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	<updated>2026-08-02T16:30:15Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TF2_Player%27s_Guide_to_FF&amp;diff=6066</id>
		<title>TF2 Player&#039;s Guide to FF</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TF2_Player%27s_Guide_to_FF&amp;diff=6066"/>
		<updated>2008-01-07T01:44:39Z</updated>

		<summary type="html">&lt;p&gt;FishBurger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
* There are grenades usable for every class. There are two: a [[Grenade:Frag|frag grenade]] for every class (except the Scout) and a “special” one that has a unique trait ([[Grenade:Nail|like shooting nails]] or [[Grenade:EMP|blowing up an enemy’s ammunition]].).&lt;br /&gt;
&lt;br /&gt;
* Respawn is instantaneous.&lt;br /&gt;
&lt;br /&gt;
* Realistic art style compared to TF2’s cartoony style.&lt;br /&gt;
&lt;br /&gt;
* Each class has armor, and the amount of it and the percent of damage absorbed depends on the class.  See the [[Reference:Class|Class reference]] for details.&lt;br /&gt;
&lt;br /&gt;
* No taunt button.&lt;br /&gt;
&lt;br /&gt;
* If a player dies, a backpack is left behind that contains all the ammo he had when he died.&lt;br /&gt;
&lt;br /&gt;
* Resupply rooms consist of backpacks containing supplies, instead of supply lockers. In addition, these backpacks must respawn. What’s in the backpacks is determined by the map maker.&lt;br /&gt;
&lt;br /&gt;
* Ammo boxes are replaced with backpacks.&lt;br /&gt;
&lt;br /&gt;
* You can discard unused ammo for others to use.&lt;br /&gt;
&lt;br /&gt;
* There are four teams; Red, Blue, Green and Yellow. However, most maps use only Red and Blue.&lt;br /&gt;
&lt;br /&gt;
* Much less emphasis on Capture Point maps than in TF2.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
* There are two types of shotguns: [[Weapon:Single_Shotgun|Single]] and [[Weapon:Super_Shotgun|Super]]. &lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Grenade_Launcher|Grenade]] and [[Weapon:Pipe Launcher|Pipe Launcher]] share a magazine.&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Assault_Cannon|Minigun]] can overheat if fired for too long.&lt;br /&gt;
&lt;br /&gt;
* Grenades fired from the Pipe Launcher do not stick onto walls.&lt;br /&gt;
&lt;br /&gt;
* Only the Medic, Spy and Engineer have their own melee weapons. Everybody else has a [[Weapon:Crowbar|Crowbar]].&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Scout|Scout]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* The FF Scout is only really useful for capping, while the TF2 Scout can be used as a speedy attacker that can take out slow classes with ease.&lt;br /&gt;
&lt;br /&gt;
* A Scout can remove a Spy’s disguise or disable a [[Weapon:Detpack|Detpack]] if he touches them.&lt;br /&gt;
&lt;br /&gt;
* The Scout can [[Concjumping|concjump]].&lt;br /&gt;
&lt;br /&gt;
* The Scout has a special grenade, called the [[Grenade:Caltrop|Caltrop]], that can slow down an enemy if he touches it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Sniper|Sniper]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Sniper_Rifle|Sniper Rifle]] must be charged up by holding down the fire button.&lt;br /&gt;
&lt;br /&gt;
* He has an [[Weapon:Auto_Rifle|automatic rifle]] that uses the same ammunition as the Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Soldier|Soldier]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Reloading the [[Weapon:RPG|RPG]] is slightly slower.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Demoman|Demoman]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Has a special weapon called a [[Weapon:Detpack|Detpack]] that can be set to explode after a certain amount of time and is the most powerful weapon in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Medic|Medic]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* To heal, use the Medic&amp;#039;s healing weapon, the [[Weapon:Medikit|Medikit]]. It must be used on an ally at point-blank range. However, it will heal the target to 100% of his health instantly.&lt;br /&gt;
&lt;br /&gt;
* If you use the Medikit on a person with 100% of his health, it will add 5 points of health for each use, up to a maximum of 150% of his default maximum health.&lt;br /&gt;
&lt;br /&gt;
* The Medikit can [[:Category:Status_Effects#Infected|infect enemies with a virus]] if it is used on one.&lt;br /&gt;
&lt;br /&gt;
* The Medic can [[Concjumping|concjump]].&lt;br /&gt;
&lt;br /&gt;
* Can be very effective on offense, thanks to [[Concjumping|concjumping]], his speed and the Super Shotgun.&lt;br /&gt;
&lt;br /&gt;
* The Medic cannot make anyone invincible.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:HWGuy|HWGuy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* His Minigun is not named Sasha.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Pyro|Pyro]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Has a rocket launcher called the [[IC|Incendiary Cannon]] that can light enemies on fire. However, the rocket begins to fall to the ground after launch, traveling in an arc.&lt;br /&gt;
&lt;br /&gt;
* There are multiple stages of an enemy being on fire. See the [[:Category:Status_Effects#On_Fire|On Fire]] article for more details.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Spy|Spy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Has a [[Weapon:Tranquilizer Gun|tranquilizer gun]] instead of a revolver.&lt;br /&gt;
&lt;br /&gt;
* The backstab animation isn’t nearly as drawn-out as the one in TF2.&lt;br /&gt;
&lt;br /&gt;
* If a Spy makes a successful backstab, [[Class_Ability:ID_Theft|his disguise changes to the person he just killed]].&lt;br /&gt;
&lt;br /&gt;
* The Spy [[Class_Ability:Stealth|makes no noise when walking]].&lt;br /&gt;
&lt;br /&gt;
* The weapon the Spy has equipped is reflected on his disguise (to an extent). Ex.: If a spy is disguised as an Engineer and equipped with the Knife, to others, he will be holding the Wrench.&lt;br /&gt;
&lt;br /&gt;
* If the Spy is disguised, he will look like his disguise, including to his teammates.&lt;br /&gt;
&lt;br /&gt;
* If the Spy falls down, he will make no noise and takes 50% damage from the fall.&lt;br /&gt;
&lt;br /&gt;
* Sabotaging a dispenser/sentry will not make it’s health lower. &lt;br /&gt;
&lt;br /&gt;
* The Spy’s special abilities are done via a menu accessed by hitting the Fire 2 (default: Mouse 2) key.&lt;br /&gt;
&lt;br /&gt;
* If a Spy runs into another Spy, both of their disguises will disappear.&lt;br /&gt;
&lt;br /&gt;
* Cloaking will not run out once activated, but has a cooldown time before cloaking again.&lt;br /&gt;
&lt;br /&gt;
* Enemy Sentry Guns will fire at a cloaked spy regardless of disguise.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Engineer|Engineer]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Metal is collected from backpacks.&lt;br /&gt;
&lt;br /&gt;
* An Engineer can repair a teammate’s armor by hitting the ally with the wrench.&lt;br /&gt;
&lt;br /&gt;
* There is neither HUD nor verbal (“SPY SAPPING MY SENTRY/DISPENSER!”) indication that a Spy has tampered with your buildables.&lt;br /&gt;
&lt;br /&gt;
* You cannot make teleporters.&lt;br /&gt;
&lt;br /&gt;
* It takes 130 Metal to upgrade a sentry instead of 200.&lt;br /&gt;
&lt;br /&gt;
* When an engineer discards ammo, he will throw out ammo of every type, even if he doesn’t currently have a certain type.&lt;br /&gt;
&lt;br /&gt;
* The Pistol is replaced with the [[Weapon:Railgun|Railgun]].&lt;br /&gt;
&lt;br /&gt;
* The Sentry Gun uses shells from the Engineer as ammo. Also the sentry can be aimed in any direction once built by hitting Fire 2 (default: Mouse 2).&lt;br /&gt;
&lt;br /&gt;
* The Engineer builds things like in TF2, but to destroy or move around something built you must access a menu via hitting Fire 2 (default: Mouse 2).&lt;br /&gt;
&lt;br /&gt;
* The dispenser gives armor and ammo, but not health.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Civilian|Civilian]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Usable.&lt;br /&gt;
&lt;br /&gt;
* Nearly defenseless. Must rely on others to kill enemies. A future update will include the [[Weapon:Tommy_Gun|Tommy Gun]], a weapon that the Civilian can use to fight back to an extent.&lt;br /&gt;
&lt;br /&gt;
* No grenades.&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>FishBurger</name></author>
	</entry>
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