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	<id>https://www.fortress-forever.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Episkopos</id>
	<title>Fortress Forever Wiki - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Special:Contributions/Episkopos"/>
	<updated>2026-09-17T22:01:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Buildable:Jump_Pad&amp;diff=9901</id>
		<title>Buildable:Jump Pad</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Buildable:Jump_Pad&amp;diff=9901"/>
		<updated>2012-05-27T15:39:59Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: fixed double redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Buildables]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Status_Effects&amp;diff=9900</id>
		<title>Category:Status Effects</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Status_Effects&amp;diff=9900"/>
		<updated>2012-05-27T15:36:08Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: /* Concussed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
This page describes the different fates that might befall you in a typical game of Fortress Forever.&lt;br /&gt;
&lt;br /&gt;
==Dead==&lt;br /&gt;
[[Image:Corpse_sniper-2-.JPG|thumbnail|300px|A dead sniper.]]&lt;br /&gt;
You have been hurt in some awful way. This includes being shot, blown up, squashed, drowned, run over, poisoned, burnt, electrocuted, zapped by lasers, gassed, frozen, stabbed, beaten to death, or somehow killed by a tranquilizer needle.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Concussed==&lt;br /&gt;
[[Image:concedicon.jpg|thumbnail|300px|Concussed tracers or something]]&lt;br /&gt;
Concussion is inflicted by concussion grenades going off nearby. The effect is made up of two parts:&lt;br /&gt;
* Your head is jerked away from the source of the blast. This only happens if it is not &amp;#039;&amp;#039;your&amp;#039;&amp;#039; concussion grenade exploding, since your in-game persona is able to anticipate the explosion and has braced themselves for the blast.&lt;br /&gt;
* Your view starts swaying around in a disorienting manner. This lasts approximately a quarter of a minute for most classes except the medic and scout, for whom it lasts about half that time. The swaying effect gradually fades away and is only a hindrance for a fraction of that time.&lt;br /&gt;
&lt;br /&gt;
The conc effect is not an illusion - you will not be shooting at the crosshairs at the center of the screen. You will fire where your concussed self is pointing your weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (10 seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Crippled==&lt;br /&gt;
[[Image:legbroken.jpg|thumbnail|300px|Crippled HUD icon]]&lt;br /&gt;
Leg damage is cumulative and can be dealt by the Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
When crippled, a player can be slowed to the figure of 40% of the class speed. Each class is slowed relative to its regular speed. Cripping can be anywhere in the range of 0-60%; 0% when unhindered, 60% when fully injured.&lt;br /&gt;
&lt;br /&gt;
For example: If a Soldier receives several legshots, he will receive a 60% movement penalty, and consequently move at 240 units * 0.4 = 96 units per second.&lt;br /&gt;
&lt;br /&gt;
Crippling is temporary and will last for a total of 5 sec. if left untreated. If the affected player picks up health or is healed by a medic, the injury is cured.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes, after 5 seconds&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Receiving health by any means (medic, health pack, goal, etc.)&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Immune==&lt;br /&gt;
[[Image:immune.jpg|thumbnail|300px|An immune player. Notice the white dots.]]&lt;br /&gt;
Players that have been infected by an enemy Medic, when healed by a friendly Medic, have a very brief immunity from infection.&lt;br /&gt;
&lt;br /&gt;
* Immune players are surrounded by a cloud of glowing white dots.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes, 10 seconds.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Infected==&lt;br /&gt;
[[Image:infectedplayer.jpg|thumbnail|300px|An infected player. Notice the green spots behind him.]]&lt;br /&gt;
Players receiving damage from an enemy medic&amp;#039;s medikit become infected, providing they do not possess temporal Immunity.&lt;br /&gt;
&lt;br /&gt;
* Infections drain health by up to 75 points over 20 seconds--10 ticks doing 30, 15, 9, 6, 4, 3, 2, 2, 2, 2 every 2 seconds.&lt;br /&gt;
* Infected players cough, splutter and groan intermittently; this is audible to anyone close enough to hear it.&lt;br /&gt;
* Infected players are surrounded by a cloud of glowing green dots.&lt;br /&gt;
* Infected players will not die from the infection; they won&amp;#039;t take damage to less than 1 hp.&lt;br /&gt;
* When the infection wears off, the infected player gets back all the health that was taken by the infection.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (20 seconds)&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics, and medpacks that are tossed by Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==On Fire==&lt;br /&gt;
[[Image:onfire.jpg|thumbnail|300px|Through the eyes of a burning player. Notice the red tint of the screen.]]&lt;br /&gt;
Skin and clothes are unfortunately flammable and most of the Pyro&amp;#039;s weapons can set them alight in one form or another. You will notice yourself being on fire by the gradual red misting of your vision and the yelping of agonising pain.&lt;br /&gt;
&lt;br /&gt;
The flamethrower, incendiary cannon and napalm grenades all hurt in different ways, therefore the more of these that have affected you the more you will be on fire and the more damage will be done to your health (and the louder you will be screaming).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics, water&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tranquilized==&lt;br /&gt;
[[Image:Tranqed.jpg|thumbnail|300px|The drooping eyelids and blurry vision marks a tranquilized person]]&lt;br /&gt;
If you should find yourself with one of the spy&amp;#039;s tranquilizer darts sticking into your backside then you will soon be feeling quite sleepy. The effects of the tranquiliser include reduced vision and slower movement.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Transmitting==&lt;br /&gt;
[[Image:transmitting.jpg|thumbnail|300px|Your position is being transmitted for all to see]]&lt;br /&gt;
When struck by an enemy Sniper&amp;#039;s Sniper Rifle shot, a radio transmitter is lodged into whichever bone or organ the bullet penetrated.&lt;br /&gt;
&lt;br /&gt;
Transmitting players emit radio waves that can be picked up by the sniper who fired the shot. Allies of the sniper can also pick up the radio signals. Players receiving the location of a tagged player display the tagged player in a manner that is similar to the Scout&amp;#039;s Radar.&lt;br /&gt;
&lt;br /&gt;
* Transmitting players send out signals for 15 seconds before the tag runs out of battery.&lt;br /&gt;
* Transmitting players send out their position every 0.25 seconds.&lt;br /&gt;
* Transmitting players send out their position to all enemies inside a range of 1024 units (26 meters). &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (10 seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navigation Playing the Game}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=9899</id>
		<title>Class:HWGuy</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=9899"/>
		<updated>2012-05-27T15:32:28Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:hwguy_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;HWGuy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 100&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 300&lt;br /&gt;
| armval2 = 80%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 230&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: royalblue&amp;quot;&amp;gt;Defense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot5 = [[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV Grenade]]&lt;br /&gt;
| gren2atspawn = 1&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 200&lt;br /&gt;
| shellsmax = 300&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 200&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 30&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Heavy Weapons Guy&lt;br /&gt;
| classintro =&lt;br /&gt;
&lt;br /&gt;
Although he looks slow and stupid, the &amp;#039;&amp;#039;&amp;#039;Heavy Weapons Guy&amp;#039;&amp;#039;&amp;#039; is an expert in the use of... heavy weapons. He carries a huge gun known as the [[Weapon:Assault_Cannon|assault cannon]]. It has a 200 round clip and slices through enemies like butter. While the recoil of firing such a weapon would probably kill lesser classes, the HWGuy is able to withstand it easily. However, the recoil is still rather powerful and firing the assault cannon does cause the HWGuy to slow down considerably. The gun is most effective at close to medium range, and quickly loses accuracy at long range. Due to the combined weight of his weaponry, armor, and self, the HWGuy moves very slowly.&lt;br /&gt;
&lt;br /&gt;
Since he likely carries well over 200 pounds of gear (and is slightly overweight himself), the HWGuy is hard to push around with explosions. This makes the HWGuy effective at defending choke points. Since he can&amp;#039;t easily be knocked out of them, the enemy has usually no choice but to either die to assault cannon fire or retreat. If you want to be an impenetrable (and deadly) wall, the HW Guy is the class for you.&lt;br /&gt;
| basicstrategy = &lt;br /&gt;
* Find a good defensive spot, and use the Assault Cannon to destroy any enemies you see!&lt;br /&gt;
* Watch out, as you are almost immobile while your Assault Cannon is wound up.&lt;br /&gt;
* Use Overpressure and [[Grenade:Slowfield|slowfield grenades]] to slow down enemies and control the battlefield.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Heaviness&lt;br /&gt;
|description=&lt;br /&gt;
HWGuys are so heavy that they&amp;#039;re almost impossible to move. Explosions do not knock HWGuys around. [[Grenade:Concussion|Concussion grenades]] can still push them around, however.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Overpressure&lt;br /&gt;
|description=The HWGuy stomps the ground hard and releases a shockwave that stops enemies in their tracks. Good for stopping [[Concjumping|conc jumping]] [[Class:Scout|Scouts]] or [[Class:Medic|Medics]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Pathetic damage, but it has a tight spread, so it&amp;#039;s better than the Super Shotgun at long range. &lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Use this if you don&amp;#039;t have enough time to wind up the assault cannon, or need maneuverability: for example, if a Spy is trying to backstab you.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
|imgsrc=W_ac_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Takes a couple of seconds to rev up, but does good, continuous damage up to medium range. The HWGuy is slowed considerably when firing it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
A standard fragmentation grenade.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Slowfield|Slowfield Grenade]]&lt;br /&gt;
|imgsrc=G_ga_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
A tactical grenade that releases a large, spherical high-gravity field. The slowfield will slows down any enemies that walk through it. It is very effective against enemies moving at high speeds, as it brings them to a crawl.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Defensive HWGuy====&lt;br /&gt;
* Movement isn&amp;#039;t your strong point. Find a good position and stay in it.&lt;br /&gt;
* You rely on your armour as well as your health in order to stay alive. Use Dispensers to replenish your armour, or call for a friendly Engineer to repair your armour by holding &amp;quot;Z&amp;quot; and selecting from the menu.&lt;br /&gt;
* If you get hit by a concussion grenade, ignore your crosshair and aim using your AC&amp;#039;s bullet trail instead.&lt;br /&gt;
* Watch your back: your immobility while firing your Assault Cannon makes you a prime target for Medics&amp;#039; infections and Spies&amp;#039; backstabs.&lt;br /&gt;
* Use Overpressure and Slowfield to control the fight. Fast-moving enemies will often go right past you otherwise.&lt;br /&gt;
* When the flag is out, you can be something of an impromptu [[Class:Demoman|Demoman]]. Stand on the flag and use Slowfields/Overpressure to stop enemies from running away with it.&lt;br /&gt;
&lt;br /&gt;
====Offensive HWGuy====&lt;br /&gt;
* You&amp;#039;re the slowest class in the game, so you take a long time to get to the enemy base after respawning. Your slow speed also makes you vulnerable to grenades and Snipers.&lt;br /&gt;
* Leave capturing the flag to faster classes; focus on killing defenders so they can get through.&lt;br /&gt;
* You&amp;#039;re very slow while firing your Assault Cannon. Use your Super Shotgun if you need mobility.&lt;br /&gt;
&lt;br /&gt;
====Playing Against an HWGuy====&lt;br /&gt;
* While the HWGuy is firing the Assault Cannon, he can&amp;#039;t dodge explosives. Peek out from behind cover and hit him with a grenade or rocket.&lt;br /&gt;
* A distracted HWGuy is a good target for backstabs and infections.&lt;br /&gt;
* Be careful not to get hit by Overpressure or Slowfields.&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/43 HWGuy&amp;#039;s Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9898</id>
		<title>Class:Medic</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9898"/>
		<updated>2012-05-26T21:42:28Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:medic_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 90&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 100&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 320&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Medikit|Medikit]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 3&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 150&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Medic&lt;br /&gt;
| classintro =&lt;br /&gt;
Arguably the [[Class:Scout|Scout]]&amp;#039;s bigger, stronger, brother, the &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039; is often considered the main offensive class in Fortress Forever due to the balance he strikes between speed, manoeuvrability, and firepower. Like the Scout, the Medic is able to [[Concjumping|conc jump]], but he also has a decent arsenal of weapons and greater health and armour. This comes at a cost to his speed, though he is still the second fastest class in the game. While he is able to heal allies, this is very much a secondary role to his versatility as a flag runner and attacker.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Healing a teammate of infection now renders them immune to infection for a short time.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Medikit|Medikit]].&lt;br /&gt;
&lt;br /&gt;
The medic can use the [[Weapon:Medikit|Medikit]] to heal, cure, and infect certain players.  Check out the page for details.&lt;br /&gt;
&lt;br /&gt;
The medic can use [[Grenade:Concussion|Concussion Grenades]] to conc jump.  See the concussion grenade page for details.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Use your speed to grab the enemy flag and take it to the capture point.&lt;br /&gt;
* Use [[concjumping]] to travel across the map and evade defenders.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Infection Immunity&lt;br /&gt;
|description=Medics are invulnerable to infections.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Health Regeneration&lt;br /&gt;
|description=If a Medic is hurt, he will slowly regain health.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Medkit Toss&lt;br /&gt;
|description=The Medic can toss Medkits using the right mouse button. Medkits cost 10 cells, which recharge over time up to a maximum of 50. Medkits heal teammates by 15 health each, and will disappear 5 seconds after being thrown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Medkit|Medkit]]&lt;br /&gt;
|imgsrc=W_mk_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Hitting an wounded ally with this will fully restore their health and cure most negative status effects. Hitting a full health ally with this will give him some extra temporary health. Hitting an enemy with this will give him a damaging [[:Category:Status_Effects#Infected|infection]] which can only be cured by an enemy Medic.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Pathetic damage, but it has a tight spread, so it&amp;#039;s better than the Super Shotgun at long range.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The Super Shotgun is the Medic&amp;#039;s primary weapon. It does good damage against lightly armoured or weakened opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
|imgsrc=W_sn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Excellent against Sentries, if you can find a blind spot or get close enough to circle-strafe them. Also good against players, though it uses up ammo very quickly.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. Or, if you run out of concs and have a small jump to do and still have plenty of health, these will sometimes do the trick.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
|imgsrc=G_co_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Used for [[concjumping]], one of the Medic&amp;#039;s most powerful abilities. Can also be used to knock enemies away and disorientate them.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Medic/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
[[Image:midairmedkit.gif|thumb|A Medkit being tossed. Tossing Medkits to nearby teammates in the enemy&amp;#039;s base could make or break a capture.]]&lt;br /&gt;
==== Offensive Medic ====&lt;br /&gt;
* Remember your primary objective is to grab the flag, not to heal or fight.&lt;br /&gt;
* Full health Soldiers, HWGuys, and Pyros can survive a lot of shots from your [[Super Shotgun]]. Use [[concjumping]] to get past them.&lt;br /&gt;
* Use your Super Nailgun and Frag Grenades to take down Sentry Guns.&lt;br /&gt;
* You spawn with only two conc grenades, however you can get a third if your respawn room has a grenade bag.&lt;br /&gt;
* Press mouse2 to throw Medkits at wounded allies, allowing them to survive for longer.&lt;br /&gt;
&lt;br /&gt;
==== Defensive Medic ====&lt;br /&gt;
* The Medic is a very poor defensive class. The team will benefit a lot more from a Soldier, HWGuy, or Engineer.&lt;br /&gt;
* Heal allies during moments of downtime.&lt;br /&gt;
* Use your speed to harass attackers and chase enemies running away with the flag.&lt;br /&gt;
&lt;br /&gt;
==== Playing Against a Medic ====&lt;br /&gt;
* Medics don&amp;#039;t have very strong armour. Two rockets will usually be enough to kill them.&lt;br /&gt;
* The same strategy applies as when playing against [[Class:Scout|Scouts]]. Practice aiming while under the effects of a concussion grenade, and learn to recognise and listen for the sounds of a conc grenade being primed and going off.&lt;br /&gt;
* Don&amp;#039;t underestimate the Medic&amp;#039;s Super Shotgun and Frag Grenades: they&amp;#039;ll kill you very easily if you&amp;#039;re wounded.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
No media page currently.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Grenade:Slowfield&amp;diff=9851</id>
		<title>Grenade:Slowfield</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Grenade:Slowfield&amp;diff=9851"/>
		<updated>2011-10-29T18:36:30Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Infobox Grenade&lt;br /&gt;
| weaponname = Slowfield Grenade&lt;br /&gt;
| weapon portrait = [[File:G_ga_190x190.jpg]]&lt;br /&gt;
| velocity = 660&lt;br /&gt;
| fuse = 4&lt;br /&gt;
| effect = Slowdown&lt;br /&gt;
| expiretime = 7 s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Does no damage, but any enemies who pass through the spherical slow field (radius: 176 units) will be slowed to a fraction of their true speed. Once they leave the field, the player&amp;#039;s velocity is restored.&lt;br /&gt;
&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[File:Spy_1.jpg|135px]]&lt;br /&gt;
| igcaption1=A slowfield grenade &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Grenades]]&lt;br /&gt;
{{Grenades}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
{{Rating|2}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Grenade:Laser&amp;diff=9850</id>
		<title>Grenade:Laser</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Grenade:Laser&amp;diff=9850"/>
		<updated>2011-10-29T18:35:19Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Infobox Grenade&lt;br /&gt;
| weaponname = Laser Grenade&lt;br /&gt;
| weapon portrait = [[Image:G_ng_190x190.jpg]]&lt;br /&gt;
| velocity = 660&lt;br /&gt;
| fuse = 4&lt;br /&gt;
| effect = N/A&lt;br /&gt;
| expiretime = 3 s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Used by the [[Class:Soldier|Soldier]]. Fairly effective against Sentry Guns and players in narrow corridors or confined spaces.&lt;br /&gt;
&lt;br /&gt;
* Upon the initial detonation, the laser grenade jumps up to waist height (~30 units) in a period of roughly 1/3 of a second.&lt;br /&gt;
* The Grenade will not &amp;#039;pop&amp;#039; up through solid surfaces.  If a surface is blocking its way, it will stop rising.&lt;br /&gt;
* It then locks in position and spins on the spot, shooting short-range lasers in a horizontal direction (i.e. parallel to ground)&lt;br /&gt;
* Disappears after lasers stop firing.&lt;br /&gt;
&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:Nail_1.jpg|135px]]&lt;br /&gt;
| igcaption1=A laser grenade&lt;br /&gt;
| igimage2=[[Image:Nail_2.jpg|135px]]&lt;br /&gt;
| igcaption2=Second image of the grenade&lt;br /&gt;
| igimage3=[[Image:Nail_3.jpg|135px]]&lt;br /&gt;
| igcaption3=Third consecutive image&lt;br /&gt;
| igimage4=[[Image:Nail_4.jpg|135px]]&lt;br /&gt;
| igcaption4=Just before lasers are released&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Grenades]]&lt;br /&gt;
{{Grenades}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
{{Rating|2}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Grenade:Slowfield&amp;diff=9849</id>
		<title>Grenade:Slowfield</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Grenade:Slowfield&amp;diff=9849"/>
		<updated>2011-10-29T18:33:27Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Infobox Grenade&lt;br /&gt;
| weaponname = Slowfield Grenade&lt;br /&gt;
| weapon portrait = [[File:G_ga_190x190.jpg]]&lt;br /&gt;
| velocity = 660&lt;br /&gt;
| fuse = 4&lt;br /&gt;
| effect = N/A&lt;br /&gt;
| expiretime = 7 s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Does no damage, but any enemies who pass through the spherical slow field (radius: 176 units) will be slowed to a fraction of their true speed. Once they leave the field, the player&amp;#039;s velocity is restored.&lt;br /&gt;
&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[File:Spy_1.jpg|135px]]&lt;br /&gt;
| igcaption1=A slowfield grenade &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Grenades]]&lt;br /&gt;
{{Grenades}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
{{Rating|2}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=9848</id>
		<title>Class:Scout</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=9848"/>
		<updated>2011-10-29T18:32:38Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:scout_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Scout&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 75&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 50&lt;br /&gt;
| armval2 = 30%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 400&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 75&lt;br /&gt;
| armtype = [[Armour:Green|Green]]&lt;br /&gt;
| armspawn = 25&lt;br /&gt;
| armmax = 50&lt;br /&gt;
| maxspeed = 420&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 3&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 25&lt;br /&gt;
| shellsmax = 50&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 100&lt;br /&gt;
| nailsmax = 200&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 10&lt;br /&gt;
| cellsmax = 40&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = Yes&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Scout&lt;br /&gt;
| classintro =&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Scout&amp;#039;&amp;#039;&amp;#039; is the speed demon of Fortress Forever, focused on evading enemy defenses rather than attacking them. Despite his light armour and weak weapons, a skilled Scout&amp;#039;s ability to steal the enemy flag is second to none, thanks to his very high speed and ability to [[concjumping|conc jump]].&lt;br /&gt;
| basicstrategy=&lt;br /&gt;
* Use your speed to grab the enemy flag and take it to the capture point.&lt;br /&gt;
* Use [[concjumping]] to travel across the map and evade defenders.&lt;br /&gt;
| abilities = &lt;br /&gt;
===Movement===&lt;br /&gt;
Movement is vital to the Scout. It&amp;#039;s his only way to get to the flag!&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Concussion Jumping&lt;br /&gt;
|description=&lt;br /&gt;
The Scout can use the force of his [[Grenade:Concussion|Concussion Grenades]] to gain large amounts of speed and height. &lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Fall Damage Resistance&lt;br /&gt;
|description=&lt;br /&gt;
The Scout takes half damage from falls, allowing him to perform large conc jumps without getting too badly hurt.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=[[:Category:Buildables#Jump_Pad|Jump Pad]]&lt;br /&gt;
|description=&lt;br /&gt;
Building one of these in a strategic position will allow teammates to reach the enemy base quickly, without using conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
These abilities are rarely useful.&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Disguise Removal&lt;br /&gt;
|description=&lt;br /&gt;
A Scout can remove an enemy Spy&amp;#039;s disguise by coming into contact with them. The [[Class:Spy|Spy]] also possesses this ability.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Detpack Defusion&lt;br /&gt;
|description=&lt;br /&gt;
Scouts can disable [[Weapon:Detpack|Detpacks]] by touching them, even if they are about to go off.&lt;br /&gt;
}}&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Low damage. Other players will kill you before you can get close enough to hit them with this.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Not powerful enough to kill anything except weakened opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
|imgsrc=W_ng_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Decent for taking down Sentry Guns, not very good against players.&lt;br /&gt;
}}&lt;br /&gt;
|grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
|imgsrc=G_co_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Used for [[concjumping]], one of the Scout&amp;#039;s most powerful abilities. Can also be used to knock enemies away and disorientate them.&lt;br /&gt;
}}&lt;br /&gt;
| changesinfo =&lt;br /&gt;
The Scout&amp;#039;s special ability in TFC was a text message that showed you a vague location of both flags. It stated whether the flag is in the base, dropped, or being carried. This has been replaced by the much more useful [[:Category:Buildables#Jump_Pad|Jump pad (aka Man Cannon)]].&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
The Scout&amp;#039;s Special Command builds and / or if one is built destroys the Man Cannon.&lt;br /&gt;
| ability1 = &lt;br /&gt;
*&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Jump Pad (aka Man Cannon)&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;Scouts are equipped with a Man Cannon which provides a &amp;quot;ramp&amp;quot; usable by all players in the game (enemy and friendly). The Man Cannon takes approximately 1 second to build and will remain in position for a total of 60 seconds. The scout is given one Man Cannon per life similar to the dispenser for the demoman.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability2 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Disguise Removal&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;A Scout can remove an enemy Spy&amp;#039;s disguise by coming into contact with them. The enemy Spy&amp;#039;s HUD will show &amp;quot;Your disguise has been removed!&amp;quot;. The [[Class:Spy|Spy]] also possesses this ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability3 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Detpack Defusion&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;Scouts can disable [[Weapon:Detpack|Detpacks]] by touching them, even if they are about to go off.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability4 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Concussion jumping&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;The Scout has [[Grenade:Concussion|Concussion Grenades]] as part of his arsenal, which allows him to Conc Jump (using the grenade&amp;#039;s push to gain additional speed and height). See the [[Grenade:Concussion|Concussion Grenade&amp;#039;s]] article for more information on Conc Jumping.&amp;lt;/p&amp;gt;&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Offensive Scout====&lt;br /&gt;
* The Scout&amp;#039;s greatest asset is his speed. Avoiding combat is the Scout&amp;#039;s only viable option as every other class outguns him. Your purpose is to grab the flag, not to kill enemies!&lt;br /&gt;
* Even if the flag is heavily defended and you know you&amp;#039;re going to die as soon as you touch it, touching the flag will reset the timer for it returning to the flag room. Touch the flag as often as possible to ensure that it never returns to its base.&lt;br /&gt;
* [[Movement Skills#Bunnyhopping|Bunnyhopping]] increases your speed from fast to insanely fast, if you learn to do it effectively.&lt;br /&gt;
* Build your Jump Pad to help your teammates get to the enemy base faster. It can also save you a conc.&lt;br /&gt;
* Use conc grenades to knock defenders away from their positions. Remember, however, that many players are able to aim while concussed.&lt;br /&gt;
* Fire your nailgun as you approach the flag room, in order to mask the &amp;quot;click&amp;quot; sound of your conc.&lt;br /&gt;
* Press &amp;quot;C&amp;quot; to throw the flag. If the enemy base has a security system, throwing the flag outside the security area will be enormously helpful to your team.&lt;br /&gt;
* Never lose sight of your ultimate goal: GRABBING THAT FLAG!&lt;br /&gt;
&lt;br /&gt;
====Defensive Scout====&lt;br /&gt;
* Don&amp;#039;t bother. As he has no effective weapons and the lowest health and armour in the game, the Scout has no defensive role in any circumstances.&lt;br /&gt;
&lt;br /&gt;
====Playing Against A Scout====&lt;br /&gt;
* Scouts are the most dangerous enemies you will encounter as a defender. They can grab your flag and disappear with it in a tiny space of time.&lt;br /&gt;
* Scouts are very fast, but their speed is less of an advantage in confined spaces. On maps with few confined spaces, good accuracy is essential when trying to stop a Scout.&lt;br /&gt;
* Scouts have the lowest health and armour of any class; a couple of rockets, pipe bombs, or seconds of Sentry Gun fire will kill them without difficulty.&lt;br /&gt;
* Learning to aim accurately while concussed is tricky, but very helpful when dealing with Scouts.&lt;br /&gt;
* Listen for the distinctive grenade &amp;quot;click&amp;quot; sound. If it&amp;#039;s coming from a Scout, it means that in four seconds&amp;#039; time, they&amp;#039;re going to conc jump.&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/19 Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
* How to perform [[Jumping_Skills#Concussion_jumps|concussion jumping]] with your concussion grenades.&lt;br /&gt;
* [[Movement_Skills|Movement skills]] to get around the battlefield quicker.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Engineer&amp;diff=9847</id>
		<title>Class:Engineer</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Engineer&amp;diff=9847"/>
		<updated>2011-10-29T18:32:06Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:engineer_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Engineer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 80&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 50&lt;br /&gt;
| armval2 = 50%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 300&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: royalblue&amp;quot;&amp;gt;Defense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:EMP|EMP]]&lt;br /&gt;
| slot1 = [[Weapon:Spanner|Spanner]]&lt;br /&gt;
| slot2 = [[Weapon:Railgun|Railgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Buildables:Dispenser|Dispenser]]&lt;br /&gt;
| slot5 = [[Buildables:Sentry_Gun|Sentry Gun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:EMP|EMP Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 20&lt;br /&gt;
| shellsmax = 50&lt;br /&gt;
| discardshells = Yes&lt;br /&gt;
| nailsatspawn = 25&lt;br /&gt;
| nailsmax = 50&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 100&lt;br /&gt;
| cellsmax = 200&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 10&lt;br /&gt;
| rocketsmax = 30&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Engineer&lt;br /&gt;
| classintro =&lt;br /&gt;
If you fancy yourself a tinkerer and builder, the engineer may be for you. The personality of a disgruntled construction worker combined with a genius intellect does wonders in the world of Fortress. The engineer fortifies his base with [[:Category:Buildables#Sentry_Gun|sentry guns]] and supplies other defenders with ammunition via [[:Category:Buildables#Dispenser|dispensers]]. Sentry guns are automatic turrets that can be upgraded to three different levels, each progressively more powerful than the last. It takes a bit to lock on to an enemy, but once it happens the enemy is certainly in for a world of pain. &lt;br /&gt;
&lt;br /&gt;
Besides his buildable structures, the engineer has a modest repertoire of weapons including the [[Weapon:Railgun|railgun]], [[Weapon:Super Shotgun|super shotgun]], and [[Grenade:EMP|EMP grenades]]. The railgun is the engineer&amp;#039;s own unique invention: a heavily modified pistol that shoots magnetically charged slugs. The result is a powerful ricocheting weapon that ignores enemy armor. The super shotgun is your standard shoot &amp;#039;n kill weapon. It packs a reliable punch and is useful in a variety of situations. The engineer&amp;#039;s EMP grenade releases a pulse that detonates ammunition on enemies and on the ground, creating powerful explosions that can bring down many classes extremely fast.&lt;br /&gt;
&lt;br /&gt;
The precise nature of an engineer&amp;#039;s work requires him to not be protected by much more than a hardhat. Too much armor gets in the way and makes building things more difficult than they should be. Thus, the engineer dies much easier than all classes but the Scout. But who needs armor when you have a giant automatic gun cutting down your enemies for you?&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Fortress Forever engineers cannot build teleporters like TFC engineers can.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command opens up a radial menu with various SG/Dispenser-related commands.&lt;br /&gt;
&lt;br /&gt;
The Engineer can build Sentry Guns and Dispensers at the cost of Cells.&lt;br /&gt;
&lt;br /&gt;
When discarding ammo, the Engineer discards a little of &amp;#039;&amp;#039;all&amp;#039;&amp;#039; his ammunition.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Build a Sentry Gun in the flag room. Upgrade and repair it by hitting it with your wrench, as long as you have enough cells.&lt;br /&gt;
* Build a Dispenser in order to provide ammunition and armour to you and your teammates.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name =[[:Category:Buildables#Sentry_Gun|Sentry Gun]]&lt;br /&gt;
|description=&lt;br /&gt;
A Sentry Gun is an automatic turret, best suited to defense. It costs 130 cells to build a Sentry Gun and another 130 for each upgrade. Hitting the gun with your [[Weapon:Spanner|wrench]] will repair or upgrade it if you have enough cells. Each successive level increases the gun&amp;#039;s killing power, maximum health, and ammo capacity, but an untended Sentry Gun, even at level 3, is easily destroyed by the enemy. Right clicking will point your gun in the direction you are currently aiming.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name =[[:Category:Buildables#Dispenser|Dispenser]]&lt;br /&gt;
|description=&lt;br /&gt;
The Engineer can also build dispensers. A dispenser serves as a field ammunition/armor repository for the Engineer and his teammates. Standing next to a dispenser will replenish your ammo and armor, assuming it has enough resources. Although a dispenser automatically fills itself slowly, it will also eat any bags that are tossed or dropped near it. The Engineer can also fill it up with his own ammo by hitting it with his wrench. Enemy players can use your dispenser, though you will receive a warning when this happens. Detonating a dispenser unleashes a powerful explosion, the damage depending on the amount of ammo inside it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Repair&lt;br /&gt;
|description=&lt;br /&gt;
The Engineer can repair his sentry guns, dispensers, and teammates&amp;#039; armor, by hitting them with his wrench, provided he has enough cells.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Armor Regeneration&lt;br /&gt;
|description=&lt;br /&gt;
Much like the [[Class:Medic|Medic&amp;#039;s]] health regenerates, the Engineer&amp;#039;s armor slowly regenerates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Special Ammo Discard&lt;br /&gt;
|description=&lt;br /&gt;
When discarding ammo (default &amp;quot;X&amp;quot;), the Engineer discards a little of &amp;#039;&amp;#039;all&amp;#039;&amp;#039; ammunition types (cells, shells, and rockets), regardless of whether the ammunition is needed for his weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Spanner|Spanner]]&lt;br /&gt;
|imgsrc=W_sp_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=This baby makes everything possible. Use it to upgrade and repair your structures.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Railgun|Railgun]]&lt;br /&gt;
|imgsrc=W_rg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Pew pew, laser gun. You can charge it up by holding down the fire button. If you charge it up for 3.333 seconds, it will produce 40 cells, but won&amp;#039;t fire. The projectile bounces off surfaces (getting more powerful with each bounce) and ignores armor. You can use a charged up blast to jump higher; just point down, then fire and jump at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Great against a Spy trying to mess up your sentry or if you feel the need to go Rambo into the enemy&amp;#039;s base. This is generally your main weapon at close ranges.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, insta-killing scouts or other weak opponents, and general destruction.}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:EMP|EMP Grenade]]&lt;br /&gt;
|imgsrc=G_em_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
When it blows up, it will blow up the shotgun shells, rockets, and cells of everyone in its range. Does huge damage to classes that carry a lot of high-energy ammunition, such as Pyros.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
&lt;br /&gt;
====Defensive Engineer====&lt;br /&gt;
* You are a defense master! Always have a sentry up in your base, even if you&amp;#039;re away, just having the sentry up can help your team drastically.&lt;br /&gt;
* Remember to place your gun well; Scouts and Medics love to stay out of your sentry&amp;#039;s range and nailgun it. Try blasting them with your railgun or shotgun, and perhaps toss an EMP.&lt;br /&gt;
* On levels where ammo bags are scarce, a dispenser will help your teammates maintain their armour, and enable you to upgrade your gun much faster. If you have time before the enemy arrives, build a dispenser, then build your gun with the cells it generates.&lt;br /&gt;
* Ammo bags dropped by dead enemies will always contain 30 cells, so be sure to pick them up if cells are scarce.&lt;br /&gt;
* Watch for Demomen with their MIRVs trying to get your SG. If they drop one next to your sentry, it is as good as dead, don&amp;#039;t try to repair it because then you&amp;#039;ll be dead too! Soldiers can also be a pain due to a well-placed nail grenade or volley of rockets easily destroying your gun.&lt;br /&gt;
* A dispenser placed on the flag or security button can be used in the same way as a Demoman&amp;#039;s pipe trap: detonate it if enemies get too close. A well-stocked dispenser will instantly kill a Scout.&lt;br /&gt;
&lt;br /&gt;
====Offensive Engineer====&lt;br /&gt;
* This role is situational, and some maps favour it more than others. If it&amp;#039;s not working out, switch to a more suitable offense class such as Scout, Medic or Spy.&lt;br /&gt;
* Build sentries in or very near the enemy base to cause annoyance, but don&amp;#039;t expect them to last long.&lt;br /&gt;
* Heavily armed defenders will crush you. Don&amp;#039;t bother going for the flag unless the flag room is totally empty.&lt;br /&gt;
* While you&amp;#039;re no good in direct combat, a couple of grenades or railgun shots while retreating may weaken and distract enemy defenders.&lt;br /&gt;
&lt;br /&gt;
====Playing Against an Engineer====&lt;br /&gt;
* The Engineer has little armour and will die to two rockets, or a few Super Shotgun shots.&lt;br /&gt;
* As any class apart from Engineer, pressing &amp;quot;X&amp;quot; after you spawn will discard unneeded ammo. This will cause you to take less damage from EMPs.&lt;br /&gt;
* Watch out for the Engineer&amp;#039;s dispenser on the flag. Its explosion packs a punch, and has a large radius.&lt;br /&gt;
* The Engineer is defenseless for the time it takes him to construct his gun. Try to capitalise on this.&lt;br /&gt;
* The Sentry Gun can only deal with one target at a time, and doesn&amp;#039;t turn all that quickly. Multiple players will overwhelm it if it isn&amp;#039;t supported by the Engineer&amp;#039;s teammates.&lt;br /&gt;
* There are many ways in which a Sentry Gun can be taken down.&lt;br /&gt;
** As a Scout or Medic, fire the Nailgun at it from one of its blind spots, or try to sneak up on it and circle-strafe.&lt;br /&gt;
** As a Soldier, a few rockets or a laser grenade will easily destroy a Sentry.&lt;br /&gt;
** A Demoman&amp;#039;s MIRV grenade will inevitably destroy a Sentry if it explodes anywhere near it. &lt;br /&gt;
** A Spy can attempt to sabotage a Sentry if the Engineer is absent. This will cause it to fire on its own team.&lt;br /&gt;
** If an Engineer&amp;#039;s gun is out in the open, a Sniper can destroy it with a fully charged shot.&lt;br /&gt;
** Sentries can&amp;#039;t dodge, so even standard frag grenades are deadly to them.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/47 Engineer&amp;#039;s Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
* How to [[:Category:Buildables|build things]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|3}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Engineer&amp;diff=9846</id>
		<title>Class:Engineer</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Engineer&amp;diff=9846"/>
		<updated>2011-10-29T18:31:18Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:engineer_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Engineer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 80&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 50&lt;br /&gt;
| armval2 = 50%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 300&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: royalblue&amp;quot;&amp;gt;Defense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:EMP|EMP]]&lt;br /&gt;
| slot1 = [[Weapon:Spanner|Spanner]]&lt;br /&gt;
| slot2 = [[Weapon:Railgun|Railgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Buildables:Dispenser|Dispenser]]&lt;br /&gt;
| slot5 = [[Buildables:Sentry_Gun|Sentry Gun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:EMP|EMP Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 20&lt;br /&gt;
| shellsmax = 50&lt;br /&gt;
| discardshells = Yes&lt;br /&gt;
| nailsatspawn = 25&lt;br /&gt;
| nailsmax = 50&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 100&lt;br /&gt;
| cellsmax = 200&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 10&lt;br /&gt;
| rocketsmax = 30&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Engineer&lt;br /&gt;
| classintro =&lt;br /&gt;
If you fancy yourself a tinkerer and builder, the engineer may be for you. The personality of a disgruntled construction worker combined with a genius intellect does wonders in the world of Fortress. The engineer fortifies his base with [[:Category:Buildables#Sentry_Gun|sentry guns]] and supplies other defenders with ammunition via [[:Category:Buildables#Dispenser|dispensers]]. Sentry guns are automatic turrets that can be upgraded to three different levels, each progressively more powerful than the last. It takes a bit to lock on to an enemy, but once it happens the enemy is certainly in for a world of pain. &lt;br /&gt;
&lt;br /&gt;
Besides his buildable structures, the engineer has a modest repertoire of weapons including the [[Weapon:Railgun|railgun]], [[Weapon:Super Shotgun|super shotgun]], and [[Grenade:EMP|EMP grenades]]. The railgun is the engineer&amp;#039;s own unique invention: a heavily modified pistol that shoots magnetically charged slugs. The result is a powerful ricocheting weapon that ignores enemy armor. The super shotgun is your standard shoot &amp;#039;n kill weapon. It packs a reliable punch and is useful in a variety of situations. The engineer&amp;#039;s EMP grenade releases a pulse that detonates ammunition on enemies and on the ground, creating powerful explosions that can bring down many classes extremely fast.&lt;br /&gt;
&lt;br /&gt;
The precise nature of an engineer&amp;#039;s work requires him to not be protected by much more than a hardhat. Too much armor gets in the way and makes building things more difficult than they should be. Thus, the engineer dies much easier than all classes but the Scout. But who needs armor when you have a giant automatic gun cutting down your enemies for you?&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Fortress Forever engineers cannot build teleporters like TFC engineers can.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command opens up a radial menu with various SG/Dispenser-related commands.&lt;br /&gt;
&lt;br /&gt;
The Engineer can build Sentry Guns and Dispensers at the cost of Cells.&lt;br /&gt;
&lt;br /&gt;
When discarding ammo, the Engineer discards a little of &amp;#039;&amp;#039;all&amp;#039;&amp;#039; his ammunition.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Build a Sentry Gun in the flag room. Upgrade and repair it by hitting it with your wrench, as long as you have enough cells.&lt;br /&gt;
* Build a Dispenser in order to provide ammunition and armour to you and your teammates.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name =[[:Category:Buildables#Sentry_Gun|Sentry Gun]]&lt;br /&gt;
|description=&lt;br /&gt;
A Sentry Gun is an automatic turret, best suited to defense. It costs 130 cells to build a Sentry Gun and another 130 for each upgrade. Hitting the gun with your [[Weapon:Spanner|wrench]] will repair or upgrade it if you have enough cells. Each successive level increases the gun&amp;#039;s killing power, maximum health, and ammo capacity, but an untended Sentry Gun, even at level 3, is easily destroyed by the enemy. Right clicking will point your gun in the direction you are currently aiming.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name =[[:Category:Buildables#Dispenser|Dispenser]]&lt;br /&gt;
|description=&lt;br /&gt;
The Engineer can also build dispensers. A dispenser serves as a field ammunition/armor repository for the Engineer and his teammates. Standing next to a dispenser will replenish your ammo and armor, assuming it has enough resources. Although a dispenser automatically fills itself slowly, it will also eat any bags that are tossed or dropped near it. The Engineer can also fill it up with his own ammo by hitting it with his wrench. Enemy players can use your dispenser, though you will receive a warning when this happens. Detonating a dispenser unleashes a powerful explosion, the damage depending on the amount of ammo inside it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Repair&lt;br /&gt;
|description=&lt;br /&gt;
The Engineer can repair his sentry guns, dispensers, and teammates&amp;#039; armor, by hitting them with his wrench, provided he has enough cells.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Armor Regeneration&lt;br /&gt;
|description=&lt;br /&gt;
Much like the [[Class:Medic|Medic&amp;#039;s]] health regenerates, the Engineer&amp;#039;s armor slowly regenerates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Special Ammo Discard&lt;br /&gt;
|description=&lt;br /&gt;
When discarding ammo (default &amp;quot;X&amp;quot;), the Engineer discards a little of &amp;#039;&amp;#039;all&amp;#039;&amp;#039; ammunition types (cells, shells, and rockets), regardless of whether the ammunition is needed for his weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Spanner|Spanner]]&lt;br /&gt;
|imgsrc=W_sp_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=This baby makes everything possible. Use it to upgrade and repair your structures.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Railgun|Railgun]]&lt;br /&gt;
|imgsrc=W_rg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Pew pew, laser gun. You can charge it up by holding down the fire button. If you charge it up for 3.333 seconds, it will produce 40 cells, but won&amp;#039;t fire. The projectile bounces off surfaces (getting more powerful with each bounce) and ignores armor. You can use a charged up blast to jump higher; just point down, then fire and jump at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Great against a Spy trying to mess up your sentry or if you feel the need to go Rambo into the enemy&amp;#039;s base. This is generally your main weapon at close ranges.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, insta-killing scouts or other weak opponents, and general destruction.}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:EMP|EMP Grenade]]&lt;br /&gt;
|imgsrc=G_em_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
When it blows up, it will blow up the shotgun shells, rockets, and cells of everyone in its range. Does huge damage to classes that carry a lot of high-energy ammunition, such as Pyros.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
&lt;br /&gt;
====Defensive Engineer====&lt;br /&gt;
* You are a defense master! Always have a sentry up in your base, even if you&amp;#039;re away, just having the sentry up can help your team drastically.&lt;br /&gt;
* Remember to place your gun well; Scouts and Medics love to stay out of your sentry&amp;#039;s range and nailgun it. Try blasting them with your railgun or shotgun, and perhaps toss an EMP.&lt;br /&gt;
* On levels where ammo bags are scarce, a dispenser will help your teammates maintain their armour, and enable you to upgrade your gun much faster. If you have time before the enemy arrives, build a dispenser, then build your gun with the cells it generates.&lt;br /&gt;
* Ammo bags dropped by dead enemies will always contain 30 cells, so be sure to pick them up if cells are scarce.&lt;br /&gt;
* Watch for Demomen and HWGuys with their MIRVs trying to get your SG. If they drop one next to your sentry, it is as good as dead, don&amp;#039;t try to repair it because then you&amp;#039;ll be dead too! Soldiers can also be a pain due to a well-placed nail grenade or volley of rockets easily destroying your gun.&lt;br /&gt;
* A dispenser placed on the flag or security button can be used in the same way as a Demoman&amp;#039;s pipe trap: detonate it if enemies get too close. A well-stocked dispenser will instantly kill a Scout.&lt;br /&gt;
&lt;br /&gt;
====Offensive Engineer====&lt;br /&gt;
* This role is situational, and some maps favour it more than others. If it&amp;#039;s not working out, switch to a more suitable offense class such as Scout, Medic or Spy.&lt;br /&gt;
* Build sentries in or very near the enemy base to cause annoyance, but don&amp;#039;t expect them to last long.&lt;br /&gt;
* Heavily armed defenders will crush you. Don&amp;#039;t bother going for the flag unless the flag room is totally empty.&lt;br /&gt;
* While you&amp;#039;re no good in direct combat, a couple of grenades or railgun shots while retreating may weaken and distract enemy defenders.&lt;br /&gt;
&lt;br /&gt;
====Playing Against an Engineer====&lt;br /&gt;
* The Engineer has little armour and will die to two rockets, or a few Super Shotgun shots.&lt;br /&gt;
* As any class apart from Engineer, pressing &amp;quot;X&amp;quot; after you spawn will discard unneeded ammo. This will cause you to take less damage from EMPs.&lt;br /&gt;
* Watch out for the Engineer&amp;#039;s dispenser on the flag. Its explosion packs a punch, and has a large radius.&lt;br /&gt;
* The Engineer is defenseless for the time it takes him to construct his gun. Try to capitalise on this.&lt;br /&gt;
* The Sentry Gun can only deal with one target at a time, and doesn&amp;#039;t turn all that quickly. Multiple players will overwhelm it if it isn&amp;#039;t supported by the Engineer&amp;#039;s teammates.&lt;br /&gt;
* There are many ways in which a Sentry Gun can be taken down.&lt;br /&gt;
** As a Scout or Medic, fire the Nailgun at it from one of its blind spots, or try to sneak up on it and circle-strafe.&lt;br /&gt;
** As a Soldier, a few rockets or a laser grenade will easily destroy a Sentry.&lt;br /&gt;
** A Demoman&amp;#039;s MIRV grenade will inevitably destroy a Sentry if it explodes anywhere near it. &lt;br /&gt;
** A Spy can attempt to sabotage a Sentry if the Engineer is absent. This will cause it to fire on its own team.&lt;br /&gt;
** If an Engineer&amp;#039;s gun is out in the open, a Sniper can destroy it with a fully charged shot.&lt;br /&gt;
** Sentries can&amp;#039;t dodge, so even standard frag grenades are deadly to them.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/47 Engineer&amp;#039;s Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
* How to [[:Category:Buildables|build things]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|3}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:RPG&amp;diff=9749</id>
		<title>Weapon:RPG</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:RPG&amp;diff=9749"/>
		<updated>2011-06-20T19:31:35Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page_Weapon&lt;br /&gt;
| infoboxweapon =&lt;br /&gt;
{{Infobox Weapon&lt;br /&gt;
| weapon portrait = [[Image:rpg.jpg|300px]]&lt;br /&gt;
| weaponname = &amp;#039;&amp;#039;&amp;#039;RPG&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| rof = .7&lt;br /&gt;
| rps = 4&lt;br /&gt;
| damage = 102&lt;br /&gt;
| recoil = 1&lt;br /&gt;
| projectilespeed = 1000&lt;br /&gt;
| bullets = 1&lt;br /&gt;
| bulletspread = N/A&lt;br /&gt;
| prereload = .3&lt;br /&gt;
| reload = 0.9&lt;br /&gt;
| postreload = 1&lt;br /&gt;
| spintime = N/A&lt;br /&gt;
| defaultammo = Variable&lt;br /&gt;
| maxammo = 50&lt;br /&gt;
| ammotype = [[Reference:Ammo#Rockets|Rockets]]&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
| weaponname =&lt;br /&gt;
Class&lt;br /&gt;
| weaponintro =&lt;br /&gt;
A rocket launcher used by the [[Class:Soldier|Soldier]].&lt;br /&gt;
| changesinfo =&lt;br /&gt;
The rockets are not affected by gravity, so they will move in a straight line when fired.&lt;br /&gt;
| ability1 = &lt;br /&gt;
Can be used to [[Rocket Jump]].&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
The RPG is a very versatile weapon. Its power makes it very effective against Scouts and Medics, making it invaluable playing defense. On offense, it can be used to Rocket Jump, bypassing certain parts of a map (and possibly fortified areas), in addition to softening up the enemy defense.&lt;br /&gt;
&lt;br /&gt;
To effectively use the Rocket, aim at your target&amp;#039;s feet. While you may not inflict a ton of damage and gib your target as often as you would aiming directly at him, aiming at the feet assures that the target will suffer a good portion of damage, no matter what. &lt;br /&gt;
&lt;br /&gt;
Be sure to keep an eye out on your magazine; those four rounds disappear quickly. Whenever you have any downtime, reload. The game is set to reload automatically, so just stand in a corner for a few seconds and your magazine will be refilled without having to do anything. If you need to fire, the reloading process doesn&amp;#039;t prevent you from firing a round or two.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Image Gallery==&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:rpg3.jpg|135px]]&lt;br /&gt;
| igcaption1=The RPG has the amount of rounds left in it&amp;#039;s magazine showing.&lt;br /&gt;
| igimage2=[[Image:rpg2.jpg|135px]]&lt;br /&gt;
| igcaption2=Notice how the number and the amount of rockets decreased when fired.&lt;br /&gt;
| igimage3=[[Image:rpgreload.jpg|135px]]&lt;br /&gt;
| igcaption3=The RPG being reloaded. Notice that even though the player has put in a new rocket, the RPG&amp;#039;s ammo counter hasn&amp;#039;t registered it yet.&lt;br /&gt;
| igimage4=[[Image:Rocketjump.JPG|135px]]&lt;br /&gt;
| igcaption4=A player rocket jumping.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Projectile]]&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Pyro&amp;diff=9748</id>
		<title>Class:Pyro</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Pyro&amp;diff=9748"/>
		<updated>2011-06-16T20:25:29Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:pyro_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Pyro&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| healthmax = 100&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 50&lt;br /&gt;
| armmax = 150&lt;br /&gt;
| maxspeed = 315&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 100&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 150&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 300&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: orangered&amp;quot;&amp;gt;Hybrid&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Napalm|Napalm]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Flamethrower|Flamethrower]]&lt;br /&gt;
| slot5 = [[Weapon:Incendiary_Cannon|Incendiary Cannon]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Napalm|Napalm Grenade]]&lt;br /&gt;
| gren2atspawn = 4&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 20&lt;br /&gt;
| shellsmax = 40&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 50&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 170&lt;br /&gt;
| cellsmax = 200&lt;br /&gt;
| discardcells = No&lt;br /&gt;
| rocketsatspawn = 5&lt;br /&gt;
| rocketsmax = 20&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Pyro&lt;br /&gt;
| classintro =&lt;br /&gt;
A fireman gone horribly wrong, the &amp;#039;&amp;#039;&amp;#039;Pyro&amp;#039;&amp;#039;&amp;#039; is the chaos-causer of Fortress Forever. He carries a multitude of flame-based weapons to set enemies alight and burn them to death.&lt;br /&gt;
&lt;br /&gt;
The Pyro&amp;#039;s main weapon is the [[Weapon:Flamethrower|flamethrower]]. It pumps out a continuous stream of flames and has a huge ammo reserve; allowing the Pyro to harass and control areas for extensive periods of time. He also packs an incendiary cannon and napalm grenades to complete his fiery repertoire. The main tools of a good Pyro are harassment and confusion. On offense, he can keep enemies preoccupied while the faster, more mobile classes make their way to the objective untouched.&lt;br /&gt;
&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Actually useful.&lt;br /&gt;
&lt;br /&gt;
Incendiary Cannon rockets are affected by gravity, and their slow pace makes them closer to mortars than RPGs.&lt;br /&gt;
&lt;br /&gt;
IC + Napalm jumps are a bit trickier to time, but grant much better propulsion.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Hit enemies with your Incendiary Cannon, then zigzag towards them and attack them with your Flamethrower for maximum burn damage.&lt;br /&gt;
* [[Pyro Jump]]: use your Flamethrower and Incendiary Cannon to get to otherwise inaccessible locations.&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Quickswitch&lt;br /&gt;
|description=&lt;br /&gt;
Right clicking changes between the Flamethrower and the Incendiary Cannon, making it easy to get somebody to level 2 burn and [[Pyro Jump]]!&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Fire-Retardant&lt;br /&gt;
|description=&lt;br /&gt;
A Pyro cannot be lit on fire. He still takes full damage from flame-based weapons, however.&lt;br /&gt;
}}&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Good for taking potshots if the enemy is out of range of your other weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Flamethrower|Flamethrower]]&lt;br /&gt;
|imgsrc=W_ft_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The signature weapon of the Pyro. The flame stream does considerable damage by itself, but it works best when combined with the stacking damage-over-time effects of the Pyro&amp;#039;s other flame weaponry.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Incendiary_Cannon|Incendiary Cannon]]&lt;br /&gt;
|imgsrc=W_rp_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Fires flaming projectiles in an arc, which don&amp;#039;t do much damage unless combined with the Flamethrower. Can perform rocket jumps similar to the Soldier&amp;#039;s.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. &lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Napalm|Napalm Grenade]]&lt;br /&gt;
|imgsrc=G_np_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Since the addition of flame damage stacking, these are arguably the Pyro&amp;#039;s main grenade. He spawns with 2 every life, so make good use of them. A Napalm Grenade has an initial explosion that deals substantial damage and then a bunch of flaming balls (for lack of a better word) scatter around the ground where the grenade exploded. These deal continued damage over time and light any enemy that walks through it on fire. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Flamethrower|Flamethrower]].&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Pyro/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
==== Offensive Pyro ====&lt;br /&gt;
* You should primarily focus on killing and harassing defenders to clear the way for your teammmates, but don&amp;#039;t be afraid to take the enemy flag of the opportunity arises.&lt;br /&gt;
* You&amp;#039;re one of the worst classes against the Sentry Gun. If you can&amp;#039;t get close enough to circle-strafe a Sentry with your Flamethrower, your only option is to use Frag Grenades.&lt;br /&gt;
* Watch out for EMP Grenades, they will instantly kill a Pyro with a fully loaded Flamethrower.&lt;br /&gt;
* Use Napalm Grenades in confined spaces to cause maximum disruption.&lt;br /&gt;
* Remember the Flamethrower and IC are powerful movement tools.&lt;br /&gt;
==== Defensive Pyro ====&lt;br /&gt;
* Stay outside the flag room and try to land hits on passing attackers with both your Flamethrower and IC, to cause level 2 burn and make it easy for your teammates to finish them off.&lt;br /&gt;
* You&amp;#039;re most effective against slower classes such as Soldiers and Demomen. Consider switching to another class if the enemy has a lot of Scouts.&lt;br /&gt;
==== Playing Against a Pyro ====&lt;br /&gt;
* Because he carries a lot of cells, an EMP Grenade will leave a Pyro extremely wounded if it doesn&amp;#039;t instantly kill him.&lt;br /&gt;
* The Pyro has no reliable anti-Sentry weapons. A well-placed Sentry in the flag room is a good defense against all classes, but especially Pyros.&lt;br /&gt;
* As a Soldier or Demoman, try to knock him back with rockets or grenades.&lt;br /&gt;
* As a Medic, hit him with your Super Shotgun while retreating. If he manages to close the distance, pull out your Medkit and try to infect him as he burns you with his Flamethrower.&lt;br /&gt;
* The Pyro&amp;#039;s flame weapons are totally useless in deep water.&lt;br /&gt;
* The Medic&amp;#039;s Medkits will instantly extinguish burning teammates.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/5 Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
*Learn [[Pyro Jump|pyro jumping techniques]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Outdated Pages]]&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Pyro&amp;diff=9747</id>
		<title>Class:Pyro</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Pyro&amp;diff=9747"/>
		<updated>2011-06-16T20:24:48Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:pyro_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Pyro&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| healthmax = 100&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 50&lt;br /&gt;
| armmax = 150&lt;br /&gt;
| maxspeed = 315&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 100&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 150&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 300&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: orangered&amp;quot;&amp;gt;Hybrid&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Napalm|Napalm]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Flamethrower|Flamethrower]]&lt;br /&gt;
| slot5 = [[Weapon:Incendiary_Cannon|Incendiary Cannon]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Napalm|Napalm Grenade]]&lt;br /&gt;
| gren2atspawn = 4&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 20&lt;br /&gt;
| shellsmax = 40&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 50&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 170&lt;br /&gt;
| cellsmax = 200&lt;br /&gt;
| discardcells = No&lt;br /&gt;
| rocketsatspawn = 5&lt;br /&gt;
| rocketsmax = 20&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Pyro&lt;br /&gt;
| classintro =&lt;br /&gt;
A fireman gone horribly wrong, the &amp;#039;&amp;#039;&amp;#039;Pyro&amp;#039;&amp;#039;&amp;#039; is the chaos-causer of Fortress Forever. He carries a multitude of flame-based weapons to set enemies alight and burn them to death.&lt;br /&gt;
&lt;br /&gt;
The Pyro&amp;#039;s main weapon is the [[Weapon:Flamethrower|flamethrower]]. It pumps out a continuous stream of flames and has a huge ammo reserve; allowing the Pyro to harass and control areas for extensive periods of time. He also packs an incendiary cannon and napalm grenades to complete his fiery repertoire. The main tools of a good Pyro are harassment and confusion. On offense, he can keep enemies preoccupied while the faster, more mobile classes make their way to the objective untouched.&lt;br /&gt;
&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Actually useful.&lt;br /&gt;
&lt;br /&gt;
Incendiary Cannon rockets are affected by gravity, and their slow pace makes them closer to mortars than RPGs.&lt;br /&gt;
&lt;br /&gt;
IC + Napalm jumps are a bit trickier to time, but grant much better propulsion.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Hit enemies with your Incendiary Cannon, then zigzag towards them and attack them with your Flamethrower for maximum burn damage.&lt;br /&gt;
* [[Pyro Jump]]: use your Flamethrower and Incendiary Cannon to get to otherwise inaccessible locations.&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Quickswitch&lt;br /&gt;
|description=&lt;br /&gt;
Right clicking changes between the Flamethrower and the Incendiary Cannon, making it easy to get somebody to level 2 burn and [[Pyro Jump]]!&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Fire-Retardant&lt;br /&gt;
|description=&lt;br /&gt;
A Pyro cannot be lit on fire. He still takes full damage from flame-based weapons, however.&lt;br /&gt;
}}&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Good for taking potshots if the enemy is out of range of your other weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Flamethrower|Flamethrower]]&lt;br /&gt;
|imgsrc=W_ft_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The signature weapon of the Pyro. The flame stream does considerable damage by itself, but it works best when combined with the stacking damage-over-time effects of the Pyro&amp;#039;s other flame weaponry.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Incendiary_Cannon|Incendiary Cannon]]&lt;br /&gt;
|imgsrc=W_rp_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Fires flaming projectiles in an arc, which don&amp;#039;t do much damage unless combined with the Flamethrower. Can perform rocket jumps similar to the Soldier&amp;#039;s.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. &lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Napalm|Napalm Grenade]]&lt;br /&gt;
|imgsrc=G_np_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Since the addition of flame damage stacking, these are arguably the Pyro&amp;#039;s main grenade. He spawns with 2 every life, so make good use of them. A Napalm Grenade has an initial explosion that deals substantial damage and then a bunch of flaming balls (for lack of a better word) scatter around the ground where the grenade exploded. These deal continued damage over time and light any enemy that walks through it on fire. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Flamethrower|Flamethrower]].&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Pyro/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
==== Offensive Pyro ====&lt;br /&gt;
* You should primarily focus on killing and harassing defenders to clear the way for your teammmates, but don&amp;#039;t be afraid to take the enemy flag of the opportunity arises.&lt;br /&gt;
* You&amp;#039;re one of the worst classes against the Sentry Gun. If you can&amp;#039;t get close enough to circle-strafe a Sentry with your Flamethrower, your only option is to use Frag Grenades.&lt;br /&gt;
* Watch out for EMP Grenades, they will instantly kill a Pyro with a fully loaded Flamethrower.&lt;br /&gt;
* Use Napalm Grenades in confined spaces to cause maximum disruption.&lt;br /&gt;
* Remember the Flamethrower and IC are powerful movement tools.&lt;br /&gt;
==== Defensive Pyro ====&lt;br /&gt;
* Stay outside the flag room and try to land hits on passing attackers with both your Flamethrower and IC, to cause level 2 burn and make it easy for your teammates to finish them off.&lt;br /&gt;
* You&amp;#039;re most effective against slower classes such as Soldiers and Demomen. Consider switching to another class if the enemy has a lot of Scouts.&lt;br /&gt;
==== Playing Against a Pyro ====&lt;br /&gt;
* Because he carries a lot of cells, an EMP Grenade will leave a Pyro extremely wounded if it doesn&amp;#039;t instantly kill him.&lt;br /&gt;
* The Pyro has no reliable anti-Sentry weapons. A well-placed Sentry in the flag room is a good defense against all classes, but especially Pyros.&lt;br /&gt;
* As a Soldier or Demoman, try to knock him back with rockets or grenades.&lt;br /&gt;
* As a Medic, hit him with your Super Shotgun while retreating. If he manages to close the distance, pull out your Medkit and try to infect him as he burns you with his Flamethrower.&lt;br /&gt;
* The Pyro&amp;#039;s flame weapons are totally useless in deep water.&lt;br /&gt;
* The Medic&amp;#039;s Medkits will instantly douse any flames.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/5 Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
*Learn [[Pyro Jump|pyro jumping techniques]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Outdated Pages]]&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Pyro&amp;diff=9746</id>
		<title>Class:Pyro</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Pyro&amp;diff=9746"/>
		<updated>2011-06-16T20:11:49Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:pyro_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Pyro&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| healthmax = 100&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 50&lt;br /&gt;
| armmax = 150&lt;br /&gt;
| maxspeed = 315&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 100&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 150&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 300&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: orangered&amp;quot;&amp;gt;Hybrid&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Napalm|Napalm]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Flamethrower|Flamethrower]]&lt;br /&gt;
| slot5 = [[Weapon:Incendiary_Cannon|Incendiary Cannon]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Napalm|Napalm Grenade]]&lt;br /&gt;
| gren2atspawn = 4&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 20&lt;br /&gt;
| shellsmax = 40&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 50&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 170&lt;br /&gt;
| cellsmax = 200&lt;br /&gt;
| discardcells = No&lt;br /&gt;
| rocketsatspawn = 5&lt;br /&gt;
| rocketsmax = 20&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Pyro&lt;br /&gt;
| classintro =&lt;br /&gt;
A fireman gone horribly wrong, the &amp;#039;&amp;#039;&amp;#039;Pyro&amp;#039;&amp;#039;&amp;#039; is the chaos-causer of Fortress Forever. He carries a multitude of flame-based weapons to set enemies alight and burn them to death.&lt;br /&gt;
&lt;br /&gt;
The Pyro&amp;#039;s main weapon is the [[Weapon:Flamethrower|flamethrower]]. It pumps out a continuous stream of flames and has a huge ammo reserve; allowing the Pyro to harass and control areas for extensive periods of time. He also packs an incendiary cannon and napalm grenades to complete his fiery repertoire. The main tools of a good Pyro are harassment and confusion. On offense, he can keep enemies preoccupied while the faster, more mobile classes make their way to the objective untouched.&lt;br /&gt;
&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Actually useful.&lt;br /&gt;
&lt;br /&gt;
Incendiary Cannon rockets are affected by gravity, and their slow pace makes them closer to mortars than RPGs.&lt;br /&gt;
&lt;br /&gt;
IC + Napalm jumps are a bit trickier to time, but grant much better propulsion.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Hit enemies with your Incendiary Cannon, then zigzag towards them and attack them with your Flamethrower for maximum burn damage.&lt;br /&gt;
* [[Pyro Jump]]: use your Flamethrower and Incendiary Cannon to get to otherwise inaccessible locations.&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Quickswitch&lt;br /&gt;
|description=&lt;br /&gt;
Right clicking changes between the Flamethrower and the Incendiary Cannon, making it easy to get somebody to level 2 burn and [[Pyro Jump]]!&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Fire-Retardant&lt;br /&gt;
|description=&lt;br /&gt;
A Pyro cannot be lit on fire. He still takes full damage from flame-based weapons, however.&lt;br /&gt;
}}&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Good for taking potshots if the enemy is out of range of your other weapons.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Flamethrower|Flamethrower]]&lt;br /&gt;
|imgsrc=W_ft_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The signature weapon of the Pyro. The flame stream does considerable damage by itself, but it works best when combined with the stacking damage-over-time effects of the Pyro&amp;#039;s other flame weaponry.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Incendiary_Cannon|Incendiary Cannon]]&lt;br /&gt;
|imgsrc=W_rp_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Fires flaming projectiles in an arc, which don&amp;#039;t do much damage unless combined with the Flamethrower. Can perform rocket jumps similar to the Soldier&amp;#039;s.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. &lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Napalm|Napalm Grenade]]&lt;br /&gt;
|imgsrc=G_np_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Since the addition of flame damage stacking, these are arguably the Pyro&amp;#039;s main grenade. He spawns with 2 every life, so make good use of them. A Napalm Grenade has an initial explosion that deals substantial damage and then a bunch of flaming balls (for lack of a better word) scatter around the ground where the grenade exploded. These deal continued damage over time and light any enemy that walks through it on fire. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Flamethrower|Flamethrower]].&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Pyro/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
==== Offensive Pyro ====&lt;br /&gt;
* You should primarily focus on killing and harassing defenders to clear the way for your teammmates, but don&amp;#039;t be afraid to take the enemy flag of the opportunity arises.&lt;br /&gt;
* You&amp;#039;re one of the worst classes against the Sentry Gun. If you can&amp;#039;t get close enough to circle-strafe a Sentry with your Flamethrower, your only option is to use Frag Grenades.&lt;br /&gt;
* Watch out for EMP Grenades, they will instantly kill a Pyro with a fully loaded Flamethrower.&lt;br /&gt;
* Use Napalm Grenades in confined spaces to cause maximum disruption.&lt;br /&gt;
* Remember the Flamethrower and IC are powerful movement tools.&lt;br /&gt;
==== Defensive Pyro ====&lt;br /&gt;
* Stay outside the flag room and try to land hits on passing attackers with both your Flamethrower and IC, to cause level 2 burn and make it easy for your teammates to finish them off.&lt;br /&gt;
* You&amp;#039;re most effective against slower classes such as Soldiers and Demomen. Consider switching to another class if the enemy has a lot of Scouts.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/5 Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
*Learn [[Pyro Jump|pyro jumping techniques]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Outdated Pages]]&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9745</id>
		<title>Class:Medic</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9745"/>
		<updated>2011-06-16T20:11:38Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:medic_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 90&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 100&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 320&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Medikit|Medikit]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 3&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 150&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Medic&lt;br /&gt;
| classintro =&lt;br /&gt;
Arguably the [[Class:Scout|Scout]]&amp;#039;s bigger, stronger, brother, the &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039; is often considered the main offensive class in Fortress Forever due to the balance he strikes between speed, manoeuvrability, and firepower. Like the Scout, the Medic is able to [[Concjumping|conc jump]], but he also has a decent arsenal of weapons and greater health and armour. This comes at a cost to his speed, though he is still the second fastest class in the game. While he is able to heal allies, this is very much a secondary role to his versatility as a flag runner and attacker.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Healing a teammate of infection now renders them immune to infection for a short time.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Medikit|Medikit]].&lt;br /&gt;
&lt;br /&gt;
The medic can use the [[Weapon:Medikit|Medikit]] to heal, cure, and infect certain players.  Check out the page for details.&lt;br /&gt;
&lt;br /&gt;
The medic can use [[Grenade:Concussion|Concussion Grenades]] to conc jump.  See the concussion grenade page for details.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Use your speed to grab the enemy flag and take it to the capture point.&lt;br /&gt;
* Use [[concjumping]] to travel across the map and evade defenders.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Infection Immunity&lt;br /&gt;
|description=Medics are invulnerable to infections.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Health Regeneration&lt;br /&gt;
|description=If a Medic is hurt, he will slowly regain health.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Concussion Tolerance&lt;br /&gt;
|description=The Medic is [[:Category:Status_Effects#Concussed|concussed]] for half the standard time when hit by conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Medkit Toss&lt;br /&gt;
|description=The Medic can toss Medkits using the right mouse button. Medkits cost 10 cells, which recharge over time up to a maximum of 50. Medkits heal teammates by 15 health each, and will disappear 5 seconds after being thrown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Medkit|Medkit]]&lt;br /&gt;
|imgsrc=W_mk_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Hitting an wounded ally with this will fully restore their health and cure most negative status effects. Hitting a full health ally with this will give him some extra temporary health. Hitting an enemy with this will give him a damaging [[:Category:Status_Effects#Infected|infection]] which can only be cured by an enemy Medic.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Pathetic damage, but it has a tight spread, so it&amp;#039;s better than the Super Shotgun at long range.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The Super Shotgun is the Medic&amp;#039;s primary weapon. It does good damage against lightly armoured or weakened opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
|imgsrc=W_sn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Excellent against Sentries, if you can find a blind spot or get close enough to circle-strafe them. Also good against players, though it uses up ammo very quickly.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. Or, if you run out of concs and have a small jump to do and still have plenty of health, these will sometimes do the trick.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
|imgsrc=G_co_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Used for [[concjumping]], one of the Medic&amp;#039;s most powerful abilities. Can also be used to knock enemies away and disorientate them.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Medic/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
[[Image:midairmedkit.gif|thumb|A Medkit being tossed. Tossing Medkits to nearby teammates in the enemy&amp;#039;s base could make or break a capture.]]&lt;br /&gt;
==== Offensive Medic ====&lt;br /&gt;
* Remember your primary objective is to grab the flag, not to heal or fight.&lt;br /&gt;
* Full health Soldiers, HWGuys, and Pyros can survive a lot of shots from your [[Super Shotgun]]. Use [[concjumping]] to get past them.&lt;br /&gt;
* Use your Super Nailgun and Frag Grenades to take down Sentry Guns.&lt;br /&gt;
* You spawn with only two conc grenades, however you can get a third if your respawn room has a grenade bag.&lt;br /&gt;
* Press mouse2 to throw Medkits at wounded allies, allowing them to survive for longer.&lt;br /&gt;
&lt;br /&gt;
==== Defensive Medic ====&lt;br /&gt;
* The Medic is a very poor defensive class. The team will benefit a lot more from a Soldier, HWGuy, or Engineer.&lt;br /&gt;
* Heal allies during moments of downtime.&lt;br /&gt;
* Use your speed to harass attackers and chase enemies running away with the flag.&lt;br /&gt;
&lt;br /&gt;
==== Playing Against a Medic ====&lt;br /&gt;
* Medics don&amp;#039;t have very strong armour. Two rockets will usually be enough to kill them.&lt;br /&gt;
* The same strategy applies as when playing against [[Class:Scout|Scouts]]. Practice aiming while under the effects of a concussion grenade, and learn to recognise and listen for the sounds of a conc grenade being primed and going off.&lt;br /&gt;
* Don&amp;#039;t underestimate the Medic&amp;#039;s Super Shotgun and Frag Grenades: they&amp;#039;ll kill you very easily if you&amp;#039;re wounded.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
No media page currently.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Demoman&amp;diff=9744</id>
		<title>Class:Demoman</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Demoman&amp;diff=9744"/>
		<updated>2011-06-16T20:11:14Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:demoman_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Demoman&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 90&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 120&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 280&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color:orangered;&amp;quot;&amp;gt;Hybrid&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Grenade_Launcher|Grenade Launcher]]&lt;br /&gt;
| slot5 = [[Weapon:Pipe_Launcher|Pipe Launcher]]&lt;br /&gt;
| slot6 = [[Buildable:Detpack|Detpack]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 30&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 20&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 20&lt;br /&gt;
| rocketsmax = 50&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 1&lt;br /&gt;
| detpacksmax = 1&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Demoman&lt;br /&gt;
| classintro =&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Demoman&amp;#039;&amp;#039;&amp;#039; is for the player who likes to pack a very large amount of firepower. The Demoman&amp;#039;s primary weapon is his Grenade/Pipe Launcher, which has two separate fire modes: timed detonation and remote detonation. The remote detonation pipe bombs make the Demoman excellent at defending important areas. His weapons have a lot of explosive power, the trade-off being a lack of serious armor, moderately slow speed, and the fact that his Grenade Launcher requires practice to master.&lt;br /&gt;
&lt;br /&gt;
Although he is primarily a defensive class, the Demoman can function in an offense role as well. Even though his health and armor are not the greatest in the game, the sheer power of his weapons puts the Demoman into the &amp;quot;heavy&amp;quot; category of offense: ideal for punching holes in a strong enemy defense to allow lighter attackers through.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Place your yellow pipe bombs on your team&amp;#039;s flag to defend it. Detonate them when an enemy tries to touch it.&lt;br /&gt;
* Use blue grenades to defend yourself if attacked directly.&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Remote Detonation&lt;br /&gt;
|description=&lt;br /&gt;
Right clicking detonates any deployed pipes that were laid using the [[Weapon:Pipe_Launcher|Pipe Launcher]], regardless of which weapon is currently equipped.  This command does not work if the player has just fired a fresh pipe (which glows red).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=[[Buildable:Detpack|Detpack]]&lt;br /&gt;
|description=&lt;br /&gt;
The Demoman can lay a Detpack, an extremely powerful explosive that instantly kills anything within its blast radius. It can also destroy walls and grates on some levels, opening up new pathways. Scouts can disarm Detpacks by touching them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The shotgun is a weapon of last resort. Use it against opponents that you know you won&amp;#039;t be able to hit with your blue grenades and pipebombs, or if you find yourself caught with your grenade launcher unloaded.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Grenade_Launcher|Grenade Launcher]]&lt;br /&gt;
|imgsrc=W_gl_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The Grenade Launcher holds six blue grenades, which have a hybrid timer/contact detonation system. If you score a direct hit on an opponent, it will do a large amount of damage. If the grenades don&amp;#039;t score a direct hit, they explode a couple of seconds after being fired. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Pipe_Launcher|Pipe Launcher]]&lt;br /&gt;
|imgsrc=W_pl_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
This is an alternate fire mode of the grenade launcher, so it shares the same clip. Pipe bombs are yellow and feature a remote detonation system. You can lay up to eight of them; they are detonated using mouse2. Pipe bombs will explode automatically if the Demoman who laid them dies, if they are not detonated for a few minutes, or if you lay more than eight. There is a period of about a second after firing a pipebomb, where it glows red and cannot be detonated.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
A standard fragmentation grenade. Use this when you have run out of the more powerful MIRV grenades (below).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:MIRV|MIRV Grenade]]&lt;br /&gt;
|imgsrc=G_mi_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The most destructive grenade in Fortress Forever. The MIRV grenade explodes at the end of its fuse, releasing four more mini grenades which then explode too. That&amp;#039;s 5 high-damage explosions for your enemies to avoid.&lt;br /&gt;
}}&lt;br /&gt;
| changesinfo =&lt;br /&gt;
The Demoman&amp;#039;s detpack now uses physics when being dropped/placed, but locks into position when it stops. You can roll it down hills or off of edges using this.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Detonates any deployed pipes that were laid using the [[Weapon:Pipe_Launcher|Pipe Launcher]], regardless of which weapon is currently equipped.  This command does not work if the player has just fired a fresh pipe (which glows red).&lt;br /&gt;
&lt;br /&gt;
The Demoman can clear or destroy special obstacles using his [[Buildable:Detpack|Detpacks]], see the weapon page for details.  The Demoman can pipe jump, check out the [[Weapon:Pipe Launcher|Pipe Launcher]] page for details.&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Demoman/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
==== Defensive Demoman ====&lt;br /&gt;
* Make sure you have pipe bombs on the flag at all times. &lt;br /&gt;
* Remember your Grenade Launcher and Pipe Launcher share a single small clip.&lt;br /&gt;
* Enemy Scouts can be incredibly fast: good reaction time and the ability to pay close attention are important.&lt;br /&gt;
* Your pipe bombs explode when you die, and your low armour compared to that of the Soldier and HWGuy make you a juicy target for enemy Medics and Spies.&lt;br /&gt;
* Listen for the &amp;quot;click&amp;quot; sound of a Scout&amp;#039;s conc grenade, so you can guess exactly when he&amp;#039;ll hit your pipe trap.&lt;br /&gt;
&lt;br /&gt;
==== Offensive Demoman ====&lt;br /&gt;
* Lay pipe traps around the enemy base, and try to lure defenders into them.&lt;br /&gt;
* Your MIRV Grenades are extremely deadly to Sentry Guns.&lt;br /&gt;
* Use your Detpack to open alternative routes for attackers to enter.&lt;br /&gt;
* The Pipe Launcher can be used as a movement tool. Lay a pipe on the ground and blow it up as you jump.&lt;br /&gt;
* Pipe jumping allows you to quickly traverse long distances and reach inaccessible areas, at a cost to health and armour.&lt;br /&gt;
&lt;br /&gt;
==== Playing Against a Demoman ====&lt;br /&gt;
* He&amp;#039;s only slightly better armoured than the Medic, and his pipe bombs explode when he dies.&lt;br /&gt;
* Getting right up in his face may make him hesitate to hit you with his grenades, at risk of killing himself.&lt;br /&gt;
* Keep an eye out for his yellow pipebombs.&lt;br /&gt;
* His MIRVs are incredibly destructive. Don&amp;#039;t get caught in the centre of one.&lt;br /&gt;
* If you see an enemy Demoman drop a detpack, run away!&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/16 Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Soldier&amp;diff=9743</id>
		<title>Class:Soldier</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Soldier&amp;diff=9743"/>
		<updated>2011-06-16T20:11:03Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:soldier_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Soldier&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 100&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 200&lt;br /&gt;
| armval2 = 80%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 240&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: royalblue&amp;quot;&amp;gt;Defense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Nail|Nail]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot5 = [[Weapon:RPG|RPG]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Nail|Nail Grenade]]&lt;br /&gt;
| gren2atspawn = 1&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 100&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 100&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 10&lt;br /&gt;
| rocketsmax = 50&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Soldier&lt;br /&gt;
| classintro =&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Soldier&amp;#039;&amp;#039;&amp;#039; is the second most heavily [[Armor|armored]] class in Fortress Forever. A retired army weapons specialist, the Soldier still carries his favorite weapons with him as mementos. The rocket launcher is his primary weapon; it&amp;#039;s capable of holding four fast-firing rockets at a time. The Soldier is essential to base defense (both front-line and last-line). The rocket launcher&amp;#039;s stopping power makes the Soldier an excellent close-quarters fighter; he does best in small hallway and areas where the enemy cannot easily dodge his attacks. Though he&amp;#039;s weaker out in the open, the Soldier sports a shotgun and super shotgun for ranged attacks. The Soldier&amp;#039;s combination of weaponry, military training, and overall rough personality make him an excellent choice for the player who wants to frag lots of enemies and keep the base safe.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* The Soldier is a very versatile class. Use your Rocket Launcher to stop attackers, or to punch a hole in the enemy defense. Aim for the feet!&lt;br /&gt;
* Use your Super Shotgun to finish off enemies if you don&amp;#039;t have time to reload your Rocket Launcher.&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Quickswitch&lt;br /&gt;
|description=&lt;br /&gt;
Right clicking changes between super shotgun and RPG, so you can get a quick shotgun shot off while your enemy is in the air, then switch back to RPG to shoot the floor as they land. Remember to reload both weapons when you have a spare moment!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=[[Jumping_Skills#Rocket_jumps|Rocket Jump]]&lt;br /&gt;
|description=By firing a rocket and the ground and jumping simultaneously, the Soldier can rocket jump to great heights. This jump takes a fairly large amount of health off, so use sparingly (about a 5th)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Pathetic damage, but it has a tight spread, so it&amp;#039;s better than the Super Shotgun at long range. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The Soldier&amp;#039;s secondary weapon. It packs a powerful punch against lighter classes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:RPG|Rocket Launcher]]&lt;br /&gt;
|imgsrc=W_rp_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
This is the Soldier&amp;#039;s signature weapon. It holds up to four rockets at a time, and each of them does massive damage. Aim for your opponent&amp;#039;s feet in order to maximize its effectiveness. The blast will push your enemies around, so it is ideal for stopping fast moving classes in their tracks.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction.}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Nail|Nail Grenade]]&lt;br /&gt;
|imgsrc=G_ng_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
After the grenade countdown ends, it jumps up and begins spewing nails,then explodes like a frag grenade after 3 seconds. It is used as an area denial tool in tight spaces as anyone who runs through it will receive a large amount of damage. If you&amp;#039;re defending a tight space but you need to run to get health, leave a nail grenade to guard the area for a few seconds.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
* The Soldier&amp;#039;s Rocket Launcher is easiest to aim at close ranges, though if you can lead targets well it can be effective at longer ranges too.&lt;br /&gt;
* The Rocket Launcher&amp;#039;s knockback can be used to push enemies into hazards such as a sentry gun&amp;#039;s firing line, or to &amp;quot;juggle&amp;quot; them, making them easier to hit with the Super Shotgun or a second rocket.&lt;br /&gt;
* The Soldier has very large ammo reserves, and so should never worry about running out. However, keeping your Rocket Launcher and Super Shotgun fully loaded when not in use is vitally important.&lt;br /&gt;
&lt;br /&gt;
====Defensive Soldier====&lt;br /&gt;
* Stay in one spot, preferably near a resupply bag or spawn room, so you can quickly recover lost health and armour.&lt;br /&gt;
* Use your Super Shotgun to finish off lighter attackers after you&amp;#039;ve hit them with a rocket.&lt;br /&gt;
* The Rocket Launcher is one of the most difficult weapons to learn to aim while concussed.&lt;br /&gt;
* Don&amp;#039;t pursue fleeing attackers. You&amp;#039;re not fast enough to catch them, and often they&amp;#039;ll run right back past you.&lt;br /&gt;
&lt;br /&gt;
====Offensive Soldier====&lt;br /&gt;
* The Soldier is often considered too slow to be an effective offense class.&lt;br /&gt;
* Remember that firepower, not speed, is your strong point. You should focus on damaging and distracting the enemy defense so Scouts and Medics can slip through unhindered.&lt;br /&gt;
* Your Rocket Launcher and Nail Grenades are extremely effectively against Sentry Guns.&lt;br /&gt;
* If you grab the enemy flag, throw it to a faster teammate by pressing &amp;quot;C&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Playing against a Soldier====&lt;br /&gt;
* Pyros are excellent against Soldiers, as are Demomen at slightly longer range. Soldiers are also prime targets for Snipers due to their slow speed.&lt;br /&gt;
* Soldiers excel in confined spaces with lots of cover, by contrast, their weapons are a lot less useful in large open areas.&lt;br /&gt;
* The Soldier&amp;#039;s weakness is his long reload times. The best time to attack is when his Rocket Launcher needs reloading.&lt;br /&gt;
* As a Medic, concjumping past a Soldier is a better idea than engaging him directly, unless he&amp;#039;s considerably weakened. Scouts should never even think about engaging in combat.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/26 Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
* Learn how to [[Jumping_Skills#Rocket_jumps|rocket jump.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|2}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Sniper&amp;diff=9742</id>
		<title>Class:Sniper</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Sniper&amp;diff=9742"/>
		<updated>2011-06-16T20:10:44Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:sniper_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Sniper&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 90&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 50&lt;br /&gt;
| armval2 = 30%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 300&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: royalblue&amp;quot;&amp;gt;Defense&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 90&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Sniper_Rifle|Sniper Rifle]]&lt;br /&gt;
| slot3 = [[Weapon:Auto_Rifle|Auto Rifle]]&lt;br /&gt;
| slot4 = [[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| shellsatspawn = 60&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 100&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = Yes&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Sniper&lt;br /&gt;
| classintro =&lt;br /&gt;
The Sniper is the master of long range combat in Fortress Forever. Packing a sniper rifle, assault rifle, and nailgun, the Sniper is often the first line of defense for a team. By communicating enemy attack routes to teammates, tagging incoming enemies, and disabling the enemy with crippling leg shots, a skilled Sniper can be a valuable asset to the team. On some maps, he can also serve as offensive support by taking out enemy defenders and sentry guns from long range. The farther away a Sniper&amp;#039;s enemies are, the better. Consequently, his options at short range are limited. If you like to destroy the enemy before they even have a chance to hurt you, serve as the first line of defense, and support your team at long range, the Sniper is for you.&lt;br /&gt;
|basicstrategy =&lt;br /&gt;
* Choose a position above an open area that enemies must move through.&lt;br /&gt;
* Right-click to zoom your Sniper Rifle. Hold down the left mouse button to charge it up for extra damage!&lt;br /&gt;
|abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=[[:Category:Status_Effects#Transmitting|Radio Tag]]&lt;br /&gt;
|description=&lt;br /&gt;
The Sniper&amp;#039;s rifle fires custom-manufactured bullets that have short-range radio transmitters in them. He tags enemies that he hits but doesn&amp;#039;t kill. This allows the Sniper and his team to see that enemy through walls out to a limited distance for a short period of time.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Sniper_Rifle|Sniper Rifle]]&lt;br /&gt;
|imgsrc=W_sr_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The sniper&amp;#039;s bread and butter. Charge it up by holding down the fire button, the release when you see a target. Zoom in by right clicking. The sniper rifle is also the only weapon in the game to have locational damage. Head shots deal far more damage than regular body shots, and leg shots can cripple your target&amp;#039;s movement speed.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Auto_Rifle|Auto Rifle]]&lt;br /&gt;
|imgsrc=W_ar_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Excellent weapon for personal defense. Use this if you find yourself in a close-quarters situation. The auto rifle gets less accurate at range, and you can only carry a fairly limited amount of ammo, so save it for the times when enemies are bearing down on top of you.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
|imgsrc=W_ng_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Use this if you run of of shells for your sniper rifle and auto rifle.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, insta-killing scouts or other weak opponents, and general destruction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Sniper/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
====Playing as Sniper====&lt;br /&gt;
* Hide in a dark area, a long distance away from your target. A well concealed Sniper can do a lot of damage to the opposing team. If a Sniper&amp;#039;s position is discovered, the distance between him and the enemy will determine whether or not he can get out of danger.&lt;br /&gt;
&lt;br /&gt;
* The best sniping spots are generally regarded to be those with a height advantage; some spots leave you only vulnerable to enemy Snipers. Snipers can also operate at ground level if they find good cover.&lt;br /&gt;
&lt;br /&gt;
* As a Sniper, you are pretty weak at short range. Save your [[Grenade:Frag|Frag Grenades]] for close encounters, and have an escape route ready if you are attacked from behind.&lt;br /&gt;
&lt;br /&gt;
* When you are zoomed in with your [[Weapon:Sniper_Rifle|Sniper Rifle]], your peripheral vision is severely reduced. As such, it is easy for other classes to sneak up next to you and deal a lot of damage. A [[Class:Spy|Spy&amp;#039;s]] backstab can catch a Sniper very easily; try to keep your back to the wall to prevent this. It is prudent to keep your laser charged, but the rifle unscoped, and only scope when you see a potential target.&lt;br /&gt;
&lt;br /&gt;
====Playing Against a Sniper====&lt;br /&gt;
* Getting in close to attack a Sniper is often difficult, especially when he&amp;#039;s targeting you. The best class to kill a Sniper with is another Sniper. Switching to Sniper solely to counter an enemy Sniper may deprive your team of a useful attacker, however, and can lead to &amp;quot;Sniper wars&amp;quot;, where Snipers dedicate all their time to taking pot-shots at one another.&lt;br /&gt;
&lt;br /&gt;
* The best class aside from Sniper to act as a counter is Medic. He is fast, and so more difficult to hit and able to close distance more quickly. His Super Shotgun can tear through the Sniper&amp;#039;s weak armor, his Concussion Grenades are very effective against a class that relies on exact aim, and his Infection can prove very annoying. However against a skilled Sniper a Medic may struggle to get close, and often a Medic&amp;#039;s time can be better spent working towards capturing the flag.&lt;br /&gt;
&lt;br /&gt;
* A Spy will find it fairly easy to get in close to a Sniper.&lt;br /&gt;
&lt;br /&gt;
* As a Soldier, firing a couple of rockets at a Sniper&amp;#039;s position may spook him into taking cover for a few seconds.&lt;br /&gt;
&lt;br /&gt;
* Snipers are often surprisingly effective at defending themselves at close range, as their Sniper Rifle does as much damage as it does at a distance, and they do not have tunnel vision while charging. Their Auto Rifle can deal out a respectable amount of damage, and their Frag Grenades are as deadly as those of any class.&lt;br /&gt;
&lt;br /&gt;
* As on many maps the Sniper deck is close to the spawn room, killing a Sniper won&amp;#039;t be of much use, as he will be back in a matter of seconds. Distracting him might be a better idea.&lt;br /&gt;
&lt;br /&gt;
* Regardless of what class you are playing, if you spot a Sniper, make sure to immediately alert your team to their location. If the Sniper manages to take you out, at least the next guy coming along knows where he is and can take a crack at it.&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/22 Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|4}}&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Spy&amp;diff=9741</id>
		<title>Class:Spy</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Spy&amp;diff=9741"/>
		<updated>2011-06-16T20:10:25Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:spy_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Spy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 90&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 100&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 300&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| slot1 = [[Weapon:Knife|Knife]]&lt;br /&gt;
| slot2 = [[Weapon:Tranquilizer Gun|Tranq]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| gren2atspawn = 0&lt;br /&gt;
| gren2max = 0&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 40&lt;br /&gt;
| shellsmax = 40&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 100&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 10&lt;br /&gt;
| cellsmax = 30&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 15&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = Yes&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Spy&lt;br /&gt;
| classintro =&lt;br /&gt;
The thinking man&amp;#039;s class, the Spy is the assassin and saboteur of Fortress Forever. He has a wide variety of special abilities at his disposal that help him excel at infiltration and sabotage. The spy wages a psychological war with the enemy; he uses stealth and subterfuge to maneuver through the enemy base unhinged and then strike where it will hurt most. The Spy&amp;#039;s [[Weapon:Knife|Knife]] can instantly and silently kill an enemy player if they are stabbed from behind. The Spy also carries a [[Weapon:Tranquilizer Gun|tranquilizer gun]] loaded with a secret mixture of sedatives and psychosis drugs that slow down and disorient enemy players. For times when a more direct approach is required, the spy also packs a [[Weapon:Super Shotgun|super shotgun]] and [[Weapon:Nailgun|nail gun]].&lt;br /&gt;
&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
The Spy&amp;#039;s special command brings up the Disguise Menu. The Disguise Menu shows all of the options the Spy has for disguising (see &amp;quot;Disguise&amp;quot; below).&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Use your cloak and disguise to infiltrate the enemy base. Remember your cloak does not fully conceal you while moving.&lt;br /&gt;
* Backstab an enemy player with your Knife for an instant kill.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Disguise|Disguise]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies can disguise themselves as any other class and team that is available on the current map. If there are two teams on the map, the disguises will be listed as either &amp;quot;Friendly&amp;quot; or &amp;quot;Enemy&amp;quot;. If there are three or four teams on the map, the disguises will be listed by team color. The disguise options also reflect any class limits on the map; if Snipers are disabled on the map, then a Spy is unable to disguise as a Sniper. However, the Spy&amp;#039;s disguises can be controlled by each map&amp;#039;s individual LUA file, so a mapper can allow a Spy to disguise as any mix of all ten classes if s/he wishes to do so.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A Spy&amp;#039;s disguise is removed whenever they attack with one of their weapons. (Spies are still able to prime grenades and throw them while disguised.) There is one exception to this rule (see &amp;quot;ID Theft&amp;quot; below). A Spy&amp;#039;s currently equipped weapon is reflected in their disguise. Generally, his [[Knife]] corresponds with the weapon in Slot 1, [[Tranq]] in Slot 2, [[Super Shotgun]] in Slot 3 and [[Nailgun]] in Slot 4. For example, if a Spy is disguised as a [[Soldier]] and is holding the Nailgun, he will appear to be holding the [[RPG]] to others. This will also be reflected to you on your [[HUD]] next to your weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Disguise Removal&lt;br /&gt;
|description =&lt;br /&gt;
A Spy can remove an enemy Spy&amp;#039;s disguise by coming into contact with them. The enemy Spy&amp;#039;s HUD will show &amp;quot;Your disguise has been removed!&amp;quot;. If two disguised Spies touch one another, both of their disguises are removed. The [[Class:Scout|Scout]] also possesses this ability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:ID Theft|ID Theft]]&lt;br /&gt;
|description =&lt;br /&gt;
Normally, when the Spy attacks with a weapon they lose their disguise. However, if the Spy successfully backstabs an enemy from behind with their [[Weapon:Knife|Knife]] on the first hit, they instantly assume the team color and class of the enemy as a disguise.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Invisibility|Invisibility]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies can cloak. There are three options for cloaking: Cloak, Silent Cloak, and Smart Cloak. If a Spy cloaks normally, a Corpse showing their model falls as if it had died. If a Spy cloaks silently, the Spy simply fades into their cloaked form. Smart cloak is a command that will let the spy cloak silently if he&amp;#039;s standing still. Otherwise it causes the normal, noisy cloak.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Other players will see a shimmering distortion that is the spy when looking at him while he&amp;#039;s cloaked. Friendly players will see an arrow above the spy&amp;#039;s head. Enemies have to look hard! A Spy moves slower when cloaked, and any increases in speed (such as being hit by a [[Grenade:Concussion|Concussion Grenade]] and subsquently being pushed away) will remove the cloak. The more a cloaked spy moves, the more visible he becomes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Reduced Fall Damage&lt;br /&gt;
|description=&lt;br /&gt;
Spies must fall 50% as far as other classes to receive fall damage, and they receive 50% less damage than other classes when they sustain fall damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[:Category:Buildables#Building_sabotage|Sabotage]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies can sabotage enemy [[:Category:Buildables#Sentry_Gun|Sentry Guns]] and [[:Category:Buildables#Dispenser|Dispensers]] and turn them against the enemy team. The Spy must stand next to a Sentry Gun or Dispenser while disguised Sabotaging a Sentry Gun or Dispenser takes 3 seconds. Sabotaged Buildables can not be detonated or dismantled. (However, they can still be destroyed by weapons fire as usual.) The Sabotage effect is removed after the timer runs out or the Spy is killed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; The Spy can activate the Sabotage and the Sentry Gun will fire on its own team, giving all kills to the Spy. When the activated Sabotage ends, the Sabotage is removed. A Sabotaged Dispenser can be detonated by the Spy activating the Sabotage. The Sabotaged Dispenser will kill anyone on the Engineer&amp;#039;s team (if Friendly Fire is off).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Stealth|Stealth]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies do not make footstep sounds like the other classes do. However, they will make footsteps while disguised so as to not ruin the illusion of the disguise.If a Spy is crouching when he lands from a fall, he will make no noise. However, a Spy can choose to stand while falling so as to purposely make noise if they choose to do so.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Knife|Knife]]&lt;br /&gt;
|imgsrc=W_kn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The knife is the signature weapon of the spy. Although it&amp;#039;s a melee weapon, it is very deadly. Normal hits deal significantly more damage than the crowbar, and backstabs kill instantly. Much of learning how to be a good spy is proper use of the knife.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Tranquilizer Gun|Tranquilizer Gun]]&lt;br /&gt;
|imgsrc=W_tq_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The tranq is useful for slowing down pursuers, catching up with targets, and in general causing annoyance. Each successful shot causes the target to suffer from an increasingly powerful sedation effect. The enemy&amp;#039;s movement speed is slowed and their vision blurred. The projectiles from this weapon do not hit instantly; so you must learn to lead targets at medium and long ranges.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The super shotgun is the spy&amp;#039;s main weapon if he gets in trouble. It doesn&amp;#039;t have the grace or style of a saboteur, but it gets the job done when you need to fight for your life.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
|imgsrc=W_ng_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The nailgun is most useful for taking out sentry guns. It works at an almost unlimited range and the steady stream of nails destroys the gun quickly. Combine the nailgun with frag grenades and circle strafing for maximum effect against sentries.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| grenades=&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The standard fragmentation grenade: lots of damage, a large blast radius. Like the super shotgun, it doesn&amp;#039;t exactly have the style of a calm, cool infiltrator, but it will be one of your most useful weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Spy/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
====Offensive Spy====&lt;br /&gt;
* The Spy&amp;#039;s greatest weapon is his [[Weapon:Knife|Knife]]. It does more damage than the crowbar and can instantly kill an enemy if they are hit with it from behind.&lt;br /&gt;
* The [[Weapon:Tranquilizer Gun|Tranq]] will slow down an enemy and effectively remove their peripheral vision. This is best used to slow down an enemy and get around them for a backstab with the knife.&lt;br /&gt;
* Although the Spy is armed with a [[Weapon:Super_Shotgun|Super Shotgun]], he only has average health, armor, and movement speed and is unlikely to survive in open combat. A Spy&amp;#039;s best role is to make use of his various Special Abilities to infiltrate the enemy&amp;#039;s base and cause whatever damage he can.&lt;br /&gt;
* The cloak does not fully hide you while moving. Bear this in mind.&lt;br /&gt;
* Change disguises or cloak in areas outside of sight of the enemy such as your team&amp;#039;s spawn rooms.&lt;br /&gt;
&lt;br /&gt;
====Defensive Spy====&lt;br /&gt;
* The Spy is a poor defender, because his abilities are focused towards infiltration.&lt;br /&gt;
* Patrol your base and attempt to backstab unsuspecting attackers.&lt;br /&gt;
&lt;br /&gt;
====Playing Against a Spy====&lt;br /&gt;
* On servers where friendly fire is turned off, you can easily spycheck teammates by shooting them.&lt;br /&gt;
* Spies are equipped to excel at infiltration. The best defense against a Spy is a wary and alert team.&lt;br /&gt;
* Watch out for the shimmer of a moving Spy&amp;#039;s cloak.&lt;br /&gt;
* As an Engineer, don&amp;#039;t leave your Sentry Gun unattended, or else you&amp;#039;re inviting a Spy to sabotage it.&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/42 Media Page]&lt;br /&gt;
&lt;br /&gt;
|furtherreading =&lt;br /&gt;
* How to go about [[:Category:Buildables#Building_sabotage|sabotaging buildings]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=9740</id>
		<title>Class:Scout</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=9740"/>
		<updated>2011-06-16T20:10:17Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:scout_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Scout&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 75&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 50&lt;br /&gt;
| armval2 = 30%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 400&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 75&lt;br /&gt;
| armtype = [[Armour:Green|Green]]&lt;br /&gt;
| armspawn = 25&lt;br /&gt;
| armmax = 50&lt;br /&gt;
| maxspeed = 420&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 3&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 25&lt;br /&gt;
| shellsmax = 50&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 100&lt;br /&gt;
| nailsmax = 200&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 10&lt;br /&gt;
| cellsmax = 40&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = Yes&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Scout&lt;br /&gt;
| classintro =&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Scout&amp;#039;&amp;#039;&amp;#039; is the speed demon of Fortress Forever, focused on evading enemy defenses rather than attacking them. Despite his light armour and weak weapons, a skilled Scout&amp;#039;s ability to steal the enemy flag is second to none, thanks to his very high speed and ability to [[concjumping|conc jump]].&lt;br /&gt;
| basicstrategy=&lt;br /&gt;
* Use your speed to grab the enemy flag and take it to the capture point.&lt;br /&gt;
* Use [[concjumping]] to travel across the map and evade defenders.&lt;br /&gt;
| abilities = &lt;br /&gt;
===Movement===&lt;br /&gt;
Movement is vital to the Scout. It&amp;#039;s his only way to get to the flag!&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Concussion Jumping&lt;br /&gt;
|description=&lt;br /&gt;
The Scout can use the force of his [[Grenade:Concussion|Concussion Grenades]] to gain large amounts of speed and height. &lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Fall Damage Resistance&lt;br /&gt;
|description=&lt;br /&gt;
The Scout takes half damage from falls, allowing him to perform large conc jumps without getting too badly hurt.&lt;br /&gt;
}}&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
These abilities are rarely useful.&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Disguise Removal&lt;br /&gt;
|description=&lt;br /&gt;
A Scout can remove an enemy Spy&amp;#039;s disguise by coming into contact with them. The [[Class:Spy|Spy]] also possesses this ability.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Detpack Defusion&lt;br /&gt;
|description=&lt;br /&gt;
Scouts can disable [[Weapon:Detpack|Detpacks]] by touching them, even if they are about to go off.&lt;br /&gt;
}}&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Low damage. Other players will kill you before you can get close enough to hit them with this.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Not powerful enough to kill anything except weakened opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
|imgsrc=W_ng_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Decent for taking down Sentry Guns, not very good against players.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[:Category:Buildables#Jump_Pad|Jump Pad]]&lt;br /&gt;
|imgsrc=Jump_Pad.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Building one of these in a strategic position will allow teammates to reach the enemy base quickly, without using conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
|grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
|imgsrc=G_co_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Used for [[concjumping]], one of the Scout&amp;#039;s most powerful abilities. Can also be used to knock enemies away and disorientate them.&lt;br /&gt;
}}&lt;br /&gt;
| changesinfo =&lt;br /&gt;
The Scout&amp;#039;s special ability in TFC was a text message that showed you a vague location of both flags. It stated whether the flag is in the base, dropped, or being carried. This has been replaced by the much more useful [[:Category:Buildables#Jump_Pad|Jump pad (aka Man Cannon)]].&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
The Scout&amp;#039;s Special Command builds and / or if one is built destroys the Man Cannon.&lt;br /&gt;
| ability1 = &lt;br /&gt;
*&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Jump Pad (aka Man Cannon)&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;Scouts are equipped with a Man Cannon which provides a &amp;quot;ramp&amp;quot; usable by all players in the game (enemy and friendly). The Man Cannon takes approximately 1 second to build and will remain in position for a total of 60 seconds. The scout is given one Man Cannon per life similar to the dispenser for the demoman.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability2 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Disguise Removal&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;A Scout can remove an enemy Spy&amp;#039;s disguise by coming into contact with them. The enemy Spy&amp;#039;s HUD will show &amp;quot;Your disguise has been removed!&amp;quot;. The [[Class:Spy|Spy]] also possesses this ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability3 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Detpack Defusion&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;Scouts can disable [[Weapon:Detpack|Detpacks]] by touching them, even if they are about to go off.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability4 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Concussion jumping&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;The Scout has [[Grenade:Concussion|Concussion Grenades]] as part of his arsenal, which allows him to Conc Jump (using the grenade&amp;#039;s push to gain additional speed and height). See the [[Grenade:Concussion|Concussion Grenade&amp;#039;s]] article for more information on Conc Jumping.&amp;lt;/p&amp;gt;&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Offensive Scout====&lt;br /&gt;
* The Scout&amp;#039;s greatest asset is his speed. Avoiding combat is the Scout&amp;#039;s only viable option as every other class outguns him. Your purpose is to grab the flag, not to kill enemies!&lt;br /&gt;
* Even if the flag is heavily defended and you know you&amp;#039;re going to die as soon as you touch it, touching the flag will reset the timer for it returning to the flag room. Touch the flag as often as possible to ensure that it never returns to its base.&lt;br /&gt;
* [[Movement Skills#Bunnyhopping|Bunnyhopping]] increases your speed from fast to insanely fast, if you learn to do it effectively.&lt;br /&gt;
* Build your Jump Pad to help your teammates get to the enemy base faster. It can also save you a conc.&lt;br /&gt;
* Use conc grenades to knock defenders away from their positions. Remember, however, that many players are able to aim while concussed.&lt;br /&gt;
* Fire your nailgun as you approach the flag room, in order to mask the &amp;quot;click&amp;quot; sound of your conc.&lt;br /&gt;
* Press &amp;quot;C&amp;quot; to throw the flag. If the enemy base has a security system, throwing the flag outside the security area will be enormously helpful to your team.&lt;br /&gt;
* Never lose sight of your ultimate goal: GRABBING THAT FLAG!&lt;br /&gt;
&lt;br /&gt;
====Defensive Scout====&lt;br /&gt;
* Don&amp;#039;t bother. Due to having no effective weapons and the lowest health and armour in the game, the Scout has no defensive role in any circumstances.&lt;br /&gt;
&lt;br /&gt;
====Playing Against A Scout====&lt;br /&gt;
* Scouts are the most dangerous enemies you will encounter as a defender. They can grab your flag and disappear with it in a tiny space of time.&lt;br /&gt;
* Scouts are very fast, but their speed is less of an advantage in confined spaces. On maps with few confined spaces, good accuracy is essential when trying to stop a Scout.&lt;br /&gt;
* Scouts have the lowest health and armour of any class; a couple of rockets, pipe bombs, or seconds of Sentry Gun fire will kill them without difficulty.&lt;br /&gt;
* Learning to aim accurately while concussed is tricky, but very helpful when dealing with Scouts.&lt;br /&gt;
* Listen for the distinctive grenade &amp;quot;click&amp;quot; sound. If it&amp;#039;s coming from a Scout, it means that in four seconds&amp;#039; time, they&amp;#039;re going to conc jump.&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/19 Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
* How to perform [[Jumping_Skills#Concussion_jumps|concussion jumping]] with your concussion grenades.&lt;br /&gt;
* [[Movement_Skills|Movement skills]] to get around the battlefield quicker.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Demoman&amp;diff=9739</id>
		<title>Class:Demoman</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Demoman&amp;diff=9739"/>
		<updated>2011-06-16T20:08:35Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:demoman_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Demoman&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 90&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 120&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 280&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color:orangered;&amp;quot;&amp;gt;Hybrid&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Grenade_Launcher|Grenade Launcher]]&lt;br /&gt;
| slot5 = [[Weapon:Pipe_Launcher|Pipe Launcher]]&lt;br /&gt;
| slot6 = [[Buildable:Detpack|Detpack]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 30&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 20&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 20&lt;br /&gt;
| rocketsmax = 50&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 1&lt;br /&gt;
| detpacksmax = 1&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Demoman&lt;br /&gt;
| classintro =&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Demoman&amp;#039;&amp;#039;&amp;#039; is for the player who likes to pack a very large amount of firepower. The Demoman&amp;#039;s primary weapon is his Grenade/Pipe Launcher, which has two separate fire modes: timed detonation and remote detonation. The remote detonation pipe bombs make the Demoman excellent at defending important areas. His weapons have a lot of explosive power, the trade-off being a lack of serious armor, moderately slow speed, and the fact that his Grenade Launcher requires practice to master.&lt;br /&gt;
&lt;br /&gt;
Although he is primarily a defensive class, the Demoman can function in an offense role as well. Even though his health and armor are not the greatest in the game, the sheer power of his weapons puts the Demoman into the &amp;quot;heavy&amp;quot; category of offense: ideal for punching holes in a strong enemy defense to allow lighter attackers through.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Place your yellow pipe bombs on your team&amp;#039;s flag to defend it. Detonate them when an enemy tries to touch it.&lt;br /&gt;
* Use blue grenades to defend yourself if attacked directly.&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Remote Detonation&lt;br /&gt;
|description=&lt;br /&gt;
Right clicking detonates any deployed pipes that were laid using the [[Weapon:Pipe_Launcher|Pipe Launcher]], regardless of which weapon is currently equipped.  This command does not work if the player has just fired a fresh pipe (which glows red).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=[[Buildable:Detpack|Detpack]]&lt;br /&gt;
|description=&lt;br /&gt;
The Demoman can lay a Detpack, an extremely powerful explosive that instantly kills anything within its blast radius. It can also destroy walls and grates on some levels, opening up new pathways. Scouts can disarm Detpacks by touching them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The shotgun is a weapon of last resort. Use it against opponents that you know you won&amp;#039;t be able to hit with your blue grenades and pipebombs, or if you find yourself caught with your grenade launcher unloaded.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Grenade_Launcher|Grenade Launcher]]&lt;br /&gt;
|imgsrc=W_gl_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The Grenade Launcher holds six blue grenades, which have a hybrid timer/contact detonation system. If you score a direct hit on an opponent, it will do a large amount of damage. If the grenades don&amp;#039;t score a direct hit, they explode a couple of seconds after being fired. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Pipe_Launcher|Pipe Launcher]]&lt;br /&gt;
|imgsrc=W_pl_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
This is an alternate fire mode of the grenade launcher, so it shares the same clip. Pipe bombs are yellow and feature a remote detonation system. You can lay up to eight of them; they are detonated using mouse2. Pipe bombs will explode automatically if the Demoman who laid them dies, if they are not detonated for a few minutes, or if you lay more than eight. There is a period of about a second after firing a pipebomb, where it glows red and cannot be detonated.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
A standard fragmentation grenade. Use this when you have run out of the more powerful MIRV grenades (below).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:MIRV|MIRV Grenade]]&lt;br /&gt;
|imgsrc=G_mi_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The most destructive grenade in Fortress Forever. The MIRV grenade explodes at the end of its fuse, releasing four more mini grenades which then explode too. That&amp;#039;s 5 high-damage explosions for your enemies to avoid.&lt;br /&gt;
}}&lt;br /&gt;
| changesinfo =&lt;br /&gt;
The Demoman&amp;#039;s detpack now uses physics when being dropped/placed, but locks into position when it stops. You can roll it down hills or off of edges using this.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Detonates any deployed pipes that were laid using the [[Weapon:Pipe_Launcher|Pipe Launcher]], regardless of which weapon is currently equipped.  This command does not work if the player has just fired a fresh pipe (which glows red).&lt;br /&gt;
&lt;br /&gt;
The Demoman can clear or destroy special obstacles using his [[Buildable:Detpack|Detpacks]], see the weapon page for details.  The Demoman can pipe jump, check out the [[Weapon:Pipe Launcher|Pipe Launcher]] page for details.&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Demoman/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
=== Defensive Demoman ===&lt;br /&gt;
* Make sure you have pipe bombs on the flag at all times. &lt;br /&gt;
* Remember your Grenade Launcher and Pipe Launcher share a single small clip.&lt;br /&gt;
* Enemy Scouts can be incredibly fast: good reaction time and the ability to pay close attention are important.&lt;br /&gt;
* Your pipe bombs explode when you die, and your low armour compared to that of the Soldier and HWGuy make you a juicy target for enemy Medics and Spies.&lt;br /&gt;
* Listen for the &amp;quot;click&amp;quot; sound of a Scout&amp;#039;s conc grenade, so you can guess exactly when he&amp;#039;ll hit your pipe trap.&lt;br /&gt;
&lt;br /&gt;
=== Offensive Demoman ===&lt;br /&gt;
* Lay pipe traps around the enemy base, and try to lure defenders into them.&lt;br /&gt;
* Your MIRV Grenades are extremely deadly to Sentry Guns.&lt;br /&gt;
* Use your Detpack to open alternative routes for attackers to enter.&lt;br /&gt;
* The Pipe Launcher can be used as a movement tool. Lay a pipe on the ground and blow it up as you jump.&lt;br /&gt;
* Pipe jumping allows you to quickly traverse long distances and reach inaccessible areas, at a cost to health and armour.&lt;br /&gt;
&lt;br /&gt;
=== Playing Against a Demoman ===&lt;br /&gt;
* He&amp;#039;s only slightly better armoured than the Medic, and his pipe bombs explode when he dies.&lt;br /&gt;
* Getting right up in his face may make him hesitate to hit you with his grenades, at risk of killing himself.&lt;br /&gt;
* Keep an eye out for his yellow pipebombs.&lt;br /&gt;
* His MIRVs are incredibly destructive. Don&amp;#039;t get caught in the centre of one.&lt;br /&gt;
* If you see an enemy Demoman drop a detpack, run away!&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/16 Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9738</id>
		<title>Class:Medic</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9738"/>
		<updated>2011-06-16T20:02:12Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:medic_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 90&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 100&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 320&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Medikit|Medikit]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 3&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 150&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Medic&lt;br /&gt;
| classintro =&lt;br /&gt;
Arguably the [[Class:Scout|Scout]]&amp;#039;s bigger, stronger, brother, the &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039; is often considered the main offensive class in Fortress Forever due to the balance he strikes between speed, manoeuvrability, and firepower. Like the Scout, the Medic is able to [[Concjumping|conc jump]], but he also has a decent arsenal of weapons and greater health and armour. This comes at a cost to his speed, though he is still the second fastest class in the game. While he is able to heal allies, this is very much a secondary role to his versatility as a flag runner and attacker.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Healing a teammate of infection now renders them immune to infection for a short time.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Medikit|Medikit]].&lt;br /&gt;
&lt;br /&gt;
The medic can use the [[Weapon:Medikit|Medikit]] to heal, cure, and infect certain players.  Check out the page for details.&lt;br /&gt;
&lt;br /&gt;
The medic can use [[Grenade:Concussion|Concussion Grenades]] to conc jump.  See the concussion grenade page for details.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Use your speed to grab the enemy flag and take it to the capture point.&lt;br /&gt;
* Use [[concjumping]] to travel across the map and evade defenders.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Infection Immunity&lt;br /&gt;
|description=Medics are invulnerable to infections.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Health Regeneration&lt;br /&gt;
|description=If a Medic is hurt, he will slowly regain health.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Concussion Tolerance&lt;br /&gt;
|description=The Medic is [[:Category:Status_Effects#Concussed|concussed]] for half the standard time when hit by conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Medkit Toss&lt;br /&gt;
|description=The Medic can toss Medkits using the right mouse button. Medkits cost 10 cells, which recharge over time up to a maximum of 50. Medkits heal teammates by 15 health each, and will disappear 5 seconds after being thrown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Medkit|Medkit]]&lt;br /&gt;
|imgsrc=W_mk_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Hitting an wounded ally with this will fully restore their health and cure most negative status effects. Hitting a full health ally with this will give him some extra temporary health. Hitting an enemy with this will give him a damaging [[:Category:Status_Effects#Infected|infection]] which can only be cured by an enemy Medic.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Pathetic damage, but it has a tight spread, so it&amp;#039;s better than the Super Shotgun at long range.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The Super Shotgun is the Medic&amp;#039;s primary weapon. It does good damage against lightly armoured or weakened opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
|imgsrc=W_sn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Excellent against Sentries, if you can find a blind spot or get close enough to circle-strafe them. Also good against players, though it uses up ammo very quickly.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. Or, if you run out of concs and have a small jump to do and still have plenty of health, these will sometimes do the trick.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
|imgsrc=G_co_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Used for [[concjumping]], one of the Medic&amp;#039;s most powerful abilities. Can also be used to knock enemies away and disorientate them.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Medic/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
[[Image:midairmedkit.gif|thumb|A Medkit being tossed. Tossing Medkits to nearby teammates in the enemy&amp;#039;s base could make or break a capture.]]&lt;br /&gt;
=== Offensive Medic ===&lt;br /&gt;
* Remember your primary objective is to grab the flag, not to heal or fight.&lt;br /&gt;
* Full health Soldiers, HWGuys, and Pyros can survive a lot of shots from your [[Super Shotgun]]. Use [[concjumping]] to get past them.&lt;br /&gt;
* Use your Super Nailgun and Frag Grenades to take down Sentry Guns.&lt;br /&gt;
* You spawn with only two conc grenades, however you can get a third if your respawn room has a grenade bag.&lt;br /&gt;
* Press mouse2 to throw Medkits at wounded allies, allowing them to survive for longer.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Medic ===&lt;br /&gt;
* The Medic is a very poor defensive class. The team will benefit a lot more from a Soldier, HWGuy, or Engineer.&lt;br /&gt;
* Heal allies during moments of downtime.&lt;br /&gt;
* Use your speed to harass attackers and chase enemies running away with the flag.&lt;br /&gt;
&lt;br /&gt;
=== Playing Against a Medic ===&lt;br /&gt;
* Medics don&amp;#039;t have very strong armour. Two rockets will usually be enough to kill them.&lt;br /&gt;
* The same strategy applies as when playing against [[Class:Scout|Scouts]]. Practice aiming while under the effects of a concussion grenade, and learn to recognise and listen for the sounds of a conc grenade being primed and going off.&lt;br /&gt;
* Don&amp;#039;t underestimate the Medic&amp;#039;s Super Shotgun and Frag Grenades: they&amp;#039;ll kill you very easily if you&amp;#039;re wounded.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
No media page currently.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=9737</id>
		<title>Class:Scout</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=9737"/>
		<updated>2011-06-16T20:01:52Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:scout_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Scout&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 75&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 50&lt;br /&gt;
| armval2 = 30%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 400&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 75&lt;br /&gt;
| armtype = [[Armour:Green|Green]]&lt;br /&gt;
| armspawn = 25&lt;br /&gt;
| armmax = 50&lt;br /&gt;
| maxspeed = 420&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 3&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 25&lt;br /&gt;
| shellsmax = 50&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 100&lt;br /&gt;
| nailsmax = 200&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 10&lt;br /&gt;
| cellsmax = 40&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = Yes&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Scout&lt;br /&gt;
| classintro =&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Scout&amp;#039;&amp;#039;&amp;#039; is the speed demon of Fortress Forever, focused on evading enemy defenses rather than attacking them. Despite his light armour and weak weapons, a skilled Scout&amp;#039;s ability to steal the enemy flag is second to none, thanks to his very high speed and ability to [[concjumping|conc jump]].&lt;br /&gt;
| basicstrategy=&lt;br /&gt;
* Use your speed to grab the enemy flag and take it to the capture point.&lt;br /&gt;
* Use [[concjumping]] to travel across the map and evade defenders.&lt;br /&gt;
| abilities = &lt;br /&gt;
===Movement===&lt;br /&gt;
Movement is vital to the Scout. It&amp;#039;s his only way to get to the flag!&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Concussion Jumping&lt;br /&gt;
|description=&lt;br /&gt;
The Scout can use the force of his [[Grenade:Concussion|Concussion Grenades]] to gain large amounts of speed and height. &lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Fall Damage Resistance&lt;br /&gt;
|description=&lt;br /&gt;
The Scout takes half damage from falls, allowing him to perform large conc jumps without getting too badly hurt.&lt;br /&gt;
}}&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
These abilities are rarely useful.&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Disguise Removal&lt;br /&gt;
|description=&lt;br /&gt;
A Scout can remove an enemy Spy&amp;#039;s disguise by coming into contact with them. The [[Class:Spy|Spy]] also possesses this ability.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Detpack Defusion&lt;br /&gt;
|description=&lt;br /&gt;
Scouts can disable [[Weapon:Detpack|Detpacks]] by touching them, even if they are about to go off.&lt;br /&gt;
}}&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Low damage. Other players will kill you before you can get close enough to hit them with this.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Not powerful enough to kill anything except weakened opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
|imgsrc=W_ng_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Decent for taking down Sentry Guns, not very good against players.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[:Category:Buildables#Jump_Pad|Jump Pad]]&lt;br /&gt;
|imgsrc=Jump_Pad.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Building one of these in a strategic position will allow teammates to reach the enemy base quickly, without using conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
|grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
|imgsrc=G_co_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Used for [[concjumping]], one of the Scout&amp;#039;s most powerful abilities. Can also be used to knock enemies away and disorientate them.&lt;br /&gt;
}}&lt;br /&gt;
| changesinfo =&lt;br /&gt;
The Scout&amp;#039;s special ability in TFC was a text message that showed you a vague location of both flags. It stated whether the flag is in the base, dropped, or being carried. This has been replaced by the much more useful [[:Category:Buildables#Jump_Pad|Jump pad (aka Man Cannon)]].&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
The Scout&amp;#039;s Special Command builds and / or if one is built destroys the Man Cannon.&lt;br /&gt;
| ability1 = &lt;br /&gt;
*&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Jump Pad (aka Man Cannon)&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;Scouts are equipped with a Man Cannon which provides a &amp;quot;ramp&amp;quot; usable by all players in the game (enemy and friendly). The Man Cannon takes approximately 1 second to build and will remain in position for a total of 60 seconds. The scout is given one Man Cannon per life similar to the dispenser for the demoman.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability2 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Disguise Removal&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;A Scout can remove an enemy Spy&amp;#039;s disguise by coming into contact with them. The enemy Spy&amp;#039;s HUD will show &amp;quot;Your disguise has been removed!&amp;quot;. The [[Class:Spy|Spy]] also possesses this ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability3 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Detpack Defusion&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;Scouts can disable [[Weapon:Detpack|Detpacks]] by touching them, even if they are about to go off.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability4 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Concussion jumping&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;The Scout has [[Grenade:Concussion|Concussion Grenades]] as part of his arsenal, which allows him to Conc Jump (using the grenade&amp;#039;s push to gain additional speed and height). See the [[Grenade:Concussion|Concussion Grenade&amp;#039;s]] article for more information on Conc Jumping.&amp;lt;/p&amp;gt;&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
===Offensive Scout===&lt;br /&gt;
* The Scout&amp;#039;s greatest asset is his speed. Avoiding combat is the Scout&amp;#039;s only viable option as every other class outguns him. Your purpose is to grab the flag, not to kill enemies!&lt;br /&gt;
* Even if the flag is heavily defended and you know you&amp;#039;re going to die as soon as you touch it, touching the flag will reset the timer for it returning to the flag room. Touch the flag as often as possible to ensure that it never returns to its base.&lt;br /&gt;
* [[Movement Skills#Bunnyhopping|Bunnyhopping]] increases your speed from fast to insanely fast, if you learn to do it effectively.&lt;br /&gt;
* Build your Jump Pad to help your teammates get to the enemy base faster. It can also save you a conc.&lt;br /&gt;
* Use conc grenades to knock defenders away from their positions. Remember, however, that many players are able to aim while concussed.&lt;br /&gt;
* Fire your nailgun as you approach the flag room, in order to mask the &amp;quot;click&amp;quot; sound of your conc.&lt;br /&gt;
* Press &amp;quot;C&amp;quot; to throw the flag. If the enemy base has a security system, throwing the flag outside the security area will be enormously helpful to your team.&lt;br /&gt;
* Never lose sight of your ultimate goal: GRABBING THAT FLAG!&lt;br /&gt;
&lt;br /&gt;
===Defensive Scout===&lt;br /&gt;
* Don&amp;#039;t bother. Due to having no effective weapons and the lowest health and armour in the game, the Scout has no defensive role in any circumstances.&lt;br /&gt;
&lt;br /&gt;
===Playing Against A Scout===&lt;br /&gt;
* Scouts are the most dangerous enemies you will encounter as a defender. They can grab your flag and disappear with it in a tiny space of time.&lt;br /&gt;
* Scouts are very fast, but their speed is less of an advantage in confined spaces. On maps with few confined spaces, good accuracy is essential when trying to stop a Scout.&lt;br /&gt;
* Scouts have the lowest health and armour of any class; a couple of rockets, pipe bombs, or seconds of Sentry Gun fire will kill them without difficulty.&lt;br /&gt;
* Learning to aim accurately while concussed is tricky, but very helpful when dealing with Scouts.&lt;br /&gt;
* Listen for the distinctive grenade &amp;quot;click&amp;quot; sound. If it&amp;#039;s coming from a Scout, it means that in four seconds&amp;#039; time, they&amp;#039;re going to conc jump.&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/19 Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
* How to perform [[Jumping_Skills#Concussion_jumps|concussion jumping]] with your concussion grenades.&lt;br /&gt;
* [[Movement_Skills|Movement skills]] to get around the battlefield quicker.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Soldier&amp;diff=9736</id>
		<title>Class:Soldier</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Soldier&amp;diff=9736"/>
		<updated>2011-06-16T20:01:30Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:soldier_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Soldier&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 100&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 200&lt;br /&gt;
| armval2 = 80%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 240&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: royalblue&amp;quot;&amp;gt;Defense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Nail|Nail]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot5 = [[Weapon:RPG|RPG]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Nail|Nail Grenade]]&lt;br /&gt;
| gren2atspawn = 1&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 100&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 100&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 10&lt;br /&gt;
| rocketsmax = 50&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Soldier&lt;br /&gt;
| classintro =&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Soldier&amp;#039;&amp;#039;&amp;#039; is the second most heavily [[Armor|armored]] class in Fortress Forever. A retired army weapons specialist, the Soldier still carries his favorite weapons with him as mementos. The rocket launcher is his primary weapon; it&amp;#039;s capable of holding four fast-firing rockets at a time. The Soldier is essential to base defense (both front-line and last-line). The rocket launcher&amp;#039;s stopping power makes the Soldier an excellent close-quarters fighter; he does best in small hallway and areas where the enemy cannot easily dodge his attacks. Though he&amp;#039;s weaker out in the open, the Soldier sports a shotgun and super shotgun for ranged attacks. The Soldier&amp;#039;s combination of weaponry, military training, and overall rough personality make him an excellent choice for the player who wants to frag lots of enemies and keep the base safe.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* The Soldier is a very versatile class. Use your Rocket Launcher to stop attackers, or to punch a hole in the enemy defense. Aim for the feet!&lt;br /&gt;
* Use your Super Shotgun to finish off enemies if you don&amp;#039;t have time to reload your Rocket Launcher.&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Quickswitch&lt;br /&gt;
|description=&lt;br /&gt;
Right clicking changes between super shotgun and RPG, so you can get a quick shotgun shot off while your enemy is in the air, then switch back to RPG to shoot the floor as they land. Remember to reload both weapons when you have a spare moment!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=[[Jumping_Skills#Rocket_jumps|Rocket Jump]]&lt;br /&gt;
|description=By firing a rocket and the ground and jumping simultaneously, the Soldier can rocket jump to great heights. This jump takes a fairly large amount of health off, so use sparingly (about a 5th)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Pathetic damage, but it has a tight spread, so it&amp;#039;s better than the Super Shotgun at long range. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The Soldier&amp;#039;s secondary weapon. It packs a powerful punch against lighter classes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:RPG|Rocket Launcher]]&lt;br /&gt;
|imgsrc=W_rp_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
This is the Soldier&amp;#039;s signature weapon. It holds up to four rockets at a time, and each of them does massive damage. Aim for your opponent&amp;#039;s feet in order to maximize its effectiveness. The blast will push your enemies around, so it is ideal for stopping fast moving classes in their tracks.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction.}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Nail|Nail Grenade]]&lt;br /&gt;
|imgsrc=G_ng_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
After the grenade countdown ends, it jumps up and begins spewing nails,then explodes like a frag grenade after 3 seconds. It is used as an area denial tool in tight spaces as anyone who runs through it will receive a large amount of damage. If you&amp;#039;re defending a tight space but you need to run to get health, leave a nail grenade to guard the area for a few seconds.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
* The Soldier&amp;#039;s Rocket Launcher is easiest to aim at close ranges, though if you can lead targets well it can be effective at longer ranges too.&lt;br /&gt;
* The Rocket Launcher&amp;#039;s knockback can be used to push enemies into hazards such as a sentry gun&amp;#039;s firing line, or to &amp;quot;juggle&amp;quot; them, making them easier to hit with the Super Shotgun or a second rocket.&lt;br /&gt;
* The Soldier has very large ammo reserves, and so should never worry about running out. However, keeping your Rocket Launcher and Super Shotgun fully loaded when not in use is vitally important.&lt;br /&gt;
&lt;br /&gt;
===Defensive Soldier===&lt;br /&gt;
* Stay in one spot, preferably near a resupply bag or spawn room, so you can quickly recover lost health and armour.&lt;br /&gt;
* Use your Super Shotgun to finish off lighter attackers after you&amp;#039;ve hit them with a rocket.&lt;br /&gt;
* The Rocket Launcher is one of the most difficult weapons to learn to aim while concussed.&lt;br /&gt;
* Don&amp;#039;t pursue fleeing attackers. You&amp;#039;re not fast enough to catch them, and often they&amp;#039;ll run right back past you.&lt;br /&gt;
&lt;br /&gt;
===Offensive Soldier===&lt;br /&gt;
* The Soldier is often considered too slow to be an effective offense class.&lt;br /&gt;
* Remember that firepower, not speed, is your strong point. You should focus on damaging and distracting the enemy defense so Scouts and Medics can slip through unhindered.&lt;br /&gt;
* Your Rocket Launcher and Nail Grenades are extremely effectively against Sentry Guns.&lt;br /&gt;
* If you grab the enemy flag, throw it to a faster teammate by pressing &amp;quot;C&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Playing against a Soldier===&lt;br /&gt;
* Pyros are excellent against Soldiers, as are Demomen at slightly longer range. Soldiers are also prime targets for Snipers due to their slow speed.&lt;br /&gt;
* Soldiers excel in confined spaces with lots of cover, by contrast, their weapons are a lot less useful in large open areas.&lt;br /&gt;
* The Soldier&amp;#039;s weakness is his long reload times. The best time to attack is when his Rocket Launcher needs reloading.&lt;br /&gt;
* As a Medic, concjumping past a Soldier is a better idea than engaging him directly, unless he&amp;#039;s considerably weakened. Scouts should never even think about engaging in combat.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/26 Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
* Learn how to [[Jumping_Skills#Rocket_jumps|rocket jump.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|2}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Soldier&amp;diff=9735</id>
		<title>Class:Soldier</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Soldier&amp;diff=9735"/>
		<updated>2011-06-16T20:01:07Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:soldier_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Soldier&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 100&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 200&lt;br /&gt;
| armval2 = 80%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 240&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: royalblue&amp;quot;&amp;gt;Defense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Nail|Nail]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot5 = [[Weapon:RPG|RPG]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Nail|Nail Grenade]]&lt;br /&gt;
| gren2atspawn = 1&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 100&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 100&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 10&lt;br /&gt;
| rocketsmax = 50&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Soldier&lt;br /&gt;
| classintro =&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Soldier&amp;#039;&amp;#039;&amp;#039; is the second most heavily [[Armor|armored]] class in Fortress Forever. A retired army weapons specialist, the Soldier still carries his favorite weapons with him as mementos. The rocket launcher is his primary weapon; it&amp;#039;s capable of holding four fast-firing rockets at a time. The Soldier is essential to base defense (both front-line and last-line). The rocket launcher&amp;#039;s stopping power makes the Soldier an excellent close-quarters fighter; he does best in small hallway and areas where the enemy cannot easily dodge his attacks. Though he&amp;#039;s weaker out in the open, the Soldier sports a shotgun and super shotgun for ranged attacks. The Soldier&amp;#039;s combination of weaponry, military training, and overall rough personality make him an excellent choice for the player who wants to frag lots of enemies and keep the base safe.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* The Soldier is a very versatile class. Use your Rocket Launcher to stop attackers, or to punch a hole in the enemy defense. Aim for the feet!&lt;br /&gt;
* Use your Super Shotgun to finish off enemies if you don&amp;#039;t have time to reload your Rocket Launcher.&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Quickswitch&lt;br /&gt;
|description=&lt;br /&gt;
Right clicking changes between super shotgun and RPG, so you can get a quick shotgun shot off while your enemy is in the air, then switch back to RPG to shoot the floor as they land. Remember to reload both weapons when you have a spare moment!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=[[Jumping_Skills#Rocket_jumps|Rocket Jump]]&lt;br /&gt;
|description=By firing a rocket and the ground and jumping simultaneously, the Soldier can rocket jump to great heights. This jump takes a fairly large amount of health off, so use sparingly (about a 5th)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Pathetic damage, but it has a tight spread, so it&amp;#039;s better than the Super Shotgun at long range. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The Soldier&amp;#039;s secondary weapon. It packs a powerful punch against lighter classes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:RPG|Rocket Launcher]]&lt;br /&gt;
|imgsrc=W_rp_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
This is the Soldier&amp;#039;s signature weapon. It holds up to four rockets at a time, and each of them does massive damage. Aim for your opponent&amp;#039;s feet in order to maximize its effectiveness. The blast will push your enemies around, so it is ideal for stopping fast moving classes in their tracks.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction.}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Nail|Nail Grenade]]&lt;br /&gt;
|imgsrc=G_ng_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
After the grenade countdown ends, it jumps up and begins spewing nails,then explodes like a frag grenade after 3 seconds. It is used as an area denial tool in tight spaces as anyone who runs through it will receive a large amount of damage. If you&amp;#039;re defending a tight space but you need to run to get health, leave a nail grenade to guard the area for a few seconds.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
* The Soldier&amp;#039;s Rocket Launcher is easiest to aim at close ranges, though if you can lead targets well it can be effective at longer ranges too.&lt;br /&gt;
* The Rocket Launcher&amp;#039;s knockback can be used to push enemies into hazards such as a sentry gun&amp;#039;s firing line, or to &amp;quot;juggle&amp;quot; them, making them easier to hit with the Super Shotgun or a second rocket.&lt;br /&gt;
* The Soldier has very large ammo reserves, and so should never worry about running out. However, keeping your Rocket Launcher and Super Shotgun fully loaded when not in use is vitally important.&lt;br /&gt;
&lt;br /&gt;
===Defensive Soldier===&lt;br /&gt;
* Stay in one spot, preferably near a resupply bag or spawn room, so you can quickly recover lost health and armour.&lt;br /&gt;
* Use your Super Shotgun to finish off lighter attackers after you&amp;#039;ve hit them with a rocket.&lt;br /&gt;
* The Rocket Launcher is one of the most difficult weapons to learn to aim while concussed.&lt;br /&gt;
* Don&amp;#039;t pursue fleeing attackers. You&amp;#039;re not fast enough to catch them, and often they&amp;#039;ll run right back past you.&lt;br /&gt;
&lt;br /&gt;
===Offensive Soldier===&lt;br /&gt;
* The Soldier is often considered too slow to be an effective offense class.&lt;br /&gt;
* Remember that firepower, not speed, is your strong point. You should focus on damaging and distracting the enemy defense so Scouts and Medics can slip through unhindered.&lt;br /&gt;
* Your Rocket Launcher and Nail Grenades are extremely effectively against Sentry Guns.&lt;br /&gt;
* If you grab the enemy flag, throw it to a faster teammate by pressing &amp;quot;C&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Playing against a Soldier===&lt;br /&gt;
* Pyros are excellent against Soldiers, as are Demomen at slightly longer range. Soldiers are also prime targets for Snipers due to their slow speed.&lt;br /&gt;
* Soldiers excel in confined spaces with lots of cover, by contrast, their weapons are a lot less useful in large open areas.&lt;br /&gt;
* The Soldier&amp;#039;s weakness is his long reload times. The best time to attack is when his Rocket Launcher needs reloading.&lt;br /&gt;
* As a Medic, concjumping past a Soldier is a better idea than engaging him directly, unless he&amp;#039;s considerably weakened. Scouts should never even think about engaging in combat.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/26 Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
* Learn how to [[Jumping_Skills#Rocket_jumps|rocket jump.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|2}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Spy&amp;diff=9734</id>
		<title>Class:Spy</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Spy&amp;diff=9734"/>
		<updated>2011-06-16T20:00:28Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:spy_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Spy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 90&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 100&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 300&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| slot1 = [[Weapon:Knife|Knife]]&lt;br /&gt;
| slot2 = [[Weapon:Tranquilizer Gun|Tranq]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| gren2atspawn = 0&lt;br /&gt;
| gren2max = 0&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 40&lt;br /&gt;
| shellsmax = 40&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 100&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 10&lt;br /&gt;
| cellsmax = 30&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 15&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = Yes&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Spy&lt;br /&gt;
| classintro =&lt;br /&gt;
The thinking man&amp;#039;s class, the Spy is the assassin and saboteur of Fortress Forever. He has a wide variety of special abilities at his disposal that help him excel at infiltration and sabotage. The spy wages a psychological war with the enemy; he uses stealth and subterfuge to maneuver through the enemy base unhinged and then strike where it will hurt most. The Spy&amp;#039;s [[Weapon:Knife|Knife]] can instantly and silently kill an enemy player if they are stabbed from behind. The Spy also carries a [[Weapon:Tranquilizer Gun|tranquilizer gun]] loaded with a secret mixture of sedatives and psychosis drugs that slow down and disorient enemy players. For times when a more direct approach is required, the spy also packs a [[Weapon:Super Shotgun|super shotgun]] and [[Weapon:Nailgun|nail gun]].&lt;br /&gt;
&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
The Spy&amp;#039;s special command brings up the Disguise Menu. The Disguise Menu shows all of the options the Spy has for disguising (see &amp;quot;Disguise&amp;quot; below).&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Use your cloak and disguise to infiltrate the enemy base. Remember your cloak does not fully conceal you while moving.&lt;br /&gt;
* Backstab an enemy player with your Knife for an instant kill.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Disguise|Disguise]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies can disguise themselves as any other class and team that is available on the current map. If there are two teams on the map, the disguises will be listed as either &amp;quot;Friendly&amp;quot; or &amp;quot;Enemy&amp;quot;. If there are three or four teams on the map, the disguises will be listed by team color. The disguise options also reflect any class limits on the map; if Snipers are disabled on the map, then a Spy is unable to disguise as a Sniper. However, the Spy&amp;#039;s disguises can be controlled by each map&amp;#039;s individual LUA file, so a mapper can allow a Spy to disguise as any mix of all ten classes if s/he wishes to do so.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A Spy&amp;#039;s disguise is removed whenever they attack with one of their weapons. (Spies are still able to prime grenades and throw them while disguised.) There is one exception to this rule (see &amp;quot;ID Theft&amp;quot; below). A Spy&amp;#039;s currently equipped weapon is reflected in their disguise. Generally, his [[Knife]] corresponds with the weapon in Slot 1, [[Tranq]] in Slot 2, [[Super Shotgun]] in Slot 3 and [[Nailgun]] in Slot 4. For example, if a Spy is disguised as a [[Soldier]] and is holding the Nailgun, he will appear to be holding the [[RPG]] to others. This will also be reflected to you on your [[HUD]] next to your weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Disguise Removal&lt;br /&gt;
|description =&lt;br /&gt;
A Spy can remove an enemy Spy&amp;#039;s disguise by coming into contact with them. The enemy Spy&amp;#039;s HUD will show &amp;quot;Your disguise has been removed!&amp;quot;. If two disguised Spies touch one another, both of their disguises are removed. The [[Class:Scout|Scout]] also possesses this ability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:ID Theft|ID Theft]]&lt;br /&gt;
|description =&lt;br /&gt;
Normally, when the Spy attacks with a weapon they lose their disguise. However, if the Spy successfully backstabs an enemy from behind with their [[Weapon:Knife|Knife]] on the first hit, they instantly assume the team color and class of the enemy as a disguise.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Invisibility|Invisibility]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies can cloak. There are three options for cloaking: Cloak, Silent Cloak, and Smart Cloak. If a Spy cloaks normally, a Corpse showing their model falls as if it had died. If a Spy cloaks silently, the Spy simply fades into their cloaked form. Smart cloak is a command that will let the spy cloak silently if he&amp;#039;s standing still. Otherwise it causes the normal, noisy cloak.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Other players will see a shimmering distortion that is the spy when looking at him while he&amp;#039;s cloaked. Friendly players will see an arrow above the spy&amp;#039;s head. Enemies have to look hard! A Spy moves slower when cloaked, and any increases in speed (such as being hit by a [[Grenade:Concussion|Concussion Grenade]] and subsquently being pushed away) will remove the cloak. The more a cloaked spy moves, the more visible he becomes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Reduced Fall Damage&lt;br /&gt;
|description=&lt;br /&gt;
Spies must fall 50% as far as other classes to receive fall damage, and they receive 50% less damage than other classes when they sustain fall damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[:Category:Buildables#Building_sabotage|Sabotage]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies can sabotage enemy [[:Category:Buildables#Sentry_Gun|Sentry Guns]] and [[:Category:Buildables#Dispenser|Dispensers]] and turn them against the enemy team. The Spy must stand next to a Sentry Gun or Dispenser while disguised Sabotaging a Sentry Gun or Dispenser takes 3 seconds. Sabotaged Buildables can not be detonated or dismantled. (However, they can still be destroyed by weapons fire as usual.) The Sabotage effect is removed after the timer runs out or the Spy is killed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; The Spy can activate the Sabotage and the Sentry Gun will fire on its own team, giving all kills to the Spy. When the activated Sabotage ends, the Sabotage is removed. A Sabotaged Dispenser can be detonated by the Spy activating the Sabotage. The Sabotaged Dispenser will kill anyone on the Engineer&amp;#039;s team (if Friendly Fire is off).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Stealth|Stealth]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies do not make footstep sounds like the other classes do. However, they will make footsteps while disguised so as to not ruin the illusion of the disguise.If a Spy is crouching when he lands from a fall, he will make no noise. However, a Spy can choose to stand while falling so as to purposely make noise if they choose to do so.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Knife|Knife]]&lt;br /&gt;
|imgsrc=W_kn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The knife is the signature weapon of the spy. Although it&amp;#039;s a melee weapon, it is very deadly. Normal hits deal significantly more damage than the crowbar, and backstabs kill instantly. Much of learning how to be a good spy is proper use of the knife.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Tranquilizer Gun|Tranquilizer Gun]]&lt;br /&gt;
|imgsrc=W_tq_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The tranq is useful for slowing down pursuers, catching up with targets, and in general causing annoyance. Each successful shot causes the target to suffer from an increasingly powerful sedation effect. The enemy&amp;#039;s movement speed is slowed and their vision blurred. The projectiles from this weapon do not hit instantly; so you must learn to lead targets at medium and long ranges.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The super shotgun is the spy&amp;#039;s main weapon if he gets in trouble. It doesn&amp;#039;t have the grace or style of a saboteur, but it gets the job done when you need to fight for your life.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
|imgsrc=W_ng_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The nailgun is most useful for taking out sentry guns. It works at an almost unlimited range and the steady stream of nails destroys the gun quickly. Combine the nailgun with frag grenades and circle strafing for maximum effect against sentries.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| grenades=&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The standard fragmentation grenade: lots of damage, a large blast radius. Like the super shotgun, it doesn&amp;#039;t exactly have the style of a calm, cool infiltrator, but it will be one of your most useful weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Spy/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
====Offensive Spy====&lt;br /&gt;
* The Spy&amp;#039;s greatest weapon is his [[Weapon:Knife|Knife]]. It does more damage than the crowbar and can instantly kill an enemy if they are hit with it from behind.&lt;br /&gt;
* The [[Weapon:Tranquilizer Gun|Tranq]] will slow down an enemy and effectively remove their peripheral vision. This is best used to slow down an enemy and get around them for a backstab with the knife.&lt;br /&gt;
* Although the Spy is armed with a [[Weapon:Super_Shotgun|Super Shotgun]], he only has average health, armor, and movement speed and is unlikely to survive in open combat. A Spy&amp;#039;s best role is to make use of his various Special Abilities to infiltrate the enemy&amp;#039;s base and cause whatever damage he can.&lt;br /&gt;
* The cloak does not fully hide you while moving. Bear this in mind.&lt;br /&gt;
* Change disguises or cloak in areas outside of sight of the enemy such as your team&amp;#039;s spawn rooms.&lt;br /&gt;
&lt;br /&gt;
====Defensive Spy====&lt;br /&gt;
* The Spy is a poor defender, because his abilities are focused towards infiltration.&lt;br /&gt;
* Patrol your base and attempt to backstab unsuspecting attackers.&lt;br /&gt;
&lt;br /&gt;
====Playing Against A Spy====&lt;br /&gt;
* On servers where friendly fire is turned off, you can easily spycheck teammates by shooting them.&lt;br /&gt;
* Spies are equipped to excel at infiltration. The best defense against a Spy is a wary and alert team.&lt;br /&gt;
* Watch out for the shimmer of a moving Spy&amp;#039;s cloak.&lt;br /&gt;
* As an Engineer, don&amp;#039;t leave your Sentry Gun unattended, or else you&amp;#039;re inviting a Spy to sabotage it.&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/42 Media Page]&lt;br /&gt;
&lt;br /&gt;
|furtherreading =&lt;br /&gt;
* How to go about [[:Category:Buildables#Building_sabotage|sabotaging buildings]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Spy&amp;diff=9733</id>
		<title>Class:Spy</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Spy&amp;diff=9733"/>
		<updated>2011-06-16T19:59:52Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:spy_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Spy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 90&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 100&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 300&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| slot1 = [[Weapon:Knife|Knife]]&lt;br /&gt;
| slot2 = [[Weapon:Tranquilizer Gun|Tranq]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| gren2atspawn = 0&lt;br /&gt;
| gren2max = 0&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 40&lt;br /&gt;
| shellsmax = 40&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 100&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 10&lt;br /&gt;
| cellsmax = 30&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 15&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = Yes&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Spy&lt;br /&gt;
| classintro =&lt;br /&gt;
The thinking man&amp;#039;s class, the Spy is the assassin and saboteur of Fortress Forever. He has a wide variety of special abilities at his disposal that help him excel at infiltration and sabotage. The spy wages a psychological war with the enemy; he uses stealth and subterfuge to maneuver through the enemy base unhinged and then strike where it will hurt most. The Spy&amp;#039;s [[Weapon:Knife|Knife]] can instantly and silently kill an enemy player if they are stabbed from behind. The Spy also carries a [[Weapon:Tranquilizer Gun|tranquilizer gun]] loaded with a secret mixture of sedatives and psychosis drugs that slow down and disorient enemy players. For times when a more direct approach is required, the spy also packs a [[Weapon:Super Shotgun|super shotgun]] and [[Weapon:Nailgun|nail gun]].&lt;br /&gt;
&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
The Spy&amp;#039;s special command brings up the Disguise Menu. The Disguise Menu shows all of the options the Spy has for disguising (see &amp;quot;Disguise&amp;quot; below).&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Use your cloak and disguise to infiltrate the enemy base. Remember your cloak does not fully conceal you while moving.&lt;br /&gt;
* Backstab an enemy player with your Knife for an instant kill.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Disguise|Disguise]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies can disguise themselves as any other class and team that is available on the current map. If there are two teams on the map, the disguises will be listed as either &amp;quot;Friendly&amp;quot; or &amp;quot;Enemy&amp;quot;. If there are three or four teams on the map, the disguises will be listed by team color. The disguise options also reflect any class limits on the map; if Snipers are disabled on the map, then a Spy is unable to disguise as a Sniper. However, the Spy&amp;#039;s disguises can be controlled by each map&amp;#039;s individual LUA file, so a mapper can allow a Spy to disguise as any mix of all ten classes if s/he wishes to do so.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A Spy&amp;#039;s disguise is removed whenever they attack with one of their weapons. (Spies are still able to prime grenades and throw them while disguised.) There is one exception to this rule (see &amp;quot;ID Theft&amp;quot; below). A Spy&amp;#039;s currently equipped weapon is reflected in their disguise. Generally, his [[Knife]] corresponds with the weapon in Slot 1, [[Tranq]] in Slot 2, [[Super Shotgun]] in Slot 3 and [[Nailgun]] in Slot 4. For example, if a Spy is disguised as a [[Soldier]] and is holding the Nailgun, he will appear to be holding the [[RPG]] to others. This will also be reflected to you on your [[HUD]] next to your weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Disguise Removal&lt;br /&gt;
|description =&lt;br /&gt;
A Spy can remove an enemy Spy&amp;#039;s disguise by coming into contact with them. The enemy Spy&amp;#039;s HUD will show &amp;quot;Your disguise has been removed!&amp;quot;. If two disguised Spies touch one another, both of their disguises are removed. The [[Class:Scout|Scout]] also possesses this ability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:ID Theft|ID Theft]]&lt;br /&gt;
|description =&lt;br /&gt;
Normally, when the Spy attacks with a weapon they lose their disguise. However, if the Spy successfully backstabs an enemy from behind with their [[Weapon:Knife|Knife]] on the first hit, they instantly assume the team color and class of the enemy as a disguise.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Invisibility|Invisibility]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies can cloak. There are three options for cloaking: Cloak, Silent Cloak, and Smart Cloak. If a Spy cloaks normally, a Corpse showing their model falls as if it had died. If a Spy cloaks silently, the Spy simply fades into their cloaked form. Smart cloak is a command that will let the spy cloak silently if he&amp;#039;s standing still. Otherwise it causes the normal, noisy cloak.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Other players will see a shimmering distortion that is the spy when looking at him while he&amp;#039;s cloaked. Friendly players will see an arrow above the spy&amp;#039;s head. Enemies have to look hard! A Spy moves slower when cloaked, and any increases in speed (such as being hit by a [[Grenade:Concussion|Concussion Grenade]] and subsquently being pushed away) will remove the cloak. The more a cloaked spy moves, the more visible he becomes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Reduced Fall Damage&lt;br /&gt;
|description=&lt;br /&gt;
Spies must fall 50% as far as other classes to receive fall damage, and they receive 50% less damage than other classes when they sustain fall damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[:Category:Buildables#Building_sabotage|Sabotage]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies can sabotage enemy [[:Category:Buildables#Sentry_Gun|Sentry Guns]] and [[:Category:Buildables#Dispenser|Dispensers]] and turn them against the enemy team. The Spy must stand next to a Sentry Gun or Dispenser while disguised Sabotaging a Sentry Gun or Dispenser takes 3 seconds. Sabotaged Buildables can not be detonated or dismantled. (However, they can still be destroyed by weapons fire as usual.) The Sabotage effect is removed after the timer runs out or the Spy is killed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; The Spy can activate the Sabotage and the Sentry Gun will fire on its own team, giving all kills to the Spy. When the activated Sabotage ends, the Sabotage is removed. A Sabotaged Dispenser can be detonated by the Spy activating the Sabotage. The Sabotaged Dispenser will kill anyone on the Engineer&amp;#039;s team (if Friendly Fire is off).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Stealth|Stealth]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies do not make footstep sounds like the other classes do. However, they will make footsteps while disguised so as to not ruin the illusion of the disguise.If a Spy is crouching when he lands from a fall, he will make no noise. However, a Spy can choose to stand while falling so as to purposely make noise if they choose to do so.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Knife|Knife]]&lt;br /&gt;
|imgsrc=W_kn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The knife is the signature weapon of the spy. Although it&amp;#039;s a melee weapon, it is very deadly. Normal hits deal significantly more damage than the crowbar, and backstabs kill instantly. Much of learning how to be a good spy is proper use of the knife.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Tranquilizer Gun|Tranquilizer Gun]]&lt;br /&gt;
|imgsrc=W_tq_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The tranq is useful for slowing down pursuers, catching up with targets, and in general causing annoyance. Each successful shot causes the target to suffer from an increasingly powerful sedation effect. The enemy&amp;#039;s movement speed is slowed and their vision blurred. The projectiles from this weapon do not hit instantly; so you must learn to lead targets at medium and long ranges.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The super shotgun is the spy&amp;#039;s main weapon if he gets in trouble. It doesn&amp;#039;t have the grace or style of a saboteur, but it gets the job done when you need to fight for your life.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
|imgsrc=W_ng_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The nailgun is most useful for taking out sentry guns. It works at an almost unlimited range and the steady stream of nails destroys the gun quickly. Combine the nailgun with frag grenades and circle strafing for maximum effect against sentries.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| grenades=&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The standard fragmentation grenade: lots of damage, a large blast radius. Like the super shotgun, it doesn&amp;#039;t exactly have the style of a calm, cool infiltrator, but it will be one of your most useful weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Spy/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
====Offensive Spy====&lt;br /&gt;
* The Spy&amp;#039;s greatest weapon is his [[Weapon:Knife|Knife]]. It does more damage than the crowbar and can instantly kill an enemy if they are hit with it from behind.&lt;br /&gt;
* The [[Weapon:Tranquilizer Gun|Tranq]] will slow down an enemy and effectively remove their peripheral vision. This is best used to slow down an enemy and get around them for a backstab with the knife.&lt;br /&gt;
* Although the Spy is armed with a [[Weapon:Super_Shotgun|Super Shotgun]], he only has average health, armor, and movement speed and is unlikely to survive in open combat. A Spy&amp;#039;s best role is to make use of his various Special Abilities to infiltrate the enemy&amp;#039;s base and cause whatever damage he can.&lt;br /&gt;
* The cloak does not fully hide you while moving. Bear this in mind.&lt;br /&gt;
* Change disguises or cloak in areas outside of sight of the enemy such as your team&amp;#039;s spawn rooms.&lt;br /&gt;
&lt;br /&gt;
====Defensive Spy====&lt;br /&gt;
* The Spy is a poor defender, because the his abilities are focused towards infiltration.&lt;br /&gt;
* Patrol your base and attempt to backstab unsuspecting attackers.&lt;br /&gt;
&lt;br /&gt;
====Playing Against A Spy====&lt;br /&gt;
* On servers where friendly fire is turned off, you can easily spycheck teammates by shooting them.&lt;br /&gt;
* Spies are equipped to excel at infiltration. The best defense against a Spy is a wary and alert team.&lt;br /&gt;
* Watch out for the shimmer of a moving Spy&amp;#039;s cloak.&lt;br /&gt;
* As an Engineer, don&amp;#039;t leave your Sentry Gun unattended, or else you&amp;#039;re inviting a Spy to sabotage it.&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/42 Media Page]&lt;br /&gt;
&lt;br /&gt;
|furtherreading =&lt;br /&gt;
* How to go about [[:Category:Buildables#Building_sabotage|sabotaging buildings]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Spy&amp;diff=9732</id>
		<title>Class:Spy</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Spy&amp;diff=9732"/>
		<updated>2011-06-16T19:56:37Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:spy_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Spy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 90&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 100&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 300&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| slot1 = [[Weapon:Knife|Knife]]&lt;br /&gt;
| slot2 = [[Weapon:Tranquilizer Gun|Tranq]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| gren2atspawn = 0&lt;br /&gt;
| gren2max = 0&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 40&lt;br /&gt;
| shellsmax = 40&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 100&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 10&lt;br /&gt;
| cellsmax = 30&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 15&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = Yes&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Spy&lt;br /&gt;
| classintro =&lt;br /&gt;
The thinking man&amp;#039;s class, the Spy is the assassin and saboteur of Fortress Forever. He has a wide variety of special abilities at his disposal that help him excel at infiltration and sabotage. The spy wages a psychological war with the enemy; he uses stealth and subterfuge to maneuver through the enemy base unhinged and then strike where it will hurt most. The Spy&amp;#039;s [[Weapon:Knife|Knife]] can instantly and silently kill an enemy player if they are stabbed from behind. The Spy also carries a [[Weapon:Tranquilizer Gun|tranquilizer gun]] loaded with a secret mixture of sedatives and psychosis drugs that slow down and disorient enemy players. For times when a more direct approach is required, the spy also packs a [[Weapon:Super Shotgun|super shotgun]] and [[Weapon:Nailgun|nail gun]].&lt;br /&gt;
&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
The Spy&amp;#039;s special command brings up the Disguise Menu. The Disguise Menu shows all of the options the Spy has for disguising (see &amp;quot;Disguise&amp;quot; below).&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Use your cloak and disguise to infiltrate the enemy base. Remember your cloak does not fully conceal you while moving.&lt;br /&gt;
* Backstab an enemy player with your Knife for an instant kill.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Disguise|Disguise]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies can disguise themselves as any other class and team that is available on the current map. If there are two teams on the map, the disguises will be listed as either &amp;quot;Friendly&amp;quot; or &amp;quot;Enemy&amp;quot;. If there are three or four teams on the map, the disguises will be listed by team color. The disguise options also reflect any class limits on the map; if Snipers are disabled on the map, then a Spy is unable to disguise as a Sniper. However, the Spy&amp;#039;s disguises can be controlled by each map&amp;#039;s individual LUA file, so a mapper can allow a Spy to disguise as any mix of all ten classes if s/he wishes to do so.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A Spy&amp;#039;s disguise is removed whenever they attack with one of their weapons. (Spies are still able to prime grenades and throw them while disguised.) There is one exception to this rule (see &amp;quot;ID Theft&amp;quot; below). A Spy&amp;#039;s currently equipped weapon is reflected in their disguise. Generally, his [[Knife]] corresponds with the weapon in Slot 1, [[Tranq]] in Slot 2, [[Super Shotgun]] in Slot 3 and [[Nailgun]] in Slot 4. For example, if a Spy is disguised as a [[Soldier]] and is holding the Nailgun, he will appear to be holding the [[RPG]] to others. This will also be reflected to you on your [[HUD]] next to your weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Disguise Removal&lt;br /&gt;
|description =&lt;br /&gt;
A Spy can remove an enemy Spy&amp;#039;s disguise by coming into contact with them. The enemy Spy&amp;#039;s HUD will show &amp;quot;Your disguise has been removed!&amp;quot;. If two disguised Spies touch one another, both of their disguises are removed. The [[Class:Scout|Scout]] also possesses this ability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:ID Theft|ID Theft]]&lt;br /&gt;
|description =&lt;br /&gt;
Normally, when the Spy attacks with a weapon they lose their disguise. However, if the Spy successfully backstabs an enemy from behind with their [[Weapon:Knife|Knife]] on the first hit (which is an instant kill), they instantly assume the team color and class of the enemy as a disguise.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Invisibility|Invisibility]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies can cloak. There are three options for cloaking: Cloak, Silent Cloak, and Smart Cloak. If a Spy cloaks normally, a Corpse showing their model falls as if it had died. This is a functional and useful replacement for feigning death. If a Spy cloaks silently, the Spy simply fades into their cloaked form. Smart cloak is a command that will let the spy cloak silently if he&amp;#039;s standing still. Otherwise it causes the normal, noisy cloak.&lt;br /&gt;
&lt;br /&gt;
Other players will see a shimmering distortion that is the spy when looking at him while he&amp;#039;s cloaked. Friendly players will see an arrow above the spy&amp;#039;s head. Enemies have to look hard! A Spy moves slower when cloaked, and any increases in speed (such as being hit by a [[Grenade:Concussion|Concussion Grenade]] and subsquently being pushed away) will remove the cloak. The more a cloaked spy moves, the more visible he becomes. Cloaked Spies do not bleed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Reduced Falling Damage|Reduced Falling Damage]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies must fall 50% as far as other classes to receive fall damage, and they receive 50% less damage than other classes when they sustain fall damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[:Category:Buildables#Building_sabotage|Sabotage]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies can sabotage enemy [[:Category:Buildables#Sentry_Gun|Sentry Guns]] and [[:Category:Buildables#Dispenser|Dispensers]] and turn them against the enemy team. The Spy must stand next to a Sentry Gun or Dispenser while disguised Sabotaging a Sentry Gun or Dispenser takes 3 seconds. Sabotaged Buildables can not be detonated or dismantled. (However, they can still be destroyed by weapons fire as usual.) The Sabotage effect is removed after the timer runs out or the Spy is killed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; The Spy can activate the Sabotage and the Sentry Gun will fire on its own team, giving all kills to the Spy. When the activated Sabotage ends, the Sabotage is removed. A Sabotaged Dispenser can be detonated by the Spy activating the Sabotage. The Sabotaged Dispenser will kill anyone on the Engineer&amp;#039;s team (if Friendly Fire is off).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Stealth|Stealth]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies do not make footstep sounds like the other classes do. However, they will make footsteps while disguised so as to not ruin the illusion of the disguise.If a Spy is crouching when he lands from a fall, he will make no noise. However, a Spy can choose to stand while falling so as to purposely make noise if they choose to do so.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Knife|Knife]]&lt;br /&gt;
|imgsrc=W_kn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The knife is the signature weapon of the spy. Although it&amp;#039;s a melee weapon, it is very deadly. Normal hits deal significantly more damage than the crowbar, and backstabs kill instantly. Much of learning how to be a good spy is proper use of the knife.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Tranquilizer Gun|Tranquilizer Gun]]&lt;br /&gt;
|imgsrc=W_tq_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The tranq is useful for slowing down pursuers, catching up with targets, and in general causing annoyance. Each successful shot causes the target to suffer from an increasingly powerful sedation effect. The enemy&amp;#039;s movement speed is slowed and their vision blurred. The projectiles from this weapon do not hit instantly; so you must learn to lead targets at medium and long ranges.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The super shotgun is the spy&amp;#039;s main weapon if he gets in trouble. It doesn&amp;#039;t have the grace or style of a saboteur, but it gets the job done when you need to fight for your life.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
|imgsrc=W_ng_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The nailgun is most useful for taking out sentry guns. It works at an almost unlimited range and the steady stream of nails destroys the gun quickly. Combine the nailgun with frag grenades and circle strafing for maximum effect against sentries.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| grenades=&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The standard fragmentation grenade: lots of damage, a large blast radius. Like the super shotgun, it doesn&amp;#039;t exactly have the style of a calm, cool infiltrator, but it will be one of your most useful weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Spy/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
====Offensive Spy====&lt;br /&gt;
* The Spy&amp;#039;s greatest weapon is his [[Weapon:Knife|Knife]]. It does more damage than the crowbar and can instantly kill an enemy if they are hit with it from behind.&lt;br /&gt;
* The [[Weapon:Tranquilizer Gun|Tranq]] will slow down an enemy and effectively remove their peripheral vision. This is best used to slow down an enemy and get around them for a backstab with the knife.&lt;br /&gt;
* Although the Spy is armed with a [[Weapon:Super_Shotgun|Super Shotgun]], he only has average health, armor, and movement speed and is unlikely to survive in open combat. A Spy&amp;#039;s best role is to make use of his various Special Abilities to infiltrate the enemy&amp;#039;s base and cause whatever damage he can.&lt;br /&gt;
* The cloak does not fully hide you while moving. Bear this in mind.&lt;br /&gt;
* Change disguises or cloak in areas outside of sight of the enemy such as your team&amp;#039;s spawn rooms.&lt;br /&gt;
&lt;br /&gt;
====Defensive Spy====&lt;br /&gt;
* The Spy is a poor defender, because the his abilities are focused towards infiltration.&lt;br /&gt;
* Patrol your base and attempt to backstab unsuspecting attackers.&lt;br /&gt;
&lt;br /&gt;
====Playing Against A Spy====&lt;br /&gt;
* On servers where friendly fire is turned off, you can easily spycheck teammates by shooting them.&lt;br /&gt;
* Spies are equipped to excel at infiltration. The best defense against a Spy is a wary and alert team.&lt;br /&gt;
* Watch out for the shimmer of a moving Spy&amp;#039;s cloak.&lt;br /&gt;
* As an Engineer, don&amp;#039;t leave your Sentry Gun unattended, or else you&amp;#039;re inviting a Spy to sabotage it.&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/42 Media Page]&lt;br /&gt;
&lt;br /&gt;
|furtherreading =&lt;br /&gt;
* How to go about [[:Category:Buildables#Building_sabotage|sabotaging buildings]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Spy/Strategy&amp;diff=9731</id>
		<title>Class:Spy/Strategy</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Spy/Strategy&amp;diff=9731"/>
		<updated>2011-06-16T19:55:00Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: Created page with &amp;quot;:&amp;#039;&amp;#039;Back to Class:Spy&amp;#039;&amp;#039; ====Infiltrating the Base==== &amp;#039;&amp;#039;&amp;#039;Starting Off&amp;#039;&amp;#039;&amp;#039;  As a Spy, the main thing you want to do is get into the enemy base and help retrieve their flag. The ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&amp;#039;&amp;#039;Back to [[Class:Spy]]&amp;#039;&amp;#039;&lt;br /&gt;
====Infiltrating the Base====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Starting Off&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As a Spy, the main thing you want to do is get into the enemy base and help retrieve their flag. The first thing you want to do is pick a disguise, which is a key part of your mission. Try choosing a disguise that is about the same speed a spy, such as a [[Class:Pyro|Pyro]]. Now you must make your way from your base to theirs without being caught by enemies. To do this, be sure to take less-used routes and use your cloak. Also be sure to listen for the footsteps of incoming enemies.&lt;br /&gt;
&lt;br /&gt;
No matter what route you choose to enter the enemy&amp;#039;s base, you should start off by Disguising as a teammate. If an enemy sees a regular Spy or an &amp;quot;ally&amp;quot; running towards their base, no matter the direction, they&amp;#039;re going to shoot that person. Disguising as an ally prevents the enemy from knowing that your team has a Spy. If they spot you Disguised as an ally and open fire, don&amp;#039;t fire back! Doing so will show that your team has a Spy, and that&amp;#039;ll cause them to start actively Spy-checking.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What To Do In Their Base&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Congratulations, you made it to their base alive and unseen, but what do you do now? &lt;br /&gt;
&lt;br /&gt;
* First things first, sneak over to that security and make sure it&amp;#039;s down! This will really help those speedy Scouts and Medics to get the flag, because they don&amp;#039;t have to make any detours. &lt;br /&gt;
&lt;br /&gt;
* A good tip for being in their base is to not kill randomly! Sure, that afk [[Class:Sniper|Sniper]] looks like a fun kill, but it will blow your cover. You only want to backstab if really necessary such as if there is a [[Class:HWGuy|HWGuy]] guarding the top of the ramp, keeping all of your Scout buddies crying at the bottom.&lt;br /&gt;
&lt;br /&gt;
* Try to sabotage Sentries, if you can. If you can&amp;#039;t launch a few grenades at it, and if it&amp;#039;s still alive, shoot it with the Nailgun. You&amp;#039;ll loose your disguise, but the Sentry will be down, making it much easier for your teammates to come through.&lt;br /&gt;
&lt;br /&gt;
* Give your team info about the enemy&amp;#039;s base! This is one of them most-neglected strategies out there, and it can save lives. Once you get into the base, start telling your teammates about where Sentries, HWGuys and other defenders are. This is very helpful for your attackers, as it allows them to plot where they want to go. When reporting, make sure to find an isolated corner or dark area. If an enemy sees an &amp;quot;ally&amp;quot; just standing around near a key location, he&amp;#039;ll probably shoot you a few times to see if you&amp;#039;re a Spy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;So You Want To Capture Their Flag, Eh?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The flag room is often the most guarded room in the enemy&amp;#039;s base. If you choose to enter here, YOU MUST have a disguise on! Without a disguise you&amp;#039;re either A: Getting ripped to shreds by a sentry or B: Getting ripped to shreds by a HWGuy. &lt;br /&gt;
&lt;br /&gt;
So you picked a disguise and walked in there, but what do you do? Scout the room out immediately and see how many defenders there are, if any. Be sure to avoid all of the defenders, and if you&amp;#039;re spottted; run out of the room, cloak, pick a new disguise, find a different entrance, enter flag room, try again. If you&amp;#039;re left in there with 1 or 2 stupid defenders that haven&amp;#039;t realized that you&amp;#039;re a spy, It&amp;#039;s a good idea to take one out, grab the flag, and run like hell.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Oh no! You&amp;#039;ve been caught!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
First thing&amp;#039;s first, you are not dead once somebody figures out you&amp;#039;re a Spy. Once somebody starts wailing on you (usually three shots shows they&amp;#039;ve figured it out), break out the Super Shotgun and start firing while running back to base. If you spot a slow class that hasn&amp;#039;t seen you yet, take out the Tranq gun and shoot him with it. While being tranqed only lasts a few seconds, it gives you enough time to get away from your target. Try to take alternate paths, such as underground or water ones. You might lose them, giving you enough time to cloak and get back to base. Remember, once you get back to base and heal up, you should go back as a different class. They&amp;#039;ll be expecting you.&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9730</id>
		<title>Class:Medic</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9730"/>
		<updated>2011-06-16T19:27:44Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:medic_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 90&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 100&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 320&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Medikit|Medikit]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 3&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 150&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Medic&lt;br /&gt;
| classintro =&lt;br /&gt;
Arguably the [[Class:Scout|Scout]]&amp;#039;s bigger, stronger, brother, the &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039; is often considered the main offensive class in Fortress Forever due to the balance he strikes between speed, manoeuvrability, and firepower. Like the Scout, the Medic is able to [[Concjumping|conc jump]], but he also has a decent arsenal of weapons and greater health and armour. This comes at a cost to his speed, though he is still the second fastest class in the game. While he is able to heal allies, this is very much a secondary role to his versatility as a flag runner and attacker.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Healing a teammate of infection now renders them immune to infection for a short time.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Medikit|Medikit]].&lt;br /&gt;
&lt;br /&gt;
The medic can use the [[Weapon:Medikit|Medikit]] to heal, cure, and infect certain players.  Check out the page for details.&lt;br /&gt;
&lt;br /&gt;
The medic can use [[Grenade:Concussion|Concussion Grenades]] to conc jump.  See the concussion grenade page for details.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Use your speed to grab the enemy flag and take it to the capture point.&lt;br /&gt;
* Use [[concjumping]] to travel across the map and evade defenders.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Infection Immunity&lt;br /&gt;
|description=Medics are invulnerable to infections.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Health Regeneration&lt;br /&gt;
|description=If a Medic is hurt, he will slowly regain health.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Concussion Tolerance&lt;br /&gt;
|description=The Medic is [[:Category:Status_Effects#Concussed|concussed]] for half the standard time when hit by conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Medkit Toss&lt;br /&gt;
|description=The Medic can toss Medkits using the right mouse button. Medkits cost 10 cells, which recharge over time up to a maximum of 50. Medkits heal teammates by 15 health each, and will disappear 5 seconds after being thrown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Medkit|Medkit]]&lt;br /&gt;
|imgsrc=W_mk_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Hitting an wounded ally with this will fully restore their health and cure most negative status effects. Hitting a full health ally with this will give him some extra temporary health. Hitting an enemy with this will give him a damaging [[:Category:Status_Effects#Infected|infection]] which can only be cured by an enemy Medic.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Pathetic damage, but it has a tight spread, so it&amp;#039;s better than the Super Shotgun at long range.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The Super Shotgun is the Medic&amp;#039;s primary weapon. It does good damage against lightly armoured or weakened opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
|imgsrc=W_sn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Excellent against Sentries, if you can find a blind spot or get close enough to circle-strafe them. Also good against players, though it uses up ammo very quickly.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. Or, if you run out of concs and have a small jump to do and still have plenty of health, these will sometimes do the trick.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
|imgsrc=G_co_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Used for [[concjumping]], one of the Medic&amp;#039;s most powerful abilities. Can also be used to knock enemies away and disorientate them.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Medic/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
[[Image:midairmedkit.gif|thumb|A Medkit being tossed. Tossing Medkits to nearby teammates in the enemy&amp;#039;s base could make or break a capture.]]&lt;br /&gt;
=== Offensive Medic ===&lt;br /&gt;
* Remember your primary objective is to grab the flag, not to heal or fight.&lt;br /&gt;
* Full health Soldiers, HWGuys, and Pyros can survive a lot of shots from your [[Super Shotgun]]. Use [[concjumping]] to get past them.&lt;br /&gt;
* Use your Super Nailgun and Frag Grenades to take down Sentry Guns.&lt;br /&gt;
* You spawn with only two conc grenades, however you can get a third if your respawn room has a grenade bag.&lt;br /&gt;
* Press mouse2 to throw Medkits at wounded allies, allowing them to survive for longer.&lt;br /&gt;
&lt;br /&gt;
==== Defensive Medic ====&lt;br /&gt;
* The Medic is a very poor defensive class. The team will benefit a lot more from a Soldier, HWGuy, or Engineer.&lt;br /&gt;
* Heal allies during moments of downtime.&lt;br /&gt;
* Use your speed to harass attackers and chase enemies running away with the flag.&lt;br /&gt;
&lt;br /&gt;
==== Playing Against a Medic ====&lt;br /&gt;
* Medics don&amp;#039;t have very strong armour. Two rockets will usually be enough to kill them.&lt;br /&gt;
* The same strategy applies as when playing against [[Class:Scout|Scouts]]. Practice aiming while under the effects of a concussion grenade, and learn to recognise and listen for the sounds of a conc grenade being primed and going off.&lt;br /&gt;
* Don&amp;#039;t underestimate the Medic&amp;#039;s Super Shotgun and Frag Grenades: they&amp;#039;ll kill you very easily if you&amp;#039;re wounded.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
No media page currently.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=9729</id>
		<title>Class:HWGuy</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=9729"/>
		<updated>2011-06-16T19:19:33Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:hwguy_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;HWGuy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 100&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 300&lt;br /&gt;
| armval2 = 80%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 230&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: royalblue&amp;quot;&amp;gt;Defense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot5 = [[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV Grenade]]&lt;br /&gt;
| gren2atspawn = 1&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 200&lt;br /&gt;
| shellsmax = 300&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 200&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 30&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Heavy Weapons Guy&lt;br /&gt;
| classintro =&lt;br /&gt;
&lt;br /&gt;
Although he looks slow and stupid, the &amp;#039;&amp;#039;&amp;#039;Heavy Weapons Guy&amp;#039;&amp;#039;&amp;#039; is an expert in the use of... heavy weapons. He carries a huge gun known as the [[Weapon:Assault_Cannon|assault cannon]]. It has a 200 round clip and slices through enemies like butter. While the recoil of firing such a weapon would probably kill lesser classes, the HWGuy is able to withstand it easily. However, the recoil is still rather powerful and firing the assault cannon does cause the HWGuy to slow down considerably. The gun is most effective at close to medium range, and quickly loses accuracy at long range. Due to the combined weight of his weaponry, armor, and body, the HWGuy moves very slowly.&lt;br /&gt;
&lt;br /&gt;
Since he likely carries well over 200 pounds of gear (and is slightly overweight himself), the HWGuy is hard to push around with explosions. This makes the HWGuy effective at defending choke points. Since he can&amp;#039;t easily be knocked out of them, the enemy has usually no choice but to either die to assault cannon fire or retreat. If you want to be an impenetrable (and deadly) wall, the HW Guy is the class for you.&lt;br /&gt;
| basicstrategy = &lt;br /&gt;
* Find a good defensive spot, and use the Assault Cannon to destroy any enemies you see!&lt;br /&gt;
* Watch out, as you are almost immobile while your Assault Cannon is wound up.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Heaviness&lt;br /&gt;
|description=&lt;br /&gt;
HWGuys are so heavy that they&amp;#039;re almost impossible to move.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Pathetic damage, but it has a tight spread, so it&amp;#039;s better than the Super Shotgun at long range. &lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Use this if you don&amp;#039;t have enough time to wind up the assault cannon, or need maneuverability: for example, if a Spy is trying to backstab you.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
|imgsrc=W_ac_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Takes a couple of seconds to rev up, but does good, continuous damage up to medium range. The HWGuy is slowed considerably when firing it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
A standard fragmentation grenade. Use this when you have run out of the more powered MIRV grenades (below).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:MIRV|MIRV Grenade]]&lt;br /&gt;
|imgsrc=G_mi_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The most destructive grenade in Fortress Forever. The MIRV grenades explodes at the end of its fuse, releasing 4 more mini grenades which then explode too. That&amp;#039;s 5 high-damage explosions for your enemies to avoid.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Defensive HWGuy====&lt;br /&gt;
* Movement isn&amp;#039;t your strong point. Find a good position and stay in it.&lt;br /&gt;
* You rely on your armour as well as your health in order to stay alive. Use Dispensers to replenish your armour, or call for a friendly Engineer to repair your armour by holding &amp;quot;Z&amp;quot; and selecting from the menu.&lt;br /&gt;
* If you get hit by a concussion grenade, ignore your crosshair and aim using your AC&amp;#039;s bullet trail instead.&lt;br /&gt;
* Watch your back: your immobility while firing your Assault Cannon makes you a prime target for Medics&amp;#039; infections and Spies&amp;#039; backstabs.&lt;br /&gt;
&lt;br /&gt;
====Offensive HWGuy====&lt;br /&gt;
* You&amp;#039;re the slowest class in the game, so you take a long time to get to the enemy base after respawning. Your slow speed also makes you vulnerable to grenades and Snipers.&lt;br /&gt;
* Leave capturing the flag to faster classes; focus on killing defenders so they can get through.&lt;br /&gt;
* You&amp;#039;re very slow while firing your Assault Cannon. Use your Super Shotgun if you need mobility.&lt;br /&gt;
&lt;br /&gt;
====Playing Against an HWGuy====&lt;br /&gt;
* While the HWGuy is firing the Assault Cannon, he can&amp;#039;t dodge explosives. Peek out from behind cover and hit him with a grenade or rocket.&lt;br /&gt;
* A distracted HWGuy is a good target for backstabs and infections.&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/43 HWGuy&amp;#039;s Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Template:Weapons&amp;diff=9728</id>
		<title>Template:Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Template:Weapons&amp;diff=9728"/>
		<updated>2011-06-16T18:25:47Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| width=50% align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f5faff; border:1px solid #dce7ed&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;background:#ffffff;font-size:90%&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background:#dce7ed; color:#000000&amp;quot;|&amp;#039;&amp;#039;&amp;#039;FF Weapons&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
!Melee&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Weapon:Crowbar|Crowbar]] &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp; [[Weapon:Knife|Knife]] &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp; [[Weapon:Medkit|Medkit]] &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp; [[Weapon:Spanner|Spanner]] &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp; [[Weapon:Umbrella|Umbrella]]&lt;br /&gt;
|-&lt;br /&gt;
!Bullet&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Weapon:Assault_Cannon|Assault Cannon]] &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp; [[Weapon:Auto_Rifle|Auto Rifle]]  &amp;lt;br&amp;gt; [[Weapon:Single_Shotgun|Single Shotgun]] &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp; [[Weapon:Sniper_Rifle|Sniper Rifle]] &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp; [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
!Projectile&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Weapon:Flamethrower|Flamethrower]] &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp; [[Weapon:Grenade_Launcher|Grenade Launcher]] &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp; [[Weapon:Incendiary_Cannon|Incendiary Cannon]] &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp; [[Weapon:Nailgun|Nailgun]] &amp;lt;br&amp;gt; [[Weapon:Pipe_Launcher|Pipe Launcher]] &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp; [[Weapon:Railgun|Railgun]] &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp; [[Weapon:RPG|RPG]] &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp; [[Weapon:Super_Nailgun|Super Nailgun]] &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp; [[Weapon:Tranquilizer Gun|Tranq]]&lt;br /&gt;
|-&lt;br /&gt;
!Misc&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| [[Buildable:Detpack|Detpack]] &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp; [[:Category:Buildables#Dispenser|Dispenser]] &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp; [[:Category:Buildables#Sentry_Gun|Sentry Gun]] &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp; [[:Category:Buildables#Jump Pad|Jump Pad]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Umbrella&amp;diff=9727</id>
		<title>Weapon:Umbrella</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Umbrella&amp;diff=9727"/>
		<updated>2011-06-16T18:20:44Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page_Weapon&lt;br /&gt;
| infoboxweapon =&lt;br /&gt;
{{Infobox Weapon&lt;br /&gt;
| weapon portrait = [[Image:umbrella.jpg|200px]]&lt;br /&gt;
| weaponname = &amp;#039;&amp;#039;&amp;#039;Umbrella&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| rof = .4 s&lt;br /&gt;
| rps = N/A&lt;br /&gt;
| damage = 30&lt;br /&gt;
| recoil = N/A&lt;br /&gt;
| projectilespeed = N/A&lt;br /&gt;
| bullets = N/A&lt;br /&gt;
| bulletspread = N/A&lt;br /&gt;
| prereload = N/A&lt;br /&gt;
| reload = N/A&lt;br /&gt;
| postreload = N/A&lt;br /&gt;
| spintime = N/A&lt;br /&gt;
| defaultammo = N/A&lt;br /&gt;
| maxammo = N/A&lt;br /&gt;
| ammotype = N/A&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
| weaponname =&lt;br /&gt;
Class&lt;br /&gt;
| weaponintro =&lt;br /&gt;
An umbrella. Used by the [[Class:Civilian|Civilian]].&lt;br /&gt;
| changesinfo =&lt;br /&gt;
It&amp;#039;s a melee weapon. It does exactly the same amount of damage to enemies as the Crowbar, which isn&amp;#039;t a lot.&lt;br /&gt;
| ability1 = &lt;br /&gt;
* 20 Fortress Points are awarded for each hit with this weapon. It also has a fair chance to gib an opponent if it kills them.&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
* On [[Map:ff_hunted|Hunted]], this is a last-ditch weapon to be used only if an enemy is in your face.&lt;br /&gt;
* On [[Map:ff_waterpolo|Waterpolo]], this will instantly kill any enemy player it hits.&lt;br /&gt;
* On escape maps, it can be used to break certain walls and doors.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Melee]]&lt;br /&gt;
{{Rating|2}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Umbrella&amp;diff=9726</id>
		<title>Weapon:Umbrella</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Umbrella&amp;diff=9726"/>
		<updated>2011-06-16T18:20:23Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page_Weapon&lt;br /&gt;
| infoboxweapon =&lt;br /&gt;
{{Infobox Weapon&lt;br /&gt;
| weapon portrait = [[Image:umbrella.jpg|200px]]&lt;br /&gt;
| weaponname = &amp;#039;&amp;#039;&amp;#039;Umbrella&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| rof = .4&lt;br /&gt;
| rps = N/A&lt;br /&gt;
| damage = 30&lt;br /&gt;
| recoil = N/A&lt;br /&gt;
| projectilespeed = N/A&lt;br /&gt;
| bullets = N/A&lt;br /&gt;
| bulletspread = N/A&lt;br /&gt;
| prereload = N/A&lt;br /&gt;
| reload = N/A&lt;br /&gt;
| postreload = N/A&lt;br /&gt;
| spintime = N/A&lt;br /&gt;
| defaultammo = N/A&lt;br /&gt;
| maxammo = N/A&lt;br /&gt;
| ammotype = N/A&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
| weaponname =&lt;br /&gt;
Class&lt;br /&gt;
| weaponintro =&lt;br /&gt;
An umbrella. Used by the [[Class:Civilian|Civilian]].&lt;br /&gt;
| changesinfo =&lt;br /&gt;
It&amp;#039;s a melee weapon. It does exactly the same amount of damage to enemies as the Crowbar, which isn&amp;#039;t a lot.&lt;br /&gt;
| ability1 = &lt;br /&gt;
* 20 Fortress Points are awarded for each hit with this weapon. It also has a fair chance to gib an opponent if it kills them.&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
* On [[Map:ff_hunted|Hunted]], this is a last-ditch weapon to be used only if an enemy is in your face.&lt;br /&gt;
* On [[Map:ff_waterpolo|Waterpolo]], this will instantly kill any enemy player it hits.&lt;br /&gt;
* On escape maps, it can be used to break certain walls and doors.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Melee]]&lt;br /&gt;
{{Rating|2}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Medkit&amp;diff=9725</id>
		<title>Weapon:Medkit</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Medkit&amp;diff=9725"/>
		<updated>2011-06-16T18:17:17Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page_Weapon&lt;br /&gt;
| infoboxweapon =&lt;br /&gt;
{{Infobox Weapon&lt;br /&gt;
| weapon portrait = [[Image:medkit2.jpg|300px]]&lt;br /&gt;
| weaponname = &amp;#039;&amp;#039;&amp;#039;Weapon&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| rof = .4&lt;br /&gt;
| rps = N/A&lt;br /&gt;
| damage = 9&lt;br /&gt;
| recoil = N/A&lt;br /&gt;
| projectilespeed = N/A&lt;br /&gt;
| bullets = N/A&lt;br /&gt;
| bulletspread = N/A&lt;br /&gt;
| prereload = N/A&lt;br /&gt;
| reload = N/A&lt;br /&gt;
| postreload = N/A&lt;br /&gt;
| spintime = N/A&lt;br /&gt;
| defaultammo = N/A&lt;br /&gt;
| maxammo = N/A&lt;br /&gt;
| ammotype = N/A&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
| weaponname =&lt;br /&gt;
Class&lt;br /&gt;
| weaponintro =&lt;br /&gt;
A futuristic portable medikit. Used by the [[Class:Medic|Medic]]&lt;br /&gt;
| changesinfo =&lt;br /&gt;
It&amp;#039;s a melee weapon.&lt;br /&gt;
| ability1 = &lt;br /&gt;
* The Medkit can heal wounded allies. No matter how wounded an ally is, it will increase their health to 100%.&lt;br /&gt;
* If an ally already has 100% health, then the Medikit can be continued to be used on the target until his is 150%. &lt;br /&gt;
* The Medkit can be tossed by pressing mouse2. Tossed Medkits heal your allies by 15 health, costs 10 cells (which recharge overtime) and last for 5 seconds after being thrown. &lt;br /&gt;
* The Medkit will cure most status effects. If the target has an infection, it will cure it and make him [[:Category:Status_Effects#Immune|Immune]] for 10 seconds.&lt;br /&gt;
* If you use it on an enemy, it will [[:Category:Status_Effects#Infected|infect him with a virus]] that can only be cured by his team&amp;#039;s Medics.&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
A lot of Medics only use this to infect enemies. If you&amp;#039;re running into the enemy&amp;#039;s base and see that an ally is wounded, heal him! As an offense weapon, it does pitiful damage, but if you want to see the enemy&amp;#039;s defense freak out, infect a few defenders with the virus.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Melee]]&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Pelletgun&amp;diff=9724</id>
		<title>Weapon:Pelletgun</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Pelletgun&amp;diff=9724"/>
		<updated>2011-06-16T18:11:51Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page_Weapon&lt;br /&gt;
| infoboxweapon =&lt;br /&gt;
{{Infobox Weapon&lt;br /&gt;
| weapon portrait = [[Image:PngsWon&amp;#039;tUpload.jpg|PngsWon&amp;#039;tUpload.jpg|300px]]&lt;br /&gt;
| weaponname = &amp;#039;&amp;#039;&amp;#039;Single Shotgun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| rof = .5 s&lt;br /&gt;
| rps = 8&lt;br /&gt;
| damage = 24&lt;br /&gt;
| recoil = .5&lt;br /&gt;
| projectilespeed = Instantaneous&lt;br /&gt;
| bullets = 6&lt;br /&gt;
| bulletspread = .03&lt;br /&gt;
| prereload = 0.4 sec&lt;br /&gt;
| reload = 0.25 sec&lt;br /&gt;
| postreload = .6 sec&lt;br /&gt;
| spintime = N/A&lt;br /&gt;
| defaultammo = Variable&lt;br /&gt;
| maxammo = Variable&lt;br /&gt;
| ammotype = [[Reference:Ammo#Shell|Shells]]&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
| weaponname =&lt;br /&gt;
Class&lt;br /&gt;
| weaponintro =&lt;br /&gt;
A regular shotgun. Used by the [[class:Scout|Scout]], [[Class:Demoman|Demoman]], [[Class:Soldier|Soldier]], [[Class:HWGuy|HWGuy]], [[Class:Medic|Medic]] and [[Class:Pyro|Pyro]].&lt;br /&gt;
|ability1 = This weapon has no special abilities.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
This weapon, when fired, shoots six bullets in a tight pattern. &lt;br /&gt;
| strategyandtips =&lt;br /&gt;
This is useful for picking off weak enemies, such as Scouts or horribly wounded enemies, or when the magazine in your primary weapon has been depleted and you don&amp;#039;t have enough time to reload.&lt;br /&gt;
&lt;br /&gt;
Unless you are a Scout, never use it as a primary weapon. It&amp;#039;s far too weak to inflict significant damage on anything but a Scout.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Image Gallery==&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:shotpump.jpg|135px]]&lt;br /&gt;
| igcaption1=The Single Shotgun being pumped.&lt;br /&gt;
| igimage2=[[Image:regshotspread.jpg]]&lt;br /&gt;
| igcaption2=The spread of a Single Shotgun&amp;#039;s blast.&lt;br /&gt;
| igimage3=[[Image:reloadingsingleshotty.jpg|135px]]&lt;br /&gt;
| igcaption3=The Single Shotgun being reloaded.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|3}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=9723</id>
		<title>Class:HWGuy</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=9723"/>
		<updated>2011-06-16T17:35:19Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:hwguy_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;HWGuy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 100&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 300&lt;br /&gt;
| armval2 = 80%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 230&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: royalblue&amp;quot;&amp;gt;Defense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot5 = [[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV Grenade]]&lt;br /&gt;
| gren2atspawn = 1&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 200&lt;br /&gt;
| shellsmax = 300&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 200&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 30&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Heavy Weapons Guy&lt;br /&gt;
| classintro =&lt;br /&gt;
&lt;br /&gt;
Although he looks slow and stupid, the &amp;#039;&amp;#039;&amp;#039;Heavy Weapons Guy&amp;#039;&amp;#039;&amp;#039; is an expert in the use of... heavy weapons. He carries a huge gun known as the [[Weapon:Assault_Cannon|assault cannon]]. It has a 200 round clip and slices through enemies like butter. While the recoil of firing such a weapon would probably kill lesser classes, the HWGuy is able to withstand it easily. However, the recoil is still rather powerful and firing the assault cannon does cause the HWGuy to slow down considerably. The gun is most effective at close to medium range, and quickly loses accuracy at long range. Due to the combined weight of his weaponry, armor, and body, the HWGuy moves very slowly.&lt;br /&gt;
&lt;br /&gt;
Since he likely carries well over 200 pounds of gear (and is slightly overweight himself), the HWGuy is hard to push around with explosions. This makes the HWGuy effective at defending choke points. Since he can&amp;#039;t easily be knocked out of them, the enemy has usually no choice but to either die to assault cannon fire or retreat. If you want to be an impenetrable (and deadly) wall, the HW Guy is the class for you.&lt;br /&gt;
| basicstrategy = &lt;br /&gt;
* Find a good defensive spot, and use the Assault Cannon to destroy any enemies you see!&lt;br /&gt;
* Watch out, as you are almost immobile while your Assault Cannon is wound up.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Heaviness&lt;br /&gt;
|description=&lt;br /&gt;
HWGuys are so heavy that they&amp;#039;re almost impossible to move.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Pathetic damage, but it has a tight spread, so it&amp;#039;s better than the Super Shotgun at long range. &lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Use this if you don&amp;#039;t have enough time to wind up the assault cannon, or need maneuverability: for example, if a Spy is trying to backstab you.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
|imgsrc=W_ac_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Takes a couple of seconds to rev up, but does good, continuous damage up to medium range. The HWGuy is slowed considerably when firing it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
A standard fragmentation grenade. Use this when you have run out of the more powered MIRV grenades (below).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:MIRV|MIRV Grenade]]&lt;br /&gt;
|imgsrc=G_mi_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The most destructive grenade in Fortress Forever. The MIRV grenades explodes at the end of its fuse, releasing 4 more mini grenades which then explode too. That&amp;#039;s 5 high-damage explosions for your enemies to avoid.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Defensive HWGuy====&lt;br /&gt;
* Movement isn&amp;#039;t your strong point. Find a good position and stay in it.&lt;br /&gt;
* You rely on your armour as well as your health in order to stay alive. Use Dispensers to replenish your armour, or call for a friendly Engineer to repair your armour by holding &amp;quot;Z&amp;quot; and selecting from the menu.&lt;br /&gt;
* If you get hit by a concussion grenade, ignore your crosshair and aim using your AC&amp;#039;s bullet trail instead.&lt;br /&gt;
* Watch your back: your immobility while firing your Assault Cannon makes you a prime target for Medics&amp;#039; infections and Spies&amp;#039; backstabs.&lt;br /&gt;
&lt;br /&gt;
====Offensive HWGuy====&lt;br /&gt;
* You&amp;#039;re the slowest class in the game, so you take a long time to get to the enemy base after respawning. Your slow speed also makes you vulnerable to grenades and Snipers.&lt;br /&gt;
* Leave capturing the flag to faster classes; focus on killing defenders so they can get through.&lt;br /&gt;
* You&amp;#039;re very slow while firing your Assault Cannon. Use your Super Shotgun if you need mobility.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/43 HWGuy&amp;#039;s Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=9722</id>
		<title>Class:HWGuy</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=9722"/>
		<updated>2011-06-16T17:34:58Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:hwguy_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;HWGuy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 100&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 300&lt;br /&gt;
| armval2 = 80%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 230&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: royalblue&amp;quot;&amp;gt;Defense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot5 = [[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV Grenade]]&lt;br /&gt;
| gren2atspawn = 1&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 200&lt;br /&gt;
| shellsmax = 300&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 200&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 30&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Heavy Weapons Guy&lt;br /&gt;
| classintro =&lt;br /&gt;
&lt;br /&gt;
Although he looks slow and stupid, the &amp;#039;&amp;#039;&amp;#039;Heavy Weapons Guy&amp;#039;&amp;#039;&amp;#039; is an expert in the use of... heavy weapons. He carries a huge gun known as the [[Weapon:Assault_Cannon|assault cannon]]. It has a 200 round clip and slices through enemies like butter. While the recoil of firing such a weapon would probably kill lesser classes, the HWGuy is able to withstand it easily. However, the recoil is still rather powerful and firing the assault cannon does cause the HWGuy to slow down considerably. The gun is most effective at close to medium range, and quickly loses accuracy at long range. Due to the combined weight of his weaponry, armor, and body, the HWGuy moves very slowly.&lt;br /&gt;
&lt;br /&gt;
Since he likely carries well over 200 pounds of gear (and is slightly overweight himself), the HWGuy is hard to push around with explosions. This makes the HWGuy effective at defending choke points. Since he can&amp;#039;t easily be knocked out of them, the enemy has usually no choice but to either die to assault cannon fire or retreat. If you want to be an impenetrable (and deadly) wall, the HW Guy is the class for you.&lt;br /&gt;
| basicstrategy = &lt;br /&gt;
* Find a good defensive spot, and use the Assault Cannon to destroy any enemies you see!&lt;br /&gt;
* Watch out, as you are almost immobile while your Assault Cannon is wound up.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Heaviness&lt;br /&gt;
|description=&lt;br /&gt;
HWGuys are so heavy that they&amp;#039;re almost impossible to move.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Has a tight spread, so it&amp;#039;s better than the Super Shotgun at long range.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Use this if you don&amp;#039;t have enough time to wind up the assault cannon, or need maneuverability: for example, if a Spy is trying to backstab you.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
|imgsrc=W_ac_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Takes a couple of seconds to rev up, but does good, continuous damage up to medium range. The HWGuy is slowed considerably when firing it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
A standard fragmentation grenade. Use this when you have run out of the more powered MIRV grenades (below).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:MIRV|MIRV Grenade]]&lt;br /&gt;
|imgsrc=G_mi_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The most destructive grenade in Fortress Forever. The MIRV grenades explodes at the end of its fuse, releasing 4 more mini grenades which then explode too. That&amp;#039;s 5 high-damage explosions for your enemies to avoid.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Defensive HWGuy====&lt;br /&gt;
* Movement isn&amp;#039;t your strong point. Find a good position and stay in it.&lt;br /&gt;
* You rely on your armour as well as your health in order to stay alive. Use Dispensers to replenish your armour, or call for a friendly Engineer to repair your armour by holding &amp;quot;Z&amp;quot; and selecting from the menu.&lt;br /&gt;
* If you get hit by a concussion grenade, ignore your crosshair and aim using your AC&amp;#039;s bullet trail instead.&lt;br /&gt;
* Watch your back: your immobility while firing your Assault Cannon makes you a prime target for Medics&amp;#039; infections and Spies&amp;#039; backstabs.&lt;br /&gt;
&lt;br /&gt;
====Offensive HWGuy====&lt;br /&gt;
* You&amp;#039;re the slowest class in the game, so you take a long time to get to the enemy base after respawning. Your slow speed also makes you vulnerable to grenades and Snipers.&lt;br /&gt;
* Leave capturing the flag to faster classes; focus on killing defenders so they can get through.&lt;br /&gt;
* You&amp;#039;re very slow while firing your Assault Cannon. Use your Super Shotgun if you need mobility.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/43 HWGuy&amp;#039;s Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Soldier&amp;diff=9721</id>
		<title>Class:Soldier</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Soldier&amp;diff=9721"/>
		<updated>2011-06-16T17:34:00Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:soldier_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Soldier&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 100&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 200&lt;br /&gt;
| armval2 = 80%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 240&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: royalblue&amp;quot;&amp;gt;Defense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Nail|Nail]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot5 = [[Weapon:RPG|RPG]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Nail|Nail Grenade]]&lt;br /&gt;
| gren2atspawn = 1&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 100&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 100&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 10&lt;br /&gt;
| rocketsmax = 50&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Soldier&lt;br /&gt;
| classintro =&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Soldier&amp;#039;&amp;#039;&amp;#039; is the second most heavily [[Armor|armored]] class in Fortress Forever. A retired army weapons specialist, the Soldier still carries his favorite weapons with him as mementos. The rocket launcher is his primary weapon; it&amp;#039;s capable of holding four fast-firing rockets at a time. The Soldier is essential to base defense (both front-line and last-line). The rocket launcher&amp;#039;s stopping power makes the Soldier an excellent close-quarters fighter; he does best in small hallway and areas where the enemy cannot easily dodge his attacks. Though he&amp;#039;s weaker out in the open, the Soldier sports a shotgun and super shotgun for ranged attacks. The Soldier&amp;#039;s combination of weaponry, military training, and overall rough personality make him an excellent choice for the player who wants to frag lots of enemies and keep the base safe.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* The Soldier is a very versatile class. Use your Rocket Launcher to stop attackers, or to punch a hole in the enemy defense. Aim for the feet!&lt;br /&gt;
* Use your Super Shotgun to finish off enemies if you don&amp;#039;t have time to reload your Rocket Launcher.&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Quickswitch&lt;br /&gt;
|description=&lt;br /&gt;
Right clicking changes between super shotgun and RPG, so you can get a quick shotgun shot off while your enemy is in the air, then switch back to RPG to shoot the floor as they land. Remember to reload both weapons when you have a spare moment!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=[[Jumping_Skills#Rocket_jumps|Rocket Jump]]&lt;br /&gt;
|description=By firing a rocket and the ground and jumping simultaneously, the Soldier can rocket jump to great heights. This jump takes a fairly large amount of health off, so use sparingly (about a 5th)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Pathetic damage, but it has a tight spread, so it&amp;#039;s better than the Super Shotgun at long range. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The Soldier&amp;#039;s secondary weapon. It packs a powerful punch against lighter classes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:RPG|Rocket Launcher]]&lt;br /&gt;
|imgsrc=W_rp_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
This is the Soldier&amp;#039;s signature weapon. It holds up to four rockets at a time, and each of them does massive damage. Aim for your opponent&amp;#039;s feet in order to maximize its effectiveness. The blast will push your enemies around, so it is ideal for stopping fast moving classes in their tracks.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction.}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Nail|Nail Grenade]]&lt;br /&gt;
|imgsrc=G_ng_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
After the grenade countdown ends, it jumps up and begins spewing nails,then explodes like a frag grenade after 3 seconds. It is used as an area denial tool in tight spaces as anyone who runs through it will receive a large amount of damage. If you&amp;#039;re defending a tight space but you need to run to get health, leave a nail grenade to guard the area for a few seconds.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
* The Soldier&amp;#039;s Rocket Launcher is easiest to aim at close ranges, though if you can lead targets well it can be effective at longer ranges too.&lt;br /&gt;
* The Rocket Launcher&amp;#039;s knockback can be used to push enemies into hazards such as a sentry gun&amp;#039;s firing line, or to &amp;quot;juggle&amp;quot; them, making them easier to hit with the Super Shotgun or a second rocket.&lt;br /&gt;
* The Soldier has very large ammo reserves, and so should never worry about running out. However, keeping your Rocket Launcher and Super Shotgun fully loaded when not in use is vitally important.&lt;br /&gt;
&lt;br /&gt;
===Defensive Soldier===&lt;br /&gt;
* Stay in one spot, preferably near a resupply bag or spawn room, so you can quickly recover lost health and armour.&lt;br /&gt;
* Use your Super Shotgun to finish off lighter attackers after you&amp;#039;ve hit them with a rocket.&lt;br /&gt;
* The Rocket Launcher is one of the most difficult weapons to learn to aim while concussed.&lt;br /&gt;
* Don&amp;#039;t pursue fleeing attackers. You&amp;#039;re not fast enough to catch them, and often they&amp;#039;ll run right back past you.&lt;br /&gt;
&lt;br /&gt;
===Offensive Soldier===&lt;br /&gt;
* The Soldier is often considered too slow to be an effective offense class.&lt;br /&gt;
* Remember that firepower, not speed, is your strong point. You should focus on damaging and distracting the enemy defense so Scouts and Medics can slip through unhindered.&lt;br /&gt;
* Your Rocket Launcher and Nail Grenades are extremely effectively against Sentry Guns.&lt;br /&gt;
* If you grab the enemy flag, throw it to a faster teammate by pressing &amp;quot;C&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Playing against a Soldier====&lt;br /&gt;
* Pyros are excellent against Soldiers, as are Demomen at slightly longer range. Soldiers are also prime targets for Snipers due to their slow speed.&lt;br /&gt;
* Soldiers excel in confined spaces with lots of cover, by contrast, their weapons are a lot less useful in large open areas.&lt;br /&gt;
* The Soldier&amp;#039;s weakness is his long reload times. The best time to attack is when his Rocket Launcher needs reloading.&lt;br /&gt;
* As a Medic, concjumping past a Soldier is a better idea than engaging him directly, unless he&amp;#039;s considerably weakened. Scouts should never even think about engaging in combat.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/26 Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
* Learn how to [[Jumping_Skills#Rocket_jumps|rocket jump.]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|2}}&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9720</id>
		<title>Class:Medic</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9720"/>
		<updated>2011-06-16T17:26:48Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:medic_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 90&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 100&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 320&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Medikit|Medikit]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 3&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 150&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Medic&lt;br /&gt;
| classintro =&lt;br /&gt;
Arguably the [[Class:Scout|Scout]]&amp;#039;s bigger, stronger, brother, the &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039; is often considered the main offensive class in Fortress Forever due to the balance he strikes between speed, manoeuvrability, and firepower. Like the Scout, the Medic is able to [[Concjumping|conc jump]], but he also has a decent arsenal of weapons and greater health and armour. This comes at a cost to his speed, though he is still the second fastest class in the game. While he is able to heal allies, this is very much a secondary role to his versatility as a flag runner and attacker.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Healing a teammate of infection now renders them immune to infection for a short time.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Medikit|Medikit]].&lt;br /&gt;
&lt;br /&gt;
The medic can use the [[Weapon:Medikit|Medikit]] to heal, cure, and infect certain players.  Check out the page for details.&lt;br /&gt;
&lt;br /&gt;
The medic can use [[Grenade:Concussion|Concussion Grenades]] to conc jump.  See the concussion grenade page for details.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Use your speed to grab the enemy flag and take it to the capture point.&lt;br /&gt;
* Use [[concjumping]] to travel across the map and evade defenders.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Infection Immunity&lt;br /&gt;
|description=Medics are invulnerable to infections.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Health Regeneration&lt;br /&gt;
|description=If a Medic is hurt, he will slowly regain health.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Concussion Tolerance&lt;br /&gt;
|description=The Medic is [[:Category:Status_Effects#Concussed|concussed]] for half the standard time when hit by conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Medkit Toss&lt;br /&gt;
|description=The Medic can toss Medkits using the right mouse button. Medkits cost 10 cells, which recharge over time up to a maximum of 50. Medkits heal teammates by 15 health each, and will disappear 5 seconds after being thrown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Medkit|Medkit]]&lt;br /&gt;
|imgsrc=W_mk_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Hitting an wounded ally with this will fully restore their health and cure most negative status effects. Hitting a full health ally with this will give him some extra temporary health. Hitting an enemy with this will give him a damaging [[:Category:Status_Effects#Infected|infection]] which can only be cured by an enemy Medic.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Pathetic damage, but it has a tight spread, so it&amp;#039;s better than the Super Shotgun at long range.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The Super Shotgun is the Medic&amp;#039;s primary weapon. It does good damage against lightly armoured or weakened opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
|imgsrc=W_sn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Excellent against Sentries, if you can find a blind spot or get close enough to circle-strafe them. Also good against players, though it uses up ammo very quickly.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. Or, if you run out of concs and have a small jump to do and still have plenty of health, these will sometimes do the trick.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
|imgsrc=G_co_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Used for [[concjumping]], one of the Medic&amp;#039;s most powerful abilities. Can also be used to knock enemies away and disorientate them.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Medic/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
[[Image:midairmedkit.gif|thumb|A Medkit being tossed. Tossing Medkits to nearby teammates in the enemy&amp;#039;s base could make or break a capture.]]&lt;br /&gt;
=== Offensive Medic ===&lt;br /&gt;
* Remember your primary objective is to grab the flag, not to heal or fight.&lt;br /&gt;
* Full health Soldiers, HWGuys, and Pyros can survive a lot of shots from your [[Super Shotgun]]. Use [[concjumping]] to pass them.&lt;br /&gt;
* Use your Super Nailgun and Frag Grenades to take down Sentry Guns.&lt;br /&gt;
* You spawn with only two conc grenades, however you can get a third if your respawn room has a grenade bag.&lt;br /&gt;
* Press mouse2 to throw Medkits at wounded allies, allowing them to survive for longer.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Medic ===&lt;br /&gt;
* The Medic is a very poor defensive class. The team will benefit a lot more from a Soldier, HWGuy, or Engineer.&lt;br /&gt;
* Heal allies during moments of downtime.&lt;br /&gt;
* Use your speed to harass attackers and chase enemies running away with the flag.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
No media page currently.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9719</id>
		<title>Class:Medic</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9719"/>
		<updated>2011-06-16T17:26:07Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:medic_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 90&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 100&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 320&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Medikit|Medikit]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 3&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 150&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Medic&lt;br /&gt;
| classintro =&lt;br /&gt;
Arguably the [[Class:Scout|Scout]]&amp;#039;s bigger, stronger, brother, the &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039; is often considered the main offensive class in Fortress Forever due to the balance he strikes between speed, manoeuvrability, and firepower. Like the Scout, the Medic is able to [[Concjumping|conc jump]], but he also has a decent arsenal of weapons and greater health and armour. This comes at a cost to his speed, though he is still the second fastest class in the game. While he is able to heal allies, this is very much a secondary role to his versatility as a flag runner and attacker.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Healing a teammate of infection now renders them immune to infection for a short time.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Medikit|Medikit]].&lt;br /&gt;
&lt;br /&gt;
The medic can use the [[Weapon:Medikit|Medikit]] to heal, cure, and infect certain players.  Check out the page for details.&lt;br /&gt;
&lt;br /&gt;
The medic can use [[Grenade:Concussion|Concussion Grenades]] to conc jump.  See the concussion grenade page for details.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Use your speed to grab the enemy flag and take it to the capture point.&lt;br /&gt;
* Use [[concjumping]] to travel across the map and evade defenders.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Infection Immunity&lt;br /&gt;
|description=Medics are invulnerable to infections.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Health Regeneration&lt;br /&gt;
|description=If a Medic is hurt, he will slowly regain health.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Concussion Tolerance&lt;br /&gt;
|description=The Medic is [[:Category:Status_Effects#Concussed|concussed]] for half the standard time when hit by conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Medkit Toss&lt;br /&gt;
|description=The Medic can toss Medkits using the right mouse button. Medkits cost 10 cells, which recharge over time up to a maximum of 50. Medkits heal teammates by 15 health each, and will disappear 5 seconds after being thrown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Medkit|Medkit]]&lt;br /&gt;
|imgsrc=W_mk_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Hitting an wounded ally with this will fully restore their health and cure most negative status effects. Hitting a full health ally with this will give him some extra temporary health. Hitting an enemy with this will give him a damaging [[:Category:Status_Effects#Infected|infection]] which can only be cured by an enemy Medic.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Has a tight spread, so it&amp;#039;s better than the Super Shotgun at long range.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The Super Shotgun is the Medic&amp;#039;s primary weapon. It does good damage against lightly armoured or weakened opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
|imgsrc=W_sn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Excellent against Sentries, if you can find a blind spot or get close enough to circle-strafe them. Also good against players, though it uses up ammo very quickly.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. Or, if you run out of concs and have a small jump to do and still have plenty of health, these will sometimes do the trick.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
|imgsrc=G_co_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Used for [[concjumping]], one of the Medic&amp;#039;s most powerful abilities. Can also be used to knock enemies away and disorientate them.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Medic/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
[[Image:midairmedkit.gif|thumb|A Medkit being tossed. Tossing Medkits to nearby teammates in the enemy&amp;#039;s base could make or break a capture.]]&lt;br /&gt;
=== Offensive Medic ===&lt;br /&gt;
* Remember your primary objective is to grab the flag, not to heal or fight.&lt;br /&gt;
* Full health Soldiers, HWGuys, and Pyros can survive a lot of shots from your [[Super Shotgun]]. Use [[concjumping]] to pass them.&lt;br /&gt;
* Use your Super Nailgun and Frag Grenades to take down Sentry Guns.&lt;br /&gt;
* You spawn with only two conc grenades, however you can get a third if your respawn room has a grenade bag.&lt;br /&gt;
* Press mouse2 to throw Medkits at wounded allies, allowing them to survive for longer.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Medic ===&lt;br /&gt;
* The Medic is a very poor defensive class. The team will benefit a lot more from a Soldier, HWGuy, or Engineer.&lt;br /&gt;
* Heal allies during moments of downtime.&lt;br /&gt;
* Use your speed to harass attackers and chase enemies running away with the flag.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
No media page currently.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=9718</id>
		<title>Class:HWGuy</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=9718"/>
		<updated>2011-06-16T17:18:04Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:hwguy_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;HWGuy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 100&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 300&lt;br /&gt;
| armval2 = 80%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 230&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: royalblue&amp;quot;&amp;gt;Defense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot5 = [[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:MIRV|MIRV Grenade]]&lt;br /&gt;
| gren2atspawn = 1&lt;br /&gt;
| gren2max = 2&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 200&lt;br /&gt;
| shellsmax = 300&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 200&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 30&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Heavy Weapons Guy&lt;br /&gt;
| classintro =&lt;br /&gt;
&lt;br /&gt;
Although he looks slow and stupid, the &amp;#039;&amp;#039;&amp;#039;Heavy Weapons Guy&amp;#039;&amp;#039;&amp;#039; is an expert in the use of... heavy weapons. He carries a huge gun known as the [[Weapon:Assault_Cannon|assault cannon]]. It has a 200 round clip and slices through enemies like butter. While the recoil of firing such a weapon would probably kill lesser classes, the HWGuy is able to withstand it easily. However, the recoil is still rather powerful and firing the assault cannon does cause the HWGuy to slow down considerably. The gun is most effective at close to medium range, and quickly loses accuracy at long range. Due to the combined weight of his weaponry, armor, and body, the HWGuy moves very slowly.&lt;br /&gt;
&lt;br /&gt;
Since he likely carries well over 200 pounds of gear (and is slightly overweight himself), the HWGuy is hard to push around with explosions. This makes the HWGuy effective at defending choke points. Since he can&amp;#039;t easily be knocked out of them, the enemy has usually no choice but to either die to assault cannon fire or retreat. If you want to be an impenetrable (and deadly) wall, the HW Guy is the class for you.&lt;br /&gt;
| basicstrategy = &lt;br /&gt;
* Find a good defensive spot, and use the Assault Cannon to destroy any enemies you see!&lt;br /&gt;
* Watch out, as you are almost immobile while your Assault Cannon is wound up.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Heaviness&lt;br /&gt;
|description=&lt;br /&gt;
HWGuys are so heavy that they&amp;#039;re almost impossible to move.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The single shotgun is useful for hitting faraway enemies or if you for some reason have run out of ammo for everything else.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Use this if you don&amp;#039;t have enough time to wind up the assault cannon, need to pluck off ranged enemies, or need maneuverability (for example, if a spy is trying to backstab you and you can&amp;#039;t track well with your AC at close range).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
|imgsrc=W_ac_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The Assault Cannon is a huge close- to medium-range mini-gun that uses shotgun shells. It begins firing as soon as you hold down the fire key. It&amp;#039;s a monster in close to medium quarters, but it ineffective at long range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
A standard fragmentation grenade. Use this when you have run out of the more powered MIRV grenades (below).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:MIRV|MIRV Grenade]]&lt;br /&gt;
|imgsrc=G_mi_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The most destructive grenade in Fortress Forever. The MIRV grenades explodes at the end of its fuse, releasing 4 more mini grenades which then explode too. That&amp;#039;s 5 high-damage explosions for your enemies to avoid.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Defensive HWGuy====&lt;br /&gt;
* Movement isn&amp;#039;t your strong point. Find a good position and stay in it.&lt;br /&gt;
* You rely on your armour as well as your health in order to stay alive. Use Dispensers to replenish your armour, or call for a friendly Engineer to repair your armour by holding &amp;quot;Z&amp;quot; and selecting from the menu.&lt;br /&gt;
* If you get hit by a concussion grenade, ignore your crosshair and aim using your AC&amp;#039;s bullet trail instead.&lt;br /&gt;
* Watch your back: your immobility while firing your Assault Cannon makes you a prime target for Medics&amp;#039; infections and Spies&amp;#039; backstabs.&lt;br /&gt;
&lt;br /&gt;
====Offensive HWGuy====&lt;br /&gt;
* You&amp;#039;re the slowest class in the game, so you take a long time to get to the enemy base after respawning. Your slow speed also makes you vulnerable to grenades and Snipers.&lt;br /&gt;
* Leave capturing the flag to faster classes; focus on killing defenders so they can get through.&lt;br /&gt;
* You&amp;#039;re very slow while firing your Assault Cannon. Use your Super Shotgun if you need mobility.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/43 HWGuy&amp;#039;s Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Medic/Strategy&amp;diff=9717</id>
		<title>Class:Medic/Strategy</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Medic/Strategy&amp;diff=9717"/>
		<updated>2011-06-16T17:01:13Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&amp;#039;&amp;#039;Back to [[Class:Medic]]&amp;#039;&amp;#039;&lt;br /&gt;
====Playing As Medic====&lt;br /&gt;
Despite being a little slower than the scout, you are just as useful at capturing flags! You make up for the speed with your strong weapons and extra hp. Use your concussion grenades to hop over to the enemy base and get that flag! Unlike the scout, you can take out quite a few enemies if the time calls for it. Use your super shotgun to attack enemies, but do your best &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; to die. Remember that your mission isn&amp;#039;t to get kills, it&amp;#039;s to get that flag to your base! Those scums don&amp;#039;t deserve a flag that beautiful, it should belong to YOU! So that being said, if you are losing, run for it! Prime a frag grenade and toss it behind you if people start chasing after you. That grenade will generally weaken them enough for you to dispatch of them, or perhaps it will kill them itself. Alright, great job, you got their flag! So... now what? Get out of that base! Their team is gonna swarm after you like bees on honey, and their stingers HURT! Take the least guarded exit and conc out of that hellhole, their flag belongs to YOU now! Get it to your capture point and wait for the praise of your teammates, or the more likely soft mumble of excitement.&lt;br /&gt;
&lt;br /&gt;
====Offensive Medic====&lt;br /&gt;
[[Jumping_Skills#Concussion_jumps|Conc jump]] to the enemy&amp;#039;s base. Concs give you a major speed  boost that&amp;#039;ll let you fly through the yard seperating the two bases with ease. Don&amp;#039;t try to fight back. You&amp;#039;re gonna need every bit of health you can.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;re in the base, make a beeline straight towards the flag, using whatver routes you wish. Keep your Super Shotgun out and blast anybody that tries to get in your way. Make sure that you don&amp;#039;t start pursing an enemy; you don&amp;#039;t want to get ganged up on by the entire defense. If there are other attackers with you, throw Medkits at them. They&amp;#039;ll either need or or will need it in a few seconds.&lt;br /&gt;
&lt;br /&gt;
If you see a sentry, take out your Super Nailgun and start firing at it! Each nail does a ton of damage which quickly adds up. Make sure that you&amp;#039;re out of the sentry&amp;#039;s POV before you do this, or otherwise it&amp;#039;ll tear you up. If an Engineer is nearby, take him out with the Super Shotgun ASAP. Engineers love throwing [[Grenade:EMP|EMP Grenades]] at you just as they&amp;#039;re about to go off.&lt;br /&gt;
&lt;br /&gt;
If you see a HWGuy that&amp;#039;s in your way, infect him if he&amp;#039;s not looking. Unless an enemy Medic decided to help him, an infection is going to kill him. Compounding it with the gunfire from your teammates means that the HWGuy is going to go down pretty fast.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve gotten the flag, you&amp;#039;re probably hurting a bit. If there&amp;#039;s another Medic attacking, ask him to throw a Medkit to you. Otherwise, you&amp;#039;ll have to make it as far as possible before you die. If you think you are going to die before making it back, throw it (C key by default) to an area that your team can access easily. It really sucks getting having hte flag dropped in an obscure corner because a rocket tossed you over there, then got killed with a Shotgun blast.&lt;br /&gt;
If you threw it to an easily-accessible area, it&amp;#039;ll make it very easy for your fellow attackers to grab the flag and run it back to base.&lt;br /&gt;
&lt;br /&gt;
While you&amp;#039;re carrying the flag, do not engage into firefights with the enemy. You can get very distracted while being fighting an opponent, and since you have the flag, the entire team (instead of defenders) will be attacking. Being pounded on by Super Shotguns from enemy Medics and being lit on fire by Pyros in addition to rockets and minigun bullets hitting you will make you die very, very fast.&lt;br /&gt;
&lt;br /&gt;
While you&amp;#039;re traveling, don&amp;#039;t feel like you should only use the Super Shotgun. The Single Shotgun can be used to take potshots at enemy attackers, and the Super Nailgun is the best weapon to use against well-armoured classes if you circle-strafe while using it.&lt;br /&gt;
&lt;br /&gt;
====Defensive Medic====&lt;br /&gt;
As a defender, there&amp;#039;s not a lot you can do. Your weapons are too weak to quickly take out attackers (especially Soldiers and [[HWGuy]]s) and your armour percentage is pretty crappy. All you can effectively do is heal, but even then typical defending classes rely on [[armour]] to stay alive. Basicially, all you do is boost outgoing attacker&amp;#039;s health; something that a kind attacking Medic does in the respawn room while getting supplies.&lt;br /&gt;
&lt;br /&gt;
====Playing Against a Medic====&lt;br /&gt;
They&amp;#039;re somewhat weak, so a few rockets should finish them off. A well-placed HWGuy, along with a Pipe Trap can tear a Medic to pieces in no time. Many times Medics will not try to kill you but try to conc past you; in that case try to stop them with rockets or grenades. They might try to concuss you, so good conc aim skill will pay off. In many cases fights with Medic will involve the flag, so always try to put nades or pipes near the flag as a area denial tool.&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9716</id>
		<title>Class:Medic</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9716"/>
		<updated>2011-06-16T16:44:10Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:medic_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 90&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 100&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 320&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Medikit|Medikit]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 3&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 150&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Medic&lt;br /&gt;
| classintro =&lt;br /&gt;
Arguably the [[Class:Scout|Scout]]&amp;#039;s bigger, stronger, brother, the &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039; is often considered the main offensive class in Fortress Forever due to the balance he strikes between speed, manoeuvrability, and firepower. Like the Scout, the Medic is able to [[Concjumping|conc jump]], but he also has a decent arsenal of weapons and greater health and armour. This comes at a cost to his speed, though he is still the second fastest class in the game. While he is able to heal allies, this is very much a secondary role to his versatility as a flag runner and attacker.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Healing a teammate of infection now renders them immune to infection for a short time.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Medikit|Medikit]].&lt;br /&gt;
&lt;br /&gt;
The medic can use the [[Weapon:Medikit|Medikit]] to heal, cure, and infect certain players.  Check out the page for details.&lt;br /&gt;
&lt;br /&gt;
The medic can use [[Grenade:Concussion|Concussion Grenades]] to conc jump.  See the concussion grenade page for details.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Use your speed to grab the enemy flag and take it to the capture point.&lt;br /&gt;
* Use [[concjumping]] to travel across the map and evade defenders.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Infection Immunity&lt;br /&gt;
|description=Medics are invulnerable to infections.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Health Regeneration&lt;br /&gt;
|description=If a Medic is hurt, he will slowly regain health.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Concussion Tolerance&lt;br /&gt;
|description=The Medic is [[:Category:Status_Effects#Concussed|concussed]] for half the standard time when hit by conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Medkit Toss&lt;br /&gt;
|description=The Medic can toss Medkits using the right mouse button. Medkits cost 10 cells, which recharge over time up to a maximum of 50. Medkits heal teammates by 15 health each, and will disappear 5 seconds after being thrown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Medkit|Medkit]]&lt;br /&gt;
|imgsrc=W_mk_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Hitting an wounded ally with this will fully restore their health and cure most negative status effects. Hitting a full health ally with this will give him some extra temporary health. Hitting an enemy with this will give him a damaging [[:Category:Status_Effects#Infected|infection]] which can only be cured by an enemy Medic.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Use this when attacking at a long distance, or to finish off extremely wounded players.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The Super Shotgun is the Medic&amp;#039;s primary weapon. It does good damage against lightly armoured or weakened opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
|imgsrc=W_sn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Excellent against Sentries, if you can find a blind spot or get close enough to circle-strafe them. Also good against players, though it uses up ammo very quickly.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. Or, if you run out of concs and have a small jump to do and still have plenty of health, these will sometimes do the trick.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
|imgsrc=G_co_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Used for [[concjumping]], one of the Medic&amp;#039;s most powerful abilities. Can also be used to knock enemies away and disorientate them.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Medic/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
[[Image:midairmedkit.gif|thumb|A Medkit being tossed. Tossing Medkits to nearby teammates in the enemy&amp;#039;s base could make or break a capture.]]&lt;br /&gt;
=== Offensive Medic ===&lt;br /&gt;
* Remember your primary objective is to grab the flag, not to heal or fight.&lt;br /&gt;
* Full health Soldiers, HWGuys, and Pyros can survive a lot of shots from your [[Super Shotgun]]. Use [[concjumping]] to pass them.&lt;br /&gt;
* Use your Super Nailgun and Frag Grenades to take down Sentry Guns.&lt;br /&gt;
* You spawn with only two conc grenades, however you can get a third if your respawn room has a grenade bag.&lt;br /&gt;
* Press mouse2 to throw Medkits at wounded allies, allowing them to survive for longer.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Medic ===&lt;br /&gt;
* The Medic is a very poor defensive class. The team will benefit a lot more from a Soldier, HWGuy, or Engineer.&lt;br /&gt;
* Heal allies during moments of downtime.&lt;br /&gt;
* Use your speed to harass attackers and chase enemies running away with the flag.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
No media page currently.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9715</id>
		<title>Class:Medic</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9715"/>
		<updated>2011-06-16T16:42:52Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:medic_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 90&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 100&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 320&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Medikit|Medikit]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 3&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 150&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Medic&lt;br /&gt;
| classintro =&lt;br /&gt;
Arguably the [[Class:Scout|Scout]]&amp;#039;s bigger, stronger, brother, the &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039; is often considered the main offensive class in Fortress Forever due to the balance he strikes between speed, manoeuvrability, and firepower. Like the Scout, the Medic is able to [[Concjumping|conc jump]], but he also has a decent arsenal of weapons and greater health and armour. This comes at a cost to his speed, though he is still the second fastest class in the game. While he is able to heal allies, this is very much a secondary role to his versatility as a flag runner and attacker.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Healing a teammate of infection now renders them immune to infection for a short time.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Medikit|Medikit]].&lt;br /&gt;
&lt;br /&gt;
The medic can use the [[Weapon:Medikit|Medikit]] to heal, cure, and infect certain players.  Check out the page for details.&lt;br /&gt;
&lt;br /&gt;
The medic can use [[Grenade:Concussion|Concussion Grenades]] to conc jump.  See the concussion grenade page for details.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Use your speed to grab the enemy flag and take it to the capture point.&lt;br /&gt;
* Use [[concjumping]] to travel across the map and evade defenders.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Infection Immunity&lt;br /&gt;
|description=Medics are invulnerable to infections.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Health Regeneration&lt;br /&gt;
|description=If a Medic is hurt, he will slowly regain health.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Concussion Tolerance&lt;br /&gt;
|description=The Medic is [[:Category:Status_Effects#Concussed|concussed]] for half the standard time when hit by conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Medkit Toss&lt;br /&gt;
|description=The Medic can toss Medkits using the right mouse button. Medkits cost 10 cells, which recharge over time up to a maximum of 50. Medkits heal teammates by 15 health each, and will disappear 5 seconds after being thrown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Medkit|Medkit]]&lt;br /&gt;
|imgsrc=W_mk_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Hitting an wounded ally with this will fully restore their health and cure most negative status effects. Hitting a full health ally with this will give him some extra temporary health. Hitting an enemy with this will give him a damaging [[:Category:Status_Effects#Infected|infection]] which can only be cured by an enemy Medic.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Use this when attacking at a long distance, or to finish off enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The Super Shotgun is the Medic&amp;#039;s primary weapon. It does good damage against lightly armoured or weakened opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
|imgsrc=W_sn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Excellent against Sentries, if you can find a blind spot or get close enough to circle-strafe them. Also good against players, though it uses up ammo very quickly.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. Or, if you run out of concs and have a small jump to do and still have plenty of health, these will sometimes do the trick.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
|imgsrc=G_co_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Used for [[concjumping]], one of the Medic&amp;#039;s most powerful abilities. Can also be used to knock enemies away and disorientate them.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Medic/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
[[Image:midairmedkit.gif|thumb|A Medkit being tossed. Tossing Medkits to nearby teammates in the enemy&amp;#039;s base could make or break a capture.]]&lt;br /&gt;
=== Offensive Medic ===&lt;br /&gt;
* Remember your primary objective is to grab the flag, not to heal or fight.&lt;br /&gt;
* Full health Soldiers, HWGuys, and Pyros can survive a lot of shots from your [[Super Shotgun]]. Use [[concjumping]] to pass them.&lt;br /&gt;
* Use your Super Nailgun and Frag Grenades to take down Sentry Guns.&lt;br /&gt;
* You spawn with only two conc grenades, however you can get a third if your respawn room has a grenade bag.&lt;br /&gt;
* Press mouse2 to throw Medkits at wounded allies, allowing them to survive for longer.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Medic ===&lt;br /&gt;
* The Medic is a very poor defensive class. The team will benefit a lot more from a Soldier, HWGuy, or Engineer.&lt;br /&gt;
* Heal allies during moments of downtime.&lt;br /&gt;
* Use your speed to harass attackers and chase enemies running away with the flag.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
No media page currently.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=9714</id>
		<title>Class:Scout</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=9714"/>
		<updated>2011-06-16T16:40:54Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:scout_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Scout&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 75&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 50&lt;br /&gt;
| armval2 = 30%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 400&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 75&lt;br /&gt;
| armtype = [[Armour:Green|Green]]&lt;br /&gt;
| armspawn = 25&lt;br /&gt;
| armmax = 50&lt;br /&gt;
| maxspeed = 420&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 3&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 25&lt;br /&gt;
| shellsmax = 50&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 100&lt;br /&gt;
| nailsmax = 200&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 10&lt;br /&gt;
| cellsmax = 40&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = Yes&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Scout&lt;br /&gt;
| classintro =&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Scout&amp;#039;&amp;#039;&amp;#039; is the speed demon of Fortress Forever, focused on evading enemy defenses rather than attacking them. Despite his light armour and weak weapons, a skilled Scout&amp;#039;s ability to steal the enemy flag is second to none, thanks to his very high speed and ability to [[concjumping|conc jump]].&lt;br /&gt;
| basicstrategy=&lt;br /&gt;
* Use your speed to grab the enemy flag and take it to the capture point.&lt;br /&gt;
* Use [[concjumping]] to travel across the map and evade defenders.&lt;br /&gt;
| abilities = &lt;br /&gt;
===Movement===&lt;br /&gt;
Movement is vital to the Scout. It&amp;#039;s his only way to get to the flag!&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Concussion Jumping&lt;br /&gt;
|description=&lt;br /&gt;
The Scout can use the force of his [[Grenade:Concussion|Concussion Grenades]] to gain large amounts of speed and height. &lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Fall Damage Resistance&lt;br /&gt;
|description=&lt;br /&gt;
The Scout takes half damage from falls, allowing him to perform large conc jumps without getting too badly hurt.&lt;br /&gt;
}}&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
These abilities are rarely useful.&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Disguise Removal&lt;br /&gt;
|description=&lt;br /&gt;
A Scout can remove an enemy Spy&amp;#039;s disguise by coming into contact with them. The [[Class:Spy|Spy]] also possesses this ability.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Detpack Defusion&lt;br /&gt;
|description=&lt;br /&gt;
Scouts can disable [[Weapon:Detpack|Detpacks]] by touching them, even if they are about to go off.&lt;br /&gt;
}}&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Low damage. Other players will kill you before you can get close enough to hit them with this.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Not powerful enough to kill anything except weakened opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
|imgsrc=W_ng_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Decent for taking down Sentry Guns, not very good against players.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[:Category:Buildables#Jump_Pad|Jump Pad]]&lt;br /&gt;
|imgsrc=Jump_Pad.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
Building one of these in a strategic position will allow teammates to reach the enemy base quickly, without using conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
|grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
|imgsrc=G_co_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Used for [[concjumping]], one of the Scout&amp;#039;s most powerful abilities. Can also be used to knock enemies away and disorientate them.&lt;br /&gt;
}}&lt;br /&gt;
| changesinfo =&lt;br /&gt;
The Scout&amp;#039;s special ability in TFC was a text message that showed you a vague location of both flags. It stated whether the flag is in the base, dropped, or being carried. This has been replaced by the much more useful [[:Category:Buildables#Jump_Pad|Jump pad (aka Man Cannon)]].&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
The Scout&amp;#039;s Special Command builds and / or if one is built destroys the Man Cannon.&lt;br /&gt;
| ability1 = &lt;br /&gt;
*&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Jump Pad (aka Man Cannon)&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;Scouts are equipped with a Man Cannon which provides a &amp;quot;ramp&amp;quot; usable by all players in the game (enemy and friendly). The Man Cannon takes approximately 1 second to build and will remain in position for a total of 60 seconds. The scout is given one Man Cannon per life similar to the dispenser for the demoman.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability2 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Disguise Removal&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;A Scout can remove an enemy Spy&amp;#039;s disguise by coming into contact with them. The enemy Spy&amp;#039;s HUD will show &amp;quot;Your disguise has been removed!&amp;quot;. The [[Class:Spy|Spy]] also possesses this ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability3 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Detpack Defusion&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;Scouts can disable [[Weapon:Detpack|Detpacks]] by touching them, even if they are about to go off.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability4 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Concussion jumping&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;The Scout has [[Grenade:Concussion|Concussion Grenades]] as part of his arsenal, which allows him to Conc Jump (using the grenade&amp;#039;s push to gain additional speed and height). See the [[Grenade:Concussion|Concussion Grenade&amp;#039;s]] article for more information on Conc Jumping.&amp;lt;/p&amp;gt;&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Offensive Scout====&lt;br /&gt;
* The Scout&amp;#039;s greatest asset is his speed. Avoiding combat is the Scout&amp;#039;s only viable option as every other class outguns him. Your purpose is to grab the flag, not to kill enemies!&lt;br /&gt;
* Even if the flag is heavily defended and you know you&amp;#039;re going to die as soon as you touch it, touching the flag will reset the timer for it returning to the flag room. Touch the flag as often as possible to ensure that it never returns to its base.&lt;br /&gt;
* [[Movement Skills#Bunnyhopping|Bunnyhopping]] increases your speed from fast to insanely fast, if you learn to do it effectively.&lt;br /&gt;
* Build your Jump Pad to help your teammates get to the enemy base faster. It can also save you a conc.&lt;br /&gt;
* Use conc grenades to knock defenders away from their positions. Remember, however, that many players are able to aim while concussed.&lt;br /&gt;
* Fire your nailgun as you approach the flag room, in order to mask the &amp;quot;click&amp;quot; sound of your conc.&lt;br /&gt;
* Press &amp;quot;C&amp;quot; to throw the flag. If the enemy base has a security system, throwing the flag outside the security area will be enormously helpful to your team.&lt;br /&gt;
* Never lose sight of your ultimate goal: GRABBING THAT FLAG!&lt;br /&gt;
&lt;br /&gt;
====Defensive Scout====&lt;br /&gt;
* Don&amp;#039;t bother. Due to having no effective weapons and the lowest health and armour in the game, the Scout has no defensive role in any circumstances.&lt;br /&gt;
&lt;br /&gt;
====Playing Against A Scout====&lt;br /&gt;
* Scouts are the most dangerous enemies you will encounter as a defender. They can grab your flag and disappear with it in a tiny space of time.&lt;br /&gt;
* Scouts are very fast, but their speed is less of an advantage in confined spaces. On maps with few confined spaces, good accuracy is essential when trying to stop a Scout.&lt;br /&gt;
* Scouts have the lowest health and armour of any class; a couple of rockets, pipe bombs, or seconds of Sentry Gun fire will kill them without difficulty.&lt;br /&gt;
* Learning to aim accurately while concussed is tricky, but very helpful when dealing with Scouts.&lt;br /&gt;
* Listen for the distinctive grenade &amp;quot;click&amp;quot; sound. If it&amp;#039;s coming from a Scout, it means that in four seconds&amp;#039; time, they&amp;#039;re going to conc jump.&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/19 Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
* How to perform [[Jumping_Skills#Concussion_jumps|concussion jumping]] with your concussion grenades.&lt;br /&gt;
* [[Movement_Skills|Movement skills]] to get around the battlefield quicker.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9713</id>
		<title>Class:Medic</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9713"/>
		<updated>2011-06-16T16:40:42Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:medic_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 90&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 100&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 320&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Medikit|Medikit]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 3&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 150&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Medic&lt;br /&gt;
| classintro =&lt;br /&gt;
Arguably the [[Class:Scout|Scout]]&amp;#039;s bigger, stronger, brother, the &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039; is often considered the main offensive class in Fortress Forever due to the balance he strikes between speed, manoeuvrability, and firepower. Like the Scout, the Medic is able to [[Concjumping|conc jump]], but he also has a decent arsenal of weapons and greater health and armour. This comes at a cost to his speed, though he is still the second fastest class in the game. While he is able to heal allies, this is very much a secondary role to his versatility as a flag runner and attacker.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Healing a teammate of infection now renders them immune to infection for a short time.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Medikit|Medikit]].&lt;br /&gt;
&lt;br /&gt;
The medic can use the [[Weapon:Medikit|Medikit]] to heal, cure, and infect certain players.  Check out the page for details.&lt;br /&gt;
&lt;br /&gt;
The medic can use [[Grenade:Concussion|Concussion Grenades]] to conc jump.  See the concussion grenade page for details.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Use your speed to grab the enemy flag and take it to the capture point.&lt;br /&gt;
* Use [[concjumping]] to travel across the map and evade defenders.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Infection Immunity&lt;br /&gt;
|description=Medics are invulnerable to infections.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Health Regeneration&lt;br /&gt;
|description=If a Medic is hurt, he will slowly regain health.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Concussion Tolerance&lt;br /&gt;
|description=The Medic is [[:Category:Status_Effects#Concussed|concussed]] for half the standard time when hit by conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Medkit Toss&lt;br /&gt;
|description=The Medic can toss Medkits using the right mouse button. Medkits cost 10 cells, which recharge over time up to a maximum of 50. Medkits heal teammates by 15 health each, and will disappear 5 seconds after being thrown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Medkit|Medkit]]&lt;br /&gt;
|imgsrc=W_mk_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Hitting an ally with this will fully restore their health and cure most negative status effects. Hitting an enemy with this will cause an [[:Category:Status_Effects#Infected|infection]] which can only be cured by an enemy Medic.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Use this when attacking at a long distance, or to finish off enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The Super Shotgun is the Medic&amp;#039;s primary weapon. It does good damage against lightly armoured or weakened opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
|imgsrc=W_sn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Excellent against Sentries, if you can find a blind spot or get close enough to circle-strafe them. Also good against players, though it uses up ammo very quickly.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. Or, if you run out of concs and have a small jump to do and still have plenty of health, these will sometimes do the trick.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
|imgsrc=G_co_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Used for [[concjumping]], one of the Medic&amp;#039;s most powerful abilities. Can also be used to knock enemies away and disorientate them.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Medic/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
[[Image:midairmedkit.gif|thumb|A Medkit being tossed. Tossing Medkits to nearby teammates in the enemy&amp;#039;s base could make or break a capture.]]&lt;br /&gt;
=== Offensive Medic ===&lt;br /&gt;
* Remember your primary objective is to grab the flag, not to heal or fight.&lt;br /&gt;
* Full health Soldiers, HWGuys, and Pyros can survive a lot of shots from your [[Super Shotgun]]. Use [[concjumping]] to pass them.&lt;br /&gt;
* Use your Super Nailgun and Frag Grenades to take down Sentry Guns.&lt;br /&gt;
* You spawn with only two conc grenades, however you can get a third if your respawn room has a grenade bag.&lt;br /&gt;
* Press mouse2 to throw Medkits at wounded allies, allowing them to survive for longer.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Medic ===&lt;br /&gt;
* The Medic is a very poor defensive class. The team will benefit a lot more from a Soldier, HWGuy, or Engineer.&lt;br /&gt;
* Heal allies during moments of downtime.&lt;br /&gt;
* Use your speed to harass attackers and chase enemies running away with the flag.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
No media page currently.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9712</id>
		<title>Class:Medic</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9712"/>
		<updated>2011-06-16T16:40:18Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:medic_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 90&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 100&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 320&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Medikit|Medikit]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 3&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 150&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Medic&lt;br /&gt;
| classintro =&lt;br /&gt;
Arguably the [[Class:Scout|Scout]]&amp;#039;s bigger, stronger, brother, the &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039; is often considered the main offensive class in Fortress Forever due to the balance he strikes between speed, manoeuvrability, and firepower. Like the Scout, the Medic is able to [[Concjumping|conc jump]], but he also has a decent arsenal of weapons and greater health and armour. This comes at a cost to his speed, though he is still the second fastest class in the game. While he is able to heal allies, this is very much a secondary role to his versatility as a flag runner and attacker.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Healing a teammate of infection now renders them immune to infection for a short time.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Medikit|Medikit]].&lt;br /&gt;
&lt;br /&gt;
The medic can use the [[Weapon:Medikit|Medikit]] to heal, cure, and infect certain players.  Check out the page for details.&lt;br /&gt;
&lt;br /&gt;
The medic can use [[Grenade:Concussion|Concussion Grenades]] to conc jump.  See the concussion grenade page for details.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Use your speed to grab the enemy flag and take it to the capture point.&lt;br /&gt;
* Use [[concjumping]] to travel across the map and evade defenders.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Infection Immunity&lt;br /&gt;
|description=Medics are invulnerable to infections.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Health Regeneration&lt;br /&gt;
|description=If a Medic is hurt, he will slowly regain health.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Concussion Tolerance&lt;br /&gt;
|description=The Medic is [[:Category:Status_Effects#Concussed|concussed]] for half the standard time when hit by conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Medkit Toss&lt;br /&gt;
|description=The Medic can toss Medkits using the right mouse button. Medkits cost 10 cells, which recharge over time up to a maximum of 50. Medkits heal teammates by 15 health each, and will disappear 5 seconds after being thrown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Medkit|Medkit]]&lt;br /&gt;
|imgsrc=W_mk_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Hitting an ally with this will fully restore their health and cure most negative status effects. Hitting an enemy with this will cause an [[:Category:Status_Effects#Infected|infection]] which can only be cured by an enemy Medic.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Use this when attacking at a long distance, or to finish off enemies.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The Super Shotgun is the Medic&amp;#039;s primary weapon. It does good damage against lightly armoured or weakened opponents.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
|imgsrc=W_sn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Excellent against Sentries, if you can find a blind spot or get close enough to circle-strafe them. Also good against players, though it uses up ammo very quickly.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. Or, if you run out of concs and have a small jump to do and still have plenty of health, these will sometimes do the trick.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
|imgsrc=G_co_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Useful for concjumping, one of the Medic&amp;#039;s most powerful abilities. Can also be used to knock enemies away and disorientate them.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Medic/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
[[Image:midairmedkit.gif|thumb|A Medkit being tossed. Tossing Medkits to nearby teammates in the enemy&amp;#039;s base could make or break a capture.]]&lt;br /&gt;
=== Offensive Medic ===&lt;br /&gt;
* Remember your primary objective is to grab the flag, not to heal or fight.&lt;br /&gt;
* Full health Soldiers, HWGuys, and Pyros can survive a lot of shots from your [[Super Shotgun]]. Use [[concjumping]] to pass them.&lt;br /&gt;
* Use your Super Nailgun and Frag Grenades to take down Sentry Guns.&lt;br /&gt;
* You spawn with only two conc grenades, however you can get a third if your respawn room has a grenade bag.&lt;br /&gt;
* Press mouse2 to throw Medkits at wounded allies, allowing them to survive for longer.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Medic ===&lt;br /&gt;
* The Medic is a very poor defensive class. The team will benefit a lot more from a Soldier, HWGuy, or Engineer.&lt;br /&gt;
* Heal allies during moments of downtime.&lt;br /&gt;
* Use your speed to harass attackers and chase enemies running away with the flag.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
No media page currently.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9711</id>
		<title>Class:Medic</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=9711"/>
		<updated>2011-06-16T16:28:30Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:medic_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthval = 90&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armval1 = 100&lt;br /&gt;
| armval2 = 60%&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| speedval = 320&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Medikit|Medikit]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 3&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 150&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Medic&lt;br /&gt;
| classintro =&lt;br /&gt;
Arguably the [[Class:Scout|Scout]]&amp;#039;s bigger, stronger, brother, the &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039; is often considered the main offensive class in Fortress Forever due to the balance he strikes between speed, manoeuvrability, and firepower. Like the Scout, the Medic is able to [[Concjumping|conc jump]], but he also has a decent arsenal of weapons and greater health and armour. This comes at a cost to his speed, though he is still the second fastest class in the game. While he is able to heal allies, this is very much a secondary role to his versatility as a flag runner and attacker.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Healing a teammate of infection now renders them immune to infection for a short time.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Medikit|Medikit]].&lt;br /&gt;
&lt;br /&gt;
The medic can use the [[Weapon:Medikit|Medikit]] to heal, cure, and infect certain players.  Check out the page for details.&lt;br /&gt;
&lt;br /&gt;
The medic can use [[Grenade:Concussion|Concussion Grenades]] to conc jump.  See the concussion grenade page for details.&lt;br /&gt;
| basicstrategy =&lt;br /&gt;
* Use your speed to grab the enemy flag and take it to the capture point.&lt;br /&gt;
* Use [[concjumping]] to travel across the map and evade defenders.&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Infection Immunity&lt;br /&gt;
|description=Medics are invulnerable to infections.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Health Regeneration&lt;br /&gt;
|description=If a Medic is hurt, he will slowly regain health.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Concussion Tolerance&lt;br /&gt;
|description=The Medic is [[:Category:Status_Effects#Concussed|concussed]] for half the standard time when hit by conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Medkit Toss&lt;br /&gt;
|description=The Medic can toss Medkits using the right mouse button. Medkits cost 10 cells, which recharge over time up to a maximum of 50. Medkits heal teammates by 15 health each, and will disappear 5 seconds after being thrown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Medkit|Medkit]]&lt;br /&gt;
|imgsrc=W_mk_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The Medkit is an advanced field medical unit that contains all variety of drugs and healing agents. It is melee range, but heals friendly players to full health and cures most negative status effects when it is used on them. You can then further buff their health to 150% of its maximum (although it depletes rapidly after that). If the Medkit is used on an enemy, it injects a terrible toxin into their bloodstream. This [[:Category:Status_Effects#Infected|infection]] depletes the enemy&amp;#039;s health and eventually kills them if another medic does not cure them.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The regular shotgun is a good back up weapon and useful for long-distance kills. Use it until you&amp;#039;re in close enough range for your super shotgun (below).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The super shotgun is the medic&amp;#039;s primary weapon for close range combat. It packs a good punch and is reliable against all classes, though higher armored opponents (specifically the Soldier and HW Guy) may be tougher to take down with it.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
|imgsrc=W_sn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Excellent against sentries. Stay out of its view and open fire. The super nailgun is more powerful than its regular counterpart and can destroy a sentry gun quickly, especially if the Engineer isn&amp;#039;t paying attention. It can also serve as backup when your super shotgun needs to reload&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. Or, if you run out of concs and have a small jump to do and still have plenty of health, these will sometimes do the trick.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
|imgsrc=G_co_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Concussion grenades have two functions: to impair the enemy&amp;#039;s aim and push players (including yourself) around. While the first function can be useful in some situations, by making the enemy&amp;#039;s aim bad enough so that he cannot hit you, concussion grenades are most useful as a means of moving very quickly or to get places you otherwise could not get to. [[Concjumping|Concussion jumping]] (also known as conc jumping) is one of the most unique features in Fortress Forever, and is an invaluable tool in the hands of a skilled player.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
:&amp;#039;&amp;#039;See [[Class:Medic/Strategy]] for more information.&amp;#039;&amp;#039;&lt;br /&gt;
[[Image:midairmedkit.gif|thumb|A Medkit being tossed. Tossing Medkits to nearby teammates in the enemy&amp;#039;s base could make or break a capture.]]&lt;br /&gt;
=== Offensive Medic ===&lt;br /&gt;
* Remember your primary objective is to grab the flag, not to heal or fight.&lt;br /&gt;
* Full health Soldiers, HWGuys, and Pyros can survive a lot of shots from your [[Super Shotgun]]. Use [[concjumping]] to pass them.&lt;br /&gt;
* Use your Super Nailgun and Frag Grenades to take down Sentry Guns.&lt;br /&gt;
* You spawn with only two conc grenades, however you can get a third if your respawn room has a grenade bag.&lt;br /&gt;
* Press mouse2 to throw Medkits at wounded allies, allowing them to survive for longer.&lt;br /&gt;
&lt;br /&gt;
=== Defensive Medic ===&lt;br /&gt;
* The Medic is a very poor defensive class. The team will benefit a lot more from a Soldier, HWGuy, or Engineer.&lt;br /&gt;
* Heal allies during moments of downtime.&lt;br /&gt;
* Use your speed to harass attackers and chase enemies running away with the flag.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
No media page currently.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Medic/Strategy&amp;diff=9710</id>
		<title>Class:Medic/Strategy</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Medic/Strategy&amp;diff=9710"/>
		<updated>2011-06-16T16:07:21Z</updated>

		<summary type="html">&lt;p&gt;Episkopos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&amp;#039;&amp;#039;Back to [[Class:Medic]]&amp;#039;&amp;#039;&lt;br /&gt;
====Playing As Medic====&lt;br /&gt;
Despite being a little slower than the scout, you are just as useful at capturing flags! You make up for the speed with your strong weapons and extra hp. Use your concussion grenades to hop over to the enemy base and get that flag! Unlike the scout, you can take out quite a few enemies if the time calls for it. Use your super shotgun to attack enemies, but do your best &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; to die. Remember that your mission isn&amp;#039;t to get kills, it&amp;#039;s to get that flag to your base! Those scums don&amp;#039;t deserve a flag that beautiful, it should belong to YOU! So that being said, if you are losing, run for it! Prime a frag grenade and toss it behind you if people start chasing after you. That grenade will generally weaken them enough for you to dispatch of them, or perhaps it will kill them itself. Alright, great job, you got their flag! So... now what? Get out of that base! Their team is gonna swarm after you like bees on honey, and their stingers HURT! Take the least guarded exit and conc out of that hellhole, their flag belongs to YOU now! Get it to your capture point and wait for the praise of your teammates, or the more likely soft mumble of excitement.&lt;br /&gt;
&lt;br /&gt;
====Offensive Medic====&lt;br /&gt;
[[Jumping_Skills#Concussion_jumps|Conc jump]] to the enemy&amp;#039;s base. Concs give you a major speed  boost that&amp;#039;ll let you fly through the yard seperating the two bases with ease. Don&amp;#039;t try to fight back. You&amp;#039;re gonna need every bit of health you can.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;re in the base, make a beeline straight towards the flag, using whatver routes you wish. Keep your Super Shotgun out and blast anybody that tries to get in your way. Make sure that you don&amp;#039;t start pursing an enemy; you don&amp;#039;t want to get ganged up on by the entire defense. If there are other attackers with you, throw Medkits at them. They&amp;#039;ll either need or or will need it in a few seconds.&lt;br /&gt;
&lt;br /&gt;
If you see a sentry, take out your Super Nailgun and start firing at it! Each nail does a ton of damage which quickly adds up. Make sure that you&amp;#039;re out of the sentry&amp;#039;s POV before you do this, or otherwise it&amp;#039;ll tear you up. If an Engineer is nearby, take him out with the Super Shotgun ASAP. Engineers love throwing [[Grenade:EMP|EMP Grenades]] at you just as they&amp;#039;re about to go off.&lt;br /&gt;
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If you see a HWGuy that&amp;#039;s in your way, infect him if he&amp;#039;s not looking. Unless an enemy Medic decided to help him, an infection is going to kill him. Compounding it with the gunfire from your teammates means that the HWGuy is going to go down pretty fast.&lt;br /&gt;
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Once you&amp;#039;ve gotten the flag, you&amp;#039;re probably hurting a bit. If there&amp;#039;s another Medic attacking, ask him to throw a Medkit to you. Otherwise, you&amp;#039;ll have to make it as far as possible before you die. If you think you are going to die before making it back, throw it (C key by default) to an area that your team can access easily. It really sucks getting having hte flag dropped in an obscure corner because a rocket tossed you over there, then got killed with a Shotgun blast.&lt;br /&gt;
If you threw it to an easily-accessible area, it&amp;#039;ll make it very easy for your fellow attackers to grab the flag and run it back to base.&lt;br /&gt;
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While you&amp;#039;re carrying the flag, do not engage into firefights with the enemy. You can get very distracted while being fighting an opponent, and since you have the flag, the entire team (instead of defenders) will be attacking. Being pounded on by Super Shotguns from enemy Medics and being lit on fire by Pyros in addition to rockets and minigun bullets hitting you will make you die very, very fast.&lt;br /&gt;
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While you&amp;#039;re traveling, don&amp;#039;t feel like you should only use the Super Shotgun. The Single Shotgun can be used to take potshots at enemy attackers, and the Super Nailgun is the best weapon to use against well-armoured classes if you circle-strafe while using it.&lt;br /&gt;
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====Defensive Medic====&lt;br /&gt;
As a defender, there&amp;#039;s not a lot you can do. Your weapons are too weak to quickly take out attackers (especially Soldiers and [[HWGuy]]s) and your armour percentage is pretty crappy. All you can effectively do is heal, but even then typical defending classes rely on [[armour]] to stay alive. Basicially, all you do is boost outgoing attacker&amp;#039;s health; something that a kind attacking Medic does in the respawn room while getting supplies.&lt;br /&gt;
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====Playing Against a Medic====&lt;br /&gt;
They&amp;#039;re somewhat weak, so a few rockets should finish them off. A well-placed HWGuy, along with a Pipe Trap can tear a Medic to pieces in no time. Many times Medics will not try to kill you but try to conc past you; in that case try to stop them with rockets or grenades. They might try to concuss you, so good conc aim skill will pay off. In many cases fights with Medic will involve the flag, so always try to put nades or pipes near the flag as a area denial tool.&lt;/div&gt;</summary>
		<author><name>Episkopos</name></author>
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