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	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TF2_Player%27s_Guide_to_FF&amp;diff=8978</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=8978"/>
		<updated>2009-04-17T12:40:00Z</updated>

		<summary type="html">&lt;p&gt;GigaBowserX: /* General */&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;
* Base run speed is higher for all classes&lt;br /&gt;
&lt;br /&gt;
* Respawn is instantaneous.&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:Classes|Class Reference]] for details.&lt;br /&gt;
&lt;br /&gt;
* Critical Hits are not in the game.&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;
* You can [[Movement:Bunnyhopping|Bunny Hop]] in FF to get to places quicker.&lt;br /&gt;
&lt;br /&gt;
* You can discard unused ammo for others to use, or to decrease the damage taken from an [[Grenade:EMP|EMP Grenade]].&lt;br /&gt;
&lt;br /&gt;
* There are now Yellow and Green teams that are used on some maps.&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]]. The Super Shotgun takes up two bullets per shot, where as the Single only takes one.&lt;br /&gt;
&lt;br /&gt;
* Only the Medic, Spy, Engineer, and Civilian 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;
===[[Class:Scout|Scout]]===&lt;br /&gt;
&lt;br /&gt;
* The FF Scout is much more movement based, with much less firepower. Instead of using hit and run tactics to do massive damage before the enemy knew what happened in Team Fortress 2, the FF Scout is more focused on retrieving the flag and quickly getting out of the enemy&amp;#039;s base.&lt;br /&gt;
&lt;br /&gt;
*The double jump TF2 skill is replaced by a much more powerful [[Grenade:Concussion|concussion grenade]] ability.&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;
* He can build a [[:Category:Buildables#Jump_Pad|Jump Pad]] that can give anybody an extra speed boost.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Sniper|Sniper]]===&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Sniper_Rifle|Sniper Rifle]] is no longer a bolt-action weapon like in Team Fortress 2. It must be charged up by holding down the fire button, rather then simply being zoomed in. You also must charge it up slightly before you can take a shot.&lt;br /&gt;
&lt;br /&gt;
* The SMG is replaced with an [[Weapon:Auto_Rifle|automatic rifle]] that uses the same ammunition as the Sniper Rifle. The Sniper is also equipped with a nailgun.&lt;br /&gt;
&lt;br /&gt;
* The Sniper &amp;#039;tags&amp;#039; enemies he hits, so all his teammates can see the enemy through walls.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Soldier|Soldier]]===&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:RPG|Rocket Launcher]] has been changed from TF2. Now you can fire more rockets in a shorter amount of time, and the rockets fly farther then in Team Fortress 2.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Demoman|Demoman]]===&lt;br /&gt;
&lt;br /&gt;
* [[Weapon:Pipe_Launcher|Pipebombs]] are not sticky (they bounce until they come to rest), which means they can be placed from a lot further away, bounced around corners, and used as a long range deathmatching weapon.&lt;br /&gt;
* The Grenade and Pipe Launcher share a magazine.&lt;br /&gt;
* [[Weapon:Grenade_Launcher|Blue grenades]] detonate a lot faster than in TF2 - they are used as more of a close range combat weapon rather than a long range weapon&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;
* He&amp;#039;s not scottish or black. He has a eye patch though, :D.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Medic|Medic]]===&lt;br /&gt;
&lt;br /&gt;
* The medic in FF is more a combat medic, specialising in movement, recon and firepower - rather than focusing strictly on healing. He can be a formidable force on his own, and does not require so much protection from his teammates.&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, you can also throw medkits by pressing alternate fire.&lt;br /&gt;
&lt;br /&gt;
* If used on an enemy, the Medikit can [[:Category:Status_Effects#Infected|infect enemies with a virus]].&lt;br /&gt;
&lt;br /&gt;
* Much like the Scout, the Medic can [[Concjumping|concjump]].&lt;br /&gt;
&lt;br /&gt;
===[[Class:HWGuy|Heavy]]===&lt;br /&gt;
&lt;br /&gt;
* While no serious changes to gameplay, he is called &amp;quot;HWGuy&amp;quot; instead of just &amp;quot;Heavy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Pyro|Pyro]]===&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. You may find it in a way similar to the Flare Gun.&lt;br /&gt;
&lt;br /&gt;
* Instead of simply &amp;#039;being on fire&amp;#039;, enemies can be burn level 1, 2 or 3, depending on how many different flame weapons you hit them with. See the [[:Category:Status_Effects#On_Fire|On Fire]] article for more details.&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Flamethrower|Flamethrower]] can be [[Pyro_Jump|used as a jetpack]]. Face down, jump and hold down the fire button. If you keep it down for too long, you&amp;#039;ll start to head back to the ground.&lt;br /&gt;
&lt;br /&gt;
*The airblast from TF2 has been removed. (More so never added in the first place)&lt;br /&gt;
&lt;br /&gt;
===[[Class:Spy|Spy]]===&lt;br /&gt;
&lt;br /&gt;
* Has a [[Weapon:Tranquilizer Gun|tranquilizer gun]] instead of a revolver. This slows the enemy, blurs his vision, and makes him a nice easy backstab target. He also equipped with the Nailgun and Super Shotgun.&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;
* Sapping, or as it&amp;#039;s called in FF Sabotaging, a buildable is a bit different. Instead of having a weapon slot, you simply stand near a building for a few seconds to sabotage it. When you successfully sabatoge a building, you need to first &amp;quot;Activate&amp;quot; it. For a dispenser, it simply blows up. For a Sentry Gun (SG), it makes a distinct sound, and starts firing at whatever the team the engineer that built the SG is on. It also stops firing at your own team, and after a little while, it blows up.&lt;br /&gt;
&lt;br /&gt;
*The Spy has two types of cloaks: Silent Cloak and Normal Cloak. The Normal Cloak causes a body to be left behind, making it look like the Spy died, though there is a pretty loud death scream to go with it. The Silent Cloak cannot be used while moving, but it allows the Spy to just simply cloak, without the body or death sound.&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. E.g.: If a spy is disguised as an Engineer and is holding 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 to his teammates as well. However there is a sign above his head to indicate he is on your team.&lt;br /&gt;
&lt;br /&gt;
* If the Spy falls down, he will make no noise and takes 50% damage from the fall when you crouch.&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;
* Much like the Scout, Spies can reveal other spies disguises by touching them.&lt;br /&gt;
&lt;br /&gt;
* Cloaking never runs out, however, there is a small delay after uncloaking before you can cloak 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;
===[[Class:Engineer|Engineer]]===&lt;br /&gt;
&lt;br /&gt;
* Destroying, dismantling, building and aiming are all available as options on the right click (alternate fire) menu.&lt;br /&gt;
&lt;br /&gt;
* Upgrading SGs only takes 1 whack with the wrench, and only 130 metal.&lt;br /&gt;
&lt;br /&gt;
* The sentry can be aimed in any direction once built (including up / down) by hitting Fire 2 (default: Mouse 2).&lt;br /&gt;
&lt;br /&gt;
* The Engineer cannot make teleporters.&lt;br /&gt;
&lt;br /&gt;
* An Engineer can repair a teammate’s armor by hitting the ally with the [[Weapon:Spanner|wrench]].&lt;br /&gt;
&lt;br /&gt;
* You do not get alerted when a spy has stealth-hacked your SG, only when they activate the hack.&lt;br /&gt;
&lt;br /&gt;
* Sentries will being to make sonar sounds when a Spy is near it. The closer a Spy is, the louder the sound will be.&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]], which can charged up. If charged for 3.333 seconds, the Engineer will receive 40 metal.&lt;br /&gt;
&lt;br /&gt;
* The [[Dispenser]] gives armor and ammo, but not health.&lt;br /&gt;
&lt;br /&gt;
* Dispensers can absorb ammo from backpacks.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Civilian|Civilian]]===&lt;br /&gt;
* VIP class with little health and no firepower.&lt;br /&gt;
&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>GigaBowserX</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Grenade:Napalm&amp;diff=8977</id>
		<title>Grenade:Napalm</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Grenade:Napalm&amp;diff=8977"/>
		<updated>2009-04-16T22:46:21Z</updated>

		<summary type="html">&lt;p&gt;GigaBowserX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
=Content=&lt;br /&gt;
The Napalm Grenade explodes, then spreads a viscous napalm substance in the immediate area (hereby referred to as &amp;#039;flames&amp;#039;).  The flames spewing from the grenade take on the grenade&amp;#039;s velocity in addition to a smaller, random vector.  As the grenade explodes and the flames fly out, if a flame strikes a victim it will stick to them, causing damage and setting them [[:Category:Status_Effects#On_Fire|on fire]].  If a flame sticks to the player, it is removed from the world.  Any flames that did not strike a player will fall to the ground and settle, still burning.  Flames on the ground emit a thick, black acrid smoke that can block visibility in confined spaces such as corridors.  Running through any flames on the ground will cause damage, but not as much as a direct strike.  Once the grenade expires, the smoke persists for a few more seconds.&lt;br /&gt;
&lt;br /&gt;
If buildables or non-players are struck by a napalm grenade, should we come up with a separate case of damage values or something?  Discussion page.&lt;br /&gt;
[[Image:G_np_190x190.jpg|frame]]&lt;br /&gt;
==Damage==&lt;br /&gt;
&amp;#039;&amp;#039;These figures are guesses and will change depending on the amount of flames the napalm sprays out, its coverage and duration.  The relationships between the figures are more useful than the figures themselves&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;20&amp;#039;&amp;#039;&amp;#039; damage if hit by the initial grenade explosion (as it&amp;#039;s just a small explosion).  &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;20&amp;#039;&amp;#039;&amp;#039; damage if hit by a flying flame (i.e. the flame is bursting from the grenade and strikes a player in midair).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; damage per second if coming into contact with a flame that has come to rest on the floor.&lt;br /&gt;
&lt;br /&gt;
==Splash Range==&lt;br /&gt;
* The initial explosion&amp;#039;s splash range is low (slightly smaller than a regular grenade explosion) as the focus is on trying to make the grenade&amp;#039;s fiery payload fly into victims, not to strike with the initial blast.&lt;br /&gt;
* Each airborne flame should require a fairly accurate shot to stick to enemies.&lt;br /&gt;
* Flames on the ground should cause damage to anything that is near it, but also with an increased vertical range (say something like 48 units, as fire is HOT SHIT and heat rises).&lt;br /&gt;
&lt;br /&gt;
==Push==&lt;br /&gt;
* Flames on the ground push the player upwards with a small impulse.  This aids jumping without being annoying.&lt;br /&gt;
&lt;br /&gt;
==Fuse==&lt;br /&gt;
* Standard.&lt;br /&gt;
&lt;br /&gt;
==Speed of Gren Throw==&lt;br /&gt;
* Standard.&lt;br /&gt;
&lt;br /&gt;
==Time of Effect==&lt;br /&gt;
* Each flame lasts for 5 seconds, give or take up to half a second.  Hopefully the effect is that the flames peter out over a second or or two.&lt;br /&gt;
* Smoke caused by the napalm grenade clears roughly two seconds after the grenade expires.&lt;br /&gt;
&lt;br /&gt;
==Specal Properties==&lt;br /&gt;
* Emits a thick, black viscous smoke cloud&lt;br /&gt;
* Can be used to perform a Napalm jump&lt;br /&gt;
* All Napalm damage sets people [[:Category:Status_Effects#On_Fire|On Fire]].  This includes the initial explosion and all kinds of flame damage caused by he secondary stage of the grenade.&lt;br /&gt;
&lt;br /&gt;
==Image Gallery==&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:Napalm_1.jpg|135px]]&lt;br /&gt;
| igcaption1=A napalm grenade &lt;br /&gt;
| igimage2=[[Image:Napalm_2.jpg|135px]]&lt;br /&gt;
| igcaption2=Second image of the napalm&lt;br /&gt;
| igimage3=[[Image:Napalm_3.jpg|135px]]&lt;br /&gt;
| igcaption3=Third consecutive image&lt;br /&gt;
| igimage4=[[Image:Napalm_4.jpg|135px]]&lt;br /&gt;
| igcaption4=Just before napalm is activated&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|3}}&lt;/div&gt;</summary>
		<author><name>GigaBowserX</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Grenade:Napalm&amp;diff=8976</id>
		<title>Grenade:Napalm</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Grenade:Napalm&amp;diff=8976"/>
		<updated>2009-04-16T22:45:41Z</updated>

		<summary type="html">&lt;p&gt;GigaBowserX: Dosn&amp;#039;t deserve the same rating as the gas or conc nade pages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
=Content=&lt;br /&gt;
The Napalm Grenade explodes, then spreads a viscous napalm substance in the immediate area (hereby referred to as &amp;#039;flames&amp;#039;).  The flames spewing from the grenade take on the grenade&amp;#039;s velocity in addition to a smaller, random vector.  As the grenade explodes and the flames fly out, if a flame strikes a victim it will stick to them, causing damage and setting them [[:Category:Status_Effects#On_Fire|on fire]].  If a flame sticks to the player, it is removed from the world.  Any flames that did not strike a player will fall to the ground and settle, still burning.  Flames on the ground emit a thick, black acrid smoke that can block visibility in confined spaces such as corridors.  Running through any flames on the ground will cause damage, but not as much as a direct strike.  Once the grenade expires, the smoke persists for a few more seconds.&lt;br /&gt;
&lt;br /&gt;
If buildables or non-players are struck by a napalm grenade, should we come up with a separate case of damage values or something?  Discussion page.&lt;br /&gt;
[[Image:G_np_190x190.jpg|frame]]&lt;br /&gt;
==Damage==&lt;br /&gt;
&amp;#039;&amp;#039;These figures are guesses and will change depending on the amount of flames the napalm sprays out, its coverage and duration.  The relationships between the figures are more useful than the figures themselves&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;20&amp;#039;&amp;#039;&amp;#039; damage if hit by the initial grenade explosion (as it&amp;#039;s just a small explosion).  &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;20&amp;#039;&amp;#039;&amp;#039; damage if hit by a flying flame (i.e. the flame is bursting from the grenade and strikes a player in midair).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;5&amp;#039;&amp;#039;&amp;#039; damage per second if coming into contact with a flame that has come to rest on the floor.&lt;br /&gt;
&lt;br /&gt;
==Splash Range==&lt;br /&gt;
* The initial explosion&amp;#039;s splash range is low (slightly smaller than a regular grenade explosion) as the focus is on trying to make the grenade&amp;#039;s fiery payload fly into victims, not to strike with the initial blast.&lt;br /&gt;
* Each airborne flame should require a fairly accurate shot to stick to enemies.&lt;br /&gt;
* Flames on the ground should cause damage to anything that is near it, but also with an increased vertical range (say something like 48 units, as fire is HOT SHIT and heat rises).&lt;br /&gt;
&lt;br /&gt;
==Push==&lt;br /&gt;
* Flames on the ground push the player upwards with a small impulse.  This aids jumping without being annoying.&lt;br /&gt;
&lt;br /&gt;
==Fuse==&lt;br /&gt;
* Standard.&lt;br /&gt;
&lt;br /&gt;
==Speed of Gren Throw==&lt;br /&gt;
* Standard.&lt;br /&gt;
&lt;br /&gt;
==Time of Effect==&lt;br /&gt;
* Each flame lasts for 5 seconds, give or take up to half a second.  Hopefully the effect is that the flames peter out over a second or or two.&lt;br /&gt;
* Smoke caused by the napalm grenade clears roughly two seconds after the grenade expires.&lt;br /&gt;
&lt;br /&gt;
==Specal Properties==&lt;br /&gt;
* Emits a thick, black viscous smoke cloud&lt;br /&gt;
* Can be used to perform a Napalm jump&lt;br /&gt;
* All Napalm damage sets people [[:Category:Status_Effects#On_Fire|On Fire]].  This includes the initial explosion and all kinds of flame damage caused by he secondary stage of the grenade.&lt;br /&gt;
&lt;br /&gt;
==Image Gallery==&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:Napalm_1.jpg|135px]]&lt;br /&gt;
| igcaption1=A napalm grenade &lt;br /&gt;
| igimage2=[[Image:Napalm_2.jpg|135px]]&lt;br /&gt;
| igcaption2=Second image of the napalm&lt;br /&gt;
| igimage3=[[Image:Napalm_3.jpg|135px]]&lt;br /&gt;
| igcaption3=Third consecutive image&lt;br /&gt;
| igimage4=[[Image:Napalm_4.jpg|135px]]&lt;br /&gt;
| igcaption4=Just before napalm is activated&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|4}}&lt;/div&gt;</summary>
		<author><name>GigaBowserX</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TF2_Player%27s_Guide_to_FF&amp;diff=8975</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=8975"/>
		<updated>2009-04-16T22:43:07Z</updated>

		<summary type="html">&lt;p&gt;GigaBowserX: &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;
* Base run speed is higher for all classes&lt;br /&gt;
&lt;br /&gt;
* Respawn is instantaneous.&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:Classes|Class Reference]] for details.&lt;br /&gt;
&lt;br /&gt;
* Critical Hits are not in the game.&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, or to decrease the damage taken from an [[Grenade:EMP|EMP Grenade]].&lt;br /&gt;
&lt;br /&gt;
* There are now Yellow and Green teams that are used on some maps.&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]]. The Super Shotgun takes up two bullets per shot, where as the Single only takes one.&lt;br /&gt;
&lt;br /&gt;
* Only the Medic, Spy, Engineer, and Civilian 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;
===[[Class:Scout|Scout]]===&lt;br /&gt;
&lt;br /&gt;
* The FF Scout is much more movement based, with much less firepower. Instead of using hit and run tactics to do massive damage before the enemy knew what happened in Team Fortress 2, the FF Scout is more focused on retrieving the flag and quickly getting out of the enemy&amp;#039;s base.&lt;br /&gt;
&lt;br /&gt;
*The double jump TF2 skill is replaced by a much more powerful [[Grenade:Concussion|concussion grenade]] ability.&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;
* He can build a [[:Category:Buildables#Jump_Pad|Jump Pad]] that can give anybody an extra speed boost.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Sniper|Sniper]]===&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Sniper_Rifle|Sniper Rifle]] is no longer a bolt-action weapon like in Team Fortress 2. It must be charged up by holding down the fire button, rather then simply being zoomed in. You also must charge it up slightly before you can take a shot.&lt;br /&gt;
&lt;br /&gt;
* The SMG is replaced with an [[Weapon:Auto_Rifle|automatic rifle]] that uses the same ammunition as the Sniper Rifle. The Sniper is also equipped with a nailgun.&lt;br /&gt;
&lt;br /&gt;
* The Sniper &amp;#039;tags&amp;#039; enemies he hits, so all his teammates can see the enemy through walls.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Soldier|Soldier]]===&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:RPG|Rocket Launcher]] has been changed from TF2. Now you can fire more rockets in a shorter amount of time, and the rockets fly farther then in Team Fortress 2.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Demoman|Demoman]]===&lt;br /&gt;
&lt;br /&gt;
* [[Weapon:Pipe_Launcher|Pipebombs]] are not sticky (they bounce until they come to rest), which means they can be placed from a lot further away, bounced around corners, and used as a long range deathmatching weapon.&lt;br /&gt;
* The Grenade and Pipe Launcher share a magazine.&lt;br /&gt;
* [[Weapon:Grenade_Launcher|Blue grenades]] detonate a lot faster than in TF2 - they are used as more of a close range combat weapon rather than a long range weapon&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;
* He&amp;#039;s not scottish or black. He has a eye patch though, :D.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Medic|Medic]]===&lt;br /&gt;
&lt;br /&gt;
* The medic in FF is more a combat medic, specialising in movement, recon and firepower - rather than focusing strictly on healing. He can be a formidable force on his own, and does not require so much protection from his teammates.&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, you can also throw medkits by pressing alternate fire.&lt;br /&gt;
&lt;br /&gt;
* If used on an enemy, the Medikit can [[:Category:Status_Effects#Infected|infect enemies with a virus]].&lt;br /&gt;
&lt;br /&gt;
* Much like the Scout, the Medic can [[Concjumping|concjump]].&lt;br /&gt;
&lt;br /&gt;
===[[Class:HWGuy|Heavy]]===&lt;br /&gt;
&lt;br /&gt;
* While no serious changes to gameplay, he is called &amp;quot;HWGuy&amp;quot; instead of just &amp;quot;Heavy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Pyro|Pyro]]===&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. You may find it in a way similar to the Flare Gun.&lt;br /&gt;
&lt;br /&gt;
* Instead of simply &amp;#039;being on fire&amp;#039;, enemies can be burn level 1, 2 or 3, depending on how many different flame weapons you hit them with. See the [[:Category:Status_Effects#On_Fire|On Fire]] article for more details.&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Flamethrower|Flamethrower]] can be [[Pyro_Jump|used as a jetpack]]. Face down, jump and hold down the fire button. If you keep it down for too long, you&amp;#039;ll start to head back to the ground.&lt;br /&gt;
&lt;br /&gt;
*The airblast from TF2 has been removed. (More so never added in the first place)&lt;br /&gt;
&lt;br /&gt;
===[[Class:Spy|Spy]]===&lt;br /&gt;
&lt;br /&gt;
* Has a [[Weapon:Tranquilizer Gun|tranquilizer gun]] instead of a revolver. This slows the enemy, blurs his vision, and makes him a nice easy backstab target. He also equipped with the Nailgun and Super Shotgun.&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;
* Sapping, or as it&amp;#039;s called in FF Sabotaging, a buildable is a bit different. Instead of having a weapon slot, you simply stand near a building for a few seconds to sabotage it. When you successfully sabatoge a building, you need to first &amp;quot;Activate&amp;quot; it. For a dispenser, it simply blows up. For a Sentry Gun (SG), it makes a distinct sound, and starts firing at whatever the team the engineer that built the SG is on. It also stops firing at your own team, and after a little while, it blows up.&lt;br /&gt;
&lt;br /&gt;
*The Spy has two types of cloaks: Silent Cloak and Normal Cloak. The Normal Cloak causes a body to be left behind, making it look like the Spy died, though there is a pretty loud death scream to go with it. The Silent Cloak cannot be used while moving, but it allows the Spy to just simply cloak, without the body or death sound.&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. E.g.: If a spy is disguised as an Engineer and is holding 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 to his teammates as well. However there is a sign above his head to indicate he is on your team.&lt;br /&gt;
&lt;br /&gt;
* If the Spy falls down, he will make no noise and takes 50% damage from the fall when you crouch.&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;
* Much like the Scout, Spies can reveal other spies disguises by touching them.&lt;br /&gt;
&lt;br /&gt;
* Cloaking never runs out, however, there is a small delay after uncloaking before you can cloak 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;
===[[Class:Engineer|Engineer]]===&lt;br /&gt;
&lt;br /&gt;
* Destroying, dismantling, building and aiming are all available as options on the right click (alternate fire) menu.&lt;br /&gt;
&lt;br /&gt;
* Upgrading SGs only takes 1 whack with the wrench, and only 130 metal.&lt;br /&gt;
&lt;br /&gt;
* The sentry can be aimed in any direction once built (including up / down) by hitting Fire 2 (default: Mouse 2).&lt;br /&gt;
&lt;br /&gt;
* The Engineer cannot make teleporters.&lt;br /&gt;
&lt;br /&gt;
* An Engineer can repair a teammate’s armor by hitting the ally with the [[Weapon:Spanner|wrench]].&lt;br /&gt;
&lt;br /&gt;
* You do not get alerted when a spy has stealth-hacked your SG, only when they activate the hack.&lt;br /&gt;
&lt;br /&gt;
* Sentries will being to make sonar sounds when a Spy is near it. The closer a Spy is, the louder the sound will be.&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]], which can charged up. If charged for 3.333 seconds, the Engineer will receive 40 metal.&lt;br /&gt;
&lt;br /&gt;
* The [[Dispenser]] gives armor and ammo, but not health.&lt;br /&gt;
&lt;br /&gt;
* Dispensers can absorb ammo from backpacks.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Civilian|Civilian]]===&lt;br /&gt;
* VIP class with little health and no firepower.&lt;br /&gt;
&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>GigaBowserX</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TF2_Player%27s_Guide_to_FF&amp;diff=8974</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=8974"/>
		<updated>2009-04-10T13:56:43Z</updated>

		<summary type="html">&lt;p&gt;GigaBowserX: Did rearranging. Added some stuff, removed more repeated statements, obvious things to a TF2 player, and  things that also apply in TF2.&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;
* Base run speed is higher for all classes&lt;br /&gt;
&lt;br /&gt;
* Respawn is instantaneous.&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:Classes|Class Reference]] for details.&lt;br /&gt;
&lt;br /&gt;
* Critical Hits are not in the game.&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, or to decrease the damage taken from an [[Grenade:EMP|EMP Grenade]].&lt;br /&gt;
&lt;br /&gt;
* There are now Yellow and Green teams that are used on some maps.&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]]. The Super Shotgun takes up two bullets per shot, where as the Single only takes one.&lt;br /&gt;
&lt;br /&gt;
* Only the Medic, Spy, Engineer, and Civilian 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;
===[[Class:Scout|Scout]]===&lt;br /&gt;
&lt;br /&gt;
* The FF Scout is much more movement based, with much less firepower. The double jump TF2 skill is replaced by a much more powerful [[Grenade:Concussion|concussion grenade]] and buildable jump pad ability.&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;
* He can build a [[:Category:Buildables#Jump_Pad|Jump Pad]] that can give anybody an extra speed boost.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Sniper|Sniper]]===&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;
* The SMG is replaced with an [[Weapon:Auto_Rifle|automatic rifle]] that uses the same ammunition as the Sniper Rifle.&lt;br /&gt;
* The Sniper &amp;#039;tags&amp;#039; enemies he hits, so all his teammates can see the enemy through walls.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Soldier|Soldier]]===&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:RPG|Rocket Launcher]] has been changed from TF2. Now you can fire more rockets in a shorter amount of time, and the rockets fly farther then in Team Fortress 2.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Demoman|Demoman]]===&lt;br /&gt;
&lt;br /&gt;
* [[Weapon:Pipe_Launcher|Pipebombs]] are not sticky (they bounce until they come to rest), which means they can be placed from a lot further away, bounced around corners, and used as a long range deathmatching weapon.&lt;br /&gt;
* The Grenade and Pipe Launcher share a magazine.&lt;br /&gt;
* [[Weapon:Grenade_Launcher|Blue grenades]] detonate a lot faster than in TF2 - they are used as more of a close range combat weapon rather than a long range weapon&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;
* He&amp;#039;s not scottish or black. He has a eye patch though, :D.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Medic|Medic]]===&lt;br /&gt;
&lt;br /&gt;
* The medic in FF is more a combat medic, specialising in movement, recon and firepower - rather than focusing strictly on healing. He can be a formidable force on his own, and does not require so much protection from his teammates.&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, you can also throw medkits by pressing alternate fire.&lt;br /&gt;
&lt;br /&gt;
* If used on an enemy, the Medikit can [[:Category:Status_Effects#Infected|infect enemies with a virus]].&lt;br /&gt;
&lt;br /&gt;
* Much like the Scout, the Medic can [[Concjumping|concjump]].&lt;br /&gt;
&lt;br /&gt;
===[[Class:HWGuy|Heavy]]===&lt;br /&gt;
&lt;br /&gt;
* While no serious changes to gameplay, he is called &amp;quot;HWGuy&amp;quot; instead of just &amp;quot;Heavy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Pyro|Pyro]]===&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;
* Instead of simply &amp;#039;being on fire&amp;#039;, enemies can be burn level 1, 2 or 3, depending on how many different flame weapons you hit them with. See the [[:Category:Status_Effects#On_Fire|On Fire]] article for more details.&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Flamethrower|Flamethrower]] can be [[Pyro_Jump|used as a jetpack]]. Face down, jump and hold down the fire button. If you keep it down for too long, you&amp;#039;ll start to head back to the ground.&lt;br /&gt;
&lt;br /&gt;
*The airblast from TF2 has been removed. (More so never added in the first place)&lt;br /&gt;
&lt;br /&gt;
===[[Class:Spy|Spy]]===&lt;br /&gt;
&lt;br /&gt;
* Has a [[Weapon:Tranquilizer Gun|tranquilizer gun]] instead of a revolver. This slows the enemy, blurs his vision, and makes him a nice easy backstab target. He also equipped with the Nailgun and Super Shotgun.&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;
* Sapping, or as it&amp;#039;s called in FF Sabotaging, a buildable is a bit different. Instead of having a weapon slot, you simply stand near a building for a few seconds to sabotage it. When you successfully sabatoge a building, you need to first &amp;quot;Activate&amp;quot; it. For a dispenser, it simply blows up. For a Sentry Gun (SG), it makes a distinct sound, and starts firing at whatever the team the engineer that built the SG is on. It also stops firing at your own team, and after a little while, it blows up.&lt;br /&gt;
&lt;br /&gt;
*The Spy has two types of cloaks: Silent Cloak and Normal Cloak. The Normal Cloak causes a body to be left behind, making it look like the Spy died, though there is a pretty loud death scream to go with it. The Silent Cloak cannot be used while moving, but it allows the Spy to just simply cloak, without the body or death sound.&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. E.g.: If a spy is disguised as an Engineer and is holding 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 to his teammates as well. However there is a sign above his head to indicate he is on your team.&lt;br /&gt;
&lt;br /&gt;
* If the Spy falls down, he will make no noise and takes 50% damage from the fall when you crouch.&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;
* Much like the Scout, Spies can reveal other spies disguises by touching them.&lt;br /&gt;
&lt;br /&gt;
* Cloaking never runs out, however, there is a small delay after uncloaking before you can cloak 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;
===[[Class:Engineer|Engineer]]===&lt;br /&gt;
&lt;br /&gt;
* Destroying, dismantling, building and aiming are all available as options on the right click (alternate fire) menu.&lt;br /&gt;
&lt;br /&gt;
* Upgrading SGs only takes 1 whack with the wrench, and only 130 metal.&lt;br /&gt;
&lt;br /&gt;
* The sentry can be aimed in any direction once built (including up / down) by hitting Fire 2 (default: Mouse 2).&lt;br /&gt;
&lt;br /&gt;
* The Engineer cannot make teleporters.&lt;br /&gt;
&lt;br /&gt;
* An Engineer can repair a teammate’s armor by hitting the ally with the [[Weapon:Spanner|wrench]].&lt;br /&gt;
&lt;br /&gt;
* You do not get alerted when a spy has stealth-hacked your SG, only when they activate the hack.&lt;br /&gt;
&lt;br /&gt;
* Sentries will being to make sonar sounds when a Spy is near it. The closer a Spy is, the louder the sound will be.&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]], which can charged up. If charged for 3.333 seconds, the Engineer will receive 40 metal.&lt;br /&gt;
&lt;br /&gt;
* The [[Dispenser]] gives armor and ammo, but not health.&lt;br /&gt;
&lt;br /&gt;
* Dispensers can absorb ammo from backpacks.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Civilian|Civilian]]===&lt;br /&gt;
* VIP class with little health and no firepower.&lt;br /&gt;
&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>GigaBowserX</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Reference:Armor&amp;diff=8973</id>
		<title>Reference:Armor</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Reference:Armor&amp;diff=8973"/>
		<updated>2009-04-06T20:09:09Z</updated>

		<summary type="html">&lt;p&gt;GigaBowserX: Engineer doesn&amp;#039;t need to be there, he&amp;#039;s under &amp;#039;Other Armor&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;0&amp;quot; width=&amp;quot;230px&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;215px&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;infobox bordered&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;background:#ffffff&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;5px&amp;quot;|&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;background:#f5faff; border:1px solid #dce7ed; width:100%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;background:#ffffff;font-size:140%&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;background:#dce7ed; color:#000000&amp;quot;|Armor&lt;br /&gt;
|- style=&amp;quot;height:195px&amp;quot;&lt;br /&gt;
| font-size=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;| [[Image:A_b_380x380.jpg|270px]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Armor is equipment in Fortress Forever that all classes have. Armor reduces damage depending on its strength. Armor strengths are also referred to by colors, as some TFC maps had differently colored Armor (green for Light Armor, yellow for Medium Armor, and red for Heavy Armor) that gave you that type of Armor.&lt;br /&gt;
&lt;br /&gt;
When a player receives damage, a percentage of that damage is absorbed by their Armor. When Armor absorbs damage, the player loses Armor Points. If a player&amp;#039;s health goes to 0 or below, he will die - however, if a player&amp;#039;s Armor goes down to 0 he will be fine.&lt;br /&gt;
&lt;br /&gt;
If a player has 0 Armor Points, then he has no Armor and subsequently receives no damage absorbtion.&lt;br /&gt;
&lt;br /&gt;
Players spawn with only half of their maximum Armor by default. However, mappers can use [[:Category:Lua|Lua]] to change this and have classes spawn with any amount of Armor they wish (as long as it does not go over the maximum amount).&lt;br /&gt;
&lt;br /&gt;
When a player spawns (or if they receive damage), they can recover Armor by picking up more. Armor is represented by its own pickup (shown in the picture to the right); Armor can also be contained in bags. Armor pickups typically restore 150 armor, but this can be changed via Lua by mappers. Bags with Armor also provide the same default amount, and this can also be changed by mappers via Lua. Special map zones (such as beams, floor tiles, etc.) can also be coded to restore Armor.&lt;br /&gt;
&lt;br /&gt;
==Light Armor==&lt;br /&gt;
&lt;br /&gt;
Light Armor absorbs 30% damage. If you sustain 10 points of damage, you will lose 7 health points and 3 armor points. The [[Class:Scout|Scout]], [[Class:Sniper|Sniper]], and [[Class:Civilian|Civilian]] are equipped with Light Armor.&lt;br /&gt;
&lt;br /&gt;
Historically, this was called &amp;#039;&amp;#039;Green&amp;#039;&amp;#039; armor, but this designation is no longer used.&lt;br /&gt;
&lt;br /&gt;
==Medium Armor==&lt;br /&gt;
&lt;br /&gt;
Medium Armor absorbs 60% damage. If you sustain 10 points of damage, you will lose 4 health points and 6 armor points. The [[Class:Demoman|Demoman]], [[Class:Medic|Medic]], [[Class:Pyro|Pyro]], and [[Class:Spy|Spy]] are equipped with Medium Armor.&lt;br /&gt;
&lt;br /&gt;
Historically, this was called &amp;#039;&amp;#039;Yellow&amp;#039;&amp;#039; armor, but this designation is no longer used.&lt;br /&gt;
&lt;br /&gt;
==Heavy Armor==&lt;br /&gt;
&lt;br /&gt;
Heavy Armor absorbs 80% damage.  If you sustain 10 points of damage, you will lose 2 health points and 8 armor points. The [[Class:Soldier|Soldier]] and [[Class:HWGuy|HWGuy]] are equipped with Heavy Armor.&lt;br /&gt;
&lt;br /&gt;
Historically, this was called &amp;#039;&amp;#039;Red&amp;#039;&amp;#039; armor, but this designation is no longer used.&lt;br /&gt;
&lt;br /&gt;
==Other Armor==&lt;br /&gt;
&lt;br /&gt;
The [[Class:Engineer|Engineer]] is equipped with a special class of armor that might be called &amp;#039;&amp;#039;Medium-Light&amp;#039;&amp;#039;. The Engineer&amp;#039;s armor absorbs 50% damage. If you sustain 10 points of damage, you will lose 5 health points and 5 armor points.&lt;br /&gt;
&lt;br /&gt;
==Image Gallery==&lt;br /&gt;
{{Image_Gallery&lt;br /&gt;
| igimage1=[[Image:A_g_380x380.jpg|135px]]&lt;br /&gt;
| igcaption1=Green Armor Model&lt;br /&gt;
| igimage2=[[Image:A_y_380x380.jpg|135px]]&lt;br /&gt;
| igcaption2=Yellow Armor Model&lt;br /&gt;
| igimage3=[[Image:A_r_380x380.jpg|135px]]&lt;br /&gt;
| igcaption3=Red Armor Model&lt;br /&gt;
| igimage4=[[Image:A_b_380x380.jpg|135px]]&lt;br /&gt;
| igcaption4=Blue Armor Model&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navigation Reference}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>GigaBowserX</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TF2_Player%27s_Guide_to_FF&amp;diff=8972</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=8972"/>
		<updated>2009-04-06T01:59:40Z</updated>

		<summary type="html">&lt;p&gt;GigaBowserX: Pretty big overhall.  Moved some things around. Also removed false statements, repeated facts, and things that are basically the same in TF2.&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;
* Base run speed is higher for all classes&lt;br /&gt;
&lt;br /&gt;
* Respawn is instantaneous.&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:Classes|Class Reference]] for details.&lt;br /&gt;
&lt;br /&gt;
* Critical Hits are not in the game.&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 now Yellow and Green teams that are used on some maps.&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;
* Only the Medic, Spy and Engineer have their own melee weapons. Everybody else has a [[Weapon:Crowbar|Crowbar]].&lt;br /&gt;
&lt;br /&gt;
* Every class except the [[Class:Civilian|Civilian]] and [[Class:Scout|Scout]] can grenade jump over a distance.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
===[[Class:Scout|Scout]]===&lt;br /&gt;
&lt;br /&gt;
* The FF Scout is much more movement based, with much less firepower. The double jump TF2 skill is replaced by a much more powerful [[Grenade:Concussion|concussion grenade]] and buildable jump pad ability.&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;
* He can build a [[:Category:Buildables#Jump_Pad|Jump Pad]] that can give anybody an extra speed boost.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Sniper|Sniper]]===&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;
* The sniper &amp;#039;tags&amp;#039; enemies he hits, so all his teammates can see the enemy through walls.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Soldier|Soldier]]===&lt;br /&gt;
&lt;br /&gt;
* The FF rocket launcher travels significantly faster than TF2&lt;br /&gt;
* You can fire a lot more rockets faster in FF than TF2&lt;br /&gt;
* The FF soldier is able to bounce his opponents around a lot more than TF2 - the FF [[Weapon:RPG|RPG]] has serious stopping power &lt;br /&gt;
&lt;br /&gt;
===[[Class:Demoman|Demoman]]===&lt;br /&gt;
&lt;br /&gt;
* [[Weapon:Pipe_Launcher|Pipebombs]] are not sticky (they bounce until they come to rest), which means they can be placed from a lot further away, bounced around corners, and used as a long range deathmatching weapon.&lt;br /&gt;
* The [[Weapon:Grenade_Launcher|Grenade]] and [[Weapon:Pipe Launcher|Pipe Launcher]] share a magazine.&lt;br /&gt;
* [[Weapon:Grenade_Launcher|Blue grenades]] detonate a lot faster than in TF2 - they are used as more of a close range combat weapon rather than a long range weapon&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;
* He&amp;#039;s not scottish or black. He has a eye patch though, :D.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Medic|Medic]]===&lt;br /&gt;
&lt;br /&gt;
* The medic in FF is more a combat medic, specialising in movement, recon and firepower - rather than focusing strictly on healing. He can be a formidable force on his own, and does not require so much protection from his teammates.&lt;br /&gt;
* No ubercharge&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;
* Can also throw medkits by pressing alternate fire&lt;br /&gt;
&lt;br /&gt;
* If you use the [[Weapon:Medikit|Medikit]] on a person with 100% of his health, it will add 5 points of health for each use, up to a maximum of 150% of his default maximum health.&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 [[Weapon:Super_Shotgun|Super Shotgun]].&lt;br /&gt;
&lt;br /&gt;
===[[Class:HWGuy|Heavy]]===&lt;br /&gt;
&lt;br /&gt;
* While no serious changes to gameplay, he is called &amp;quot;HWGuy&amp;quot; instead of just &amp;quot;Heavy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Pyro|Pyro]]===&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;
* Instead of simply &amp;#039;being on fire&amp;#039;, enemies can be burn level 1, 2 or 3, depending on how many different flame weapons you hit them with. See the [[:Category:Status_Effects#On_Fire|On Fire]] article for more details.&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Flamethrower|Flamethrower]] can be used as a jetpack. Face down, jump and hold down the fire button. If you keep it down for too long, you&amp;#039;ll start to head back to the ground.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Spy|Spy]]===&lt;br /&gt;
&lt;br /&gt;
* Has a [[Weapon:Tranquilizer Gun|tranquilizer gun]] instead of a revolver. This slows the enemy, blurs his vision, and makes him a nice easy backstab target!&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;
* Instead of simply destroying enemy sentry guns, he can hack them into attacking their own team.&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. E.g.: If a spy is disguised as an Engineer and is holding 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. However there is a sign above his head to indicate he is on your team.&lt;br /&gt;
&lt;br /&gt;
* If the Spy falls down, he will make no noise and takes 50% damage from the fall when you crouch.&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;
* Spies can reveal other spies disguises by touching them.&lt;br /&gt;
&lt;br /&gt;
* Cloaking never runs out. (there is a small recharge time before recloaking 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;
* Sabotaging a buildable is a bit different. When you sabatoge a building, you need to first &amp;quot;Activate&amp;quot; it. For a dispenser, it simply blows up. For a Sentry Gun (SG), it makes a distinct sound, and starts firing at whatever the team the engineer that built the SG is on. It also stops firing at your own team, and after a little while, it blows up.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Engineer|Engineer]]===&lt;br /&gt;
&lt;br /&gt;
* Upgrading SGs only takes 1 whack with the wrench, and only 130 metal.&lt;br /&gt;
&lt;br /&gt;
* The sentry can be aimed in any direction once built (including up / down) by hitting Fire 2 (default: Mouse 2).&lt;br /&gt;
&lt;br /&gt;
* You cannot make teleporters.&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 [[Weapon:Spanner|wrench]].&lt;br /&gt;
&lt;br /&gt;
* You do not get alerted when a spy has stealth-hacked your SG, only when they activate the hack.&lt;br /&gt;
&lt;br /&gt;
* Sentries will being to make sonar sounds when a Spy is near it. The closer a Spy is, the louder the sound will be.&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]], which can charged up. If charged for 3.333 seconds, the Engineer will receive 40 metal.&lt;br /&gt;
&lt;br /&gt;
* Destroying, dismantling, building and aiming are all available as options on the right click (alternate fire) menu.&lt;br /&gt;
&lt;br /&gt;
* The [[Dispenser]] gives armor and ammo, but not health.&lt;br /&gt;
&lt;br /&gt;
* Dispensers can absorb ammo from backpacks.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Civilian|Civilian]]===&lt;br /&gt;
* VIP class with little health and no firepower.&lt;br /&gt;
&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>GigaBowserX</name></author>
	</entry>
</feed>