

Civilian

  • VIP class with little health and no firepower.


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