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	<title>Fortress Forever Wiki - User contributions [en]</title>
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	<updated>2026-05-08T20:22:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Spy&amp;diff=6034</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=6034"/>
		<updated>2008-01-04T14:13:38Z</updated>

		<summary type="html">&lt;p&gt;MegaTurtle: &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;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&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;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 90&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 25&lt;br /&gt;
| armmax = 100&lt;br /&gt;
| maxspeed = 315&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Gas|Gas]]&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;
| gren2 = [[Grenade:Gas|Gas Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 4&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;
| 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, so if a Spy disguised as an [[Class:Engineer|Engineer]] has his Knife out the disguise will show the [[Weapon:Spanner|Spanner]] out.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Disguise_Removal|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 two options for cloaking: Cloak and Silent Cloak. If a Spy cloaks normally, a Corpse showing their model (be it the Spy themselves or their cloak) 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. Friendly players will see a partially cloaked Spy, but enemies will not be able to see the Spy at all. 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. 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 = [[Class_Ability:Sabotage|Sabotage]]&lt;br /&gt;
|description=&lt;br /&gt;
Spies can sabotage enemy [[Buildables:Sentry_Gun|Sentry Guns]] and [[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;A sabotaged Sentry Gun will have lowered accuracy for 2 minutes while sabotaged. 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;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Gas|Gas Grenade]]&lt;br /&gt;
|imgsrc=G_ga_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The gas grenade releases a large cloud of hallucinogenic gas once its timer expires. Any enemies that walk through the cloud take a bit of damage and start [[:Category:Status_Effects#Hallucinations|hallucinating]]. A hallucinating enemy sees players as different team colors, different health totals, grenades that aren&amp;#039;t really there, and a host of other effects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playing As Spy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&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;
&lt;br /&gt;
The Spy&amp;#039;s greatest weapon is his [[Weapon:Knife|Knife]]. It does twice the damage of the crowbar and can instantly kill an enemy if they are hit with it from behind. However, using it will show a Knife kill icon in the HUD, and thus a Spy should try to refrain from using it lest they alert the enemy team that their team has a Spy on it.&lt;br /&gt;
&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;
&lt;br /&gt;
Defensively, a Spy has few options. Although the [[Grenade:Gas|Gas Grenade]] could be used to cause incoming enemies to hallucinate, the Spy&amp;#039;s available Special Abilities are generally focused towards infiltration. Defending Spies typically patrol around the base and attempt to backstab unsuspecting enemies entering the base.&lt;br /&gt;
&lt;br /&gt;
If the enemy knows the other team has a Spy, they will be especially alert. It is best to 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;
&amp;#039;&amp;#039;&amp;#039;Playing Against A Spy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Spies are equipped to excel at infiltration, but they are not as effective if the player does not implement those skills in the right situation. The best defense against a Spy is a wary and alert team. If your team&amp;#039;s only [[Class:Soldier|Soldier]] is known to be in the enemy base and you see a Soldier running around in your base, then it is surely a Spy.&lt;br /&gt;
&lt;br /&gt;
A [[Class:Scout|Scout]] can remove an enemy Spy&amp;#039;s disguise, so having a Scout touch teammates as they walk around the base is a good defensive option. The same defensive option can be applied to a team&amp;#039;s Spy if they wish to do so as a Spy can remove another Spy&amp;#039;s disguise.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Infiltrating The Enemy Base&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;
&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? 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. 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;
&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. Ok! 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, I suggest you take one out, grab the flag, and run like Rosie O&amp;#039;Donnell is trying to hug you.&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;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|4}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>MegaTurtle</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=5215</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=5215"/>
		<updated>2007-12-31T06:45:57Z</updated>

		<summary type="html">&lt;p&gt;MegaTurtle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&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;
| healthmax = 90&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 50&lt;br /&gt;
| armmax = 100&lt;br /&gt;
| maxspeed = 336&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;
The Medic, while he has training in battlefield medicine, also sports extensive training with other weaponry. He is often considered the main offensive unit of the game due to an excellent combination of speed, durability, maneuverability, and firepower. The medic has a [[Weapon:Medikit|medikit]], [[Weapon:Single_Shotgun|single shotgun]], [[Weapon:Super_Shotgun|super shotgun]], and a [[Weapon:Super_Nailgun|super nail gun]]. The super shotgun is usually the weapon of choice, with the nailgun being used to take out sentry guns. The medic also has [[Grenade:Frag|frag grenades]] and [[Grenade:Concussion|concussion grenades]]. This further supplements his firepower and also gives him the ability to conc jump. If you like to be constantly in the action, but not die as easily as a Scout, the Medic is the class for you.&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;
&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Infection_Immunity|Infection Immunity]]&lt;br /&gt;
|description=Medics are invulnerable to infections.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Health Regeneration|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 = [[Class_Ability:Concussion_Tolerance|Concussion Tolerance]]&lt;br /&gt;
|description=The medic is [[Status:Concussed|concussed]] for half the standard time when hit by conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Medikit|Medikit]]&lt;br /&gt;
|imgsrc=wmed.jpg&lt;br /&gt;
|description=The medikit 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 all 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 medikit is used on an enemy, it injects a terrible toxin into their bloodstream. This [[Status: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=wshot.jpg&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=wsupshot.jpg&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=wsupnail.jpg&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.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=Grenade Frag.jpg&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=Grenade Conc.jpg&lt;br /&gt;
|description=&lt;br /&gt;
Concussion grenades have two functions, to impair the enemies aim, and push players (including yourself) around.  While the first function can be useful in  some situations, by making the enemies aim bad enough that he cant kill you, but they are most useful as a means of moving very quickly or to get places you otherwise could not get to.  Conc jumps are one of the most unique features in Fortress Forever, and are an invaluable tool in the hands of a skilled player.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&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. I suggest using your super shotgun to shred &amp;#039;em up, but try your hardest to NOT 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! I suggest priming a frag and tossing it behind you if they 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 bee&amp;#039;s on honey, and they&amp;#039;re 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 exitement.&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|2}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>MegaTurtle</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Engineer&amp;diff=5212</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=5212"/>
		<updated>2007-12-31T06:35:58Z</updated>

		<summary type="html">&lt;p&gt;MegaTurtle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
| armour = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&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;
| healthmax = 80&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 25&lt;br /&gt;
| armmax = 50&lt;br /&gt;
| maxspeed = 315&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 [[Buildable:Sentry Gun|sentry guns]] and supplies other defenders with ammunition via [[Buildable: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 (if not death). &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;
&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name =[[Buildable:Sentry_Gun|Sentry Gun]]&lt;br /&gt;
|description=&lt;br /&gt;
The Engineer can build sentry guns, automatic turrets that shoot enemy players and cloaked enemy spies. It takes 130 cells to build a sentry gun and another 130 each time when upgrading to levels 2 and 3. A [[Buildables:Level_1_Sentry_Gun|level 1]] sentry gun is a basic, weak contraption that shoots shells at about the rate of a semi-automatic pistol. [[Buildables:Level_2_Sentry_Gun|Level 2]] introduces machine guns and a faster tracking speed, making the gun far more deadly. [[Buildables:Level_3_Sentry_Gun|Level 3]] gives the ultimate addition: a rocket launcher.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In order to repair or upgrade your sentry gun, you must have cells and hit the gun with your [[Weapon:Spanner|wrench]]. Sentry Guns are strong structures, but an untended one can be easily killed by the enemy, as they do have blind spots. You can change the direction that your sentry gun aims by bringing up the radial right-click menu and selecting &amp;quot;Aim Sentry Gun.&amp;quot; It 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 =[[Buildable:Sentry_Gun|Dispenser]]&lt;br /&gt;
|description=&lt;br /&gt;
The Engineer can also build dispensers. A dispenser mainly serves as a field ammunition/armor repository for the Engineer and his fellow defenders (or maybe attackers?). Standing next to a dispenser will replenish your ammo and armor, assuming it has enough resources. Although a dispenser automatically fills itself slowly, the Engineer can fill it up much quicker by depositing his own ammo and cells by hitting it with his wrench. Be wary though, enemy players can use your dispenser. However, this works in your favor because you receive a warning when this happens. A full (or almost full) dispenser also serves as a good weapon. Detonating a dispenser unleashes a large, powerful explosion that will kill or severely injure enemy players.&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 whacking any of those targets with your wrench, you will restore their structural integrity. Players receive armor when an engineer &amp;quot;repairs&amp;quot; them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Armour_Regeneration|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 = [[Class Ability:Ammo Creation|Ammo Creation]]&lt;br /&gt;
|description=&lt;br /&gt;
When discarding ammo, the Engineer discards a little of &amp;#039;&amp;#039;all&amp;#039;&amp;#039; ammunition types (cells, shells, and rockets).&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=wwrench.jpg&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=wrailz.jpg&lt;br /&gt;
|description=Pew pew laser gun. You can charge it up by holding down the fire button. The projectile bounces off of surfaces (getting more powerful with each bounce) and ignores armor. If you really want to, 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=wsupshot.jpg&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=Grenade Frag.jpg&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=emp.jpg&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. Pretty much a guaranteed death for anyone that&amp;#039;s close to it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
You are a defense MASTER! Always have a sentry up in your base, even if you&amp;#039;re afk, just having the sentry up can help your team drastically. However, remember to place it stratigically! Spies and Medics love to stay out of your sentry&amp;#039;s range and nailgun it, try blasting them with your railgun or shotgun, perhaps toss an EMP to scare them off or kill them. Watch for pesky Demomen and HWGuys with their mirvs trying to get your SG. If they drop one next to your sentry, it is GONE, don&amp;#039;t try to whack it because then you&amp;#039;ll be dead too! Try to EMP them before they can toss it, the EMP will generally kill them instantly if tossed well, but be sure to have your shotgun ready just in case. A tip on the EMP, it has a nice blast radius and it goes through objects! That&amp;#039;s right, you can kill people through walls/floors if you toss it just right, and it will usually kill them unless they&amp;#039;ve been using a lot of ammo. Don&amp;#039;t forget to build your dispensers, even though nobody is going to be using them, they&amp;#039;re still great for killing enemies. You can place it on busy points such as your flag or your security button. If the enemy gets past your sentry, just detonate your dispenser right as they get close! They&amp;#039;ll never see it coming! Many engineers aren&amp;#039;t aware that you can repair your teammate&amp;#039;s armor, so if you see somebody in need, do the nice thing and smack them with your wrench.&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;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|2}}&lt;/div&gt;</summary>
		<author><name>MegaTurtle</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Engineer&amp;diff=5209</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=5209"/>
		<updated>2007-12-31T06:27:20Z</updated>

		<summary type="html">&lt;p&gt;MegaTurtle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
| armour = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&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;
| healthmax = 80&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 25&lt;br /&gt;
| armmax = 50&lt;br /&gt;
| maxspeed = 315&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 [[Buildable:Sentry Gun|sentry guns]] and supplies other defenders with ammunition via [[Buildable: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 (if not death). &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;
&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name =[[Buildable:Sentry_Gun|Sentry Gun]]&lt;br /&gt;
|description=&lt;br /&gt;
The Engineer can build sentry guns, automatic turrets that shoot enemy players and cloaked enemy spies. It takes 130 cells to build a sentry gun and another 130 each time when upgrading to levels 2 and 3. A [[Buildables:Level_1_Sentry_Gun|level 1]] sentry gun is a basic, weak contraption that shoots shells at about the rate of a semi-automatic pistol. [[Buildables:Level_2_Sentry_Gun|Level 2]] introduces machine guns and a faster tracking speed, making the gun far more deadly. [[Buildables:Level_3_Sentry_Gun|Level 3]] gives the ultimate addition: a rocket launcher.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In order to repair or upgrade your sentry gun, you must have cells and hit the gun with your [[Weapon:Spanner|wrench]]. Sentry Guns are strong structures, but an untended one can be easily killed by the enemy, as they do have blind spots. You can change the direction that your sentry gun aims by bringing up the radial right-click menu and selecting &amp;quot;Aim Sentry Gun.&amp;quot; It 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 =[[Buildable:Sentry_Gun|Dispenser]]&lt;br /&gt;
|description=&lt;br /&gt;
The Engineer can also build dispensers. A dispenser mainly serves as a field ammunition/armor repository for the Engineer and his fellow defenders (or maybe attackers?). Standing next to a dispenser will replenish your ammo and armor, assuming it has enough resources. Although a dispenser automatically fills itself slowly, the Engineer can fill it up much quicker by depositing his own ammo and cells by hitting it with his wrench. Be wary though, enemy players can use your dispenser. However, this works in your favor because you receive a warning when this happens. A full (or almost full) dispenser also serves as a good weapon. Detonating a dispenser unleashes a large, powerful explosion that will kill or severely injure enemy players.&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 whacking any of those targets with your wrench, you will restore their structural integrity. Players receive armor when an engineer &amp;quot;repairs&amp;quot; them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Armour_Regeneration|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 = [[Class Ability:Ammo Creation|Ammo Creation]]&lt;br /&gt;
|description=&lt;br /&gt;
When discarding ammo, the Engineer discards a little of &amp;#039;&amp;#039;all&amp;#039;&amp;#039; ammunition types (cells, shells, and rockets).&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=wwrench.jpg&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=wrailz.jpg&lt;br /&gt;
|description=Pew pew laser gun. You can charge it up by holding down the fire button. The projectile bounces off of surfaces (getting more powerful with each bounce) and ignores armor. If you really want to, 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=wsupshot.jpg&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=Grenade Frag.jpg&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=emp.jpg&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. Pretty much a guaranteed death for anyone that&amp;#039;s close to it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
You are a defense MASTER! Always have a sentry up in your base,even if you&amp;#039;re afk, just having the sentry up can help your team drastically. However, remember to place is stratigically! Spies and Medics love to stay out of range and nailgun it, EMP their nailgunning asses! Watch for pesky demomen and HWGuys with their mirvs trying to get your SG. If they drop one next to your sentry, it is GONE, don&amp;#039;t try to whack it because then you&amp;#039;ll be dead too! Try to EMP them before they can toss it, the EMP will generally kill them instantly if tossed well, but be sure to have your shotgun ready just in case. A tip on the EMP, it has a nice blast radius and it goes through objects! That&amp;#039;s right, you can kill people through walls/floors if you toss it just right, and it will usually kill them unless they&amp;#039;ve been using a lot of ammo. Also, use dispensers well, even though nobody is going to be using them, they&amp;#039;re still great for killing enemies. You can place it on busy points such as your flag or your security button. If the enemy gets past your sentry, just detonate your dispenser right as they get close! They&amp;#039;ll never see it coming!&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;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|2}}&lt;/div&gt;</summary>
		<author><name>MegaTurtle</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=4986</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=4986"/>
		<updated>2007-12-30T11:25:24Z</updated>

		<summary type="html">&lt;p&gt;MegaTurtle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;HW Guy&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;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&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;Very Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 100&lt;br /&gt;
| armtype = [[Armour:Red|Red]]&lt;br /&gt;
| armspawn = 150&lt;br /&gt;
| armmax = 300&lt;br /&gt;
| maxspeed = 241&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;
Often referred to as the tank of TFC (or sometimes the less endearing &amp;quot;fatty&amp;quot;), the Heavy Weapons Guy is extremely slow, but well armored, and very deadly. While firing his fearsome [[Weapon:Assault_Cannon|Minigun (or Assault Cannon/AC)]], the HWGuy moves even slower, but is able to cut down even the most heavily armored classes in seconds. The AC&amp;#039;s devastating damage output is countered by notable drawbacks: it takes a few seconds of &amp;quot;windup&amp;quot; before it begins firing (allowing fast-moving classes to slip past), it consumes ammunition at an alarming rate, and it is very inaccurate when used at longer ranges.&lt;br /&gt;
&lt;br /&gt;
His slow speed and his inaccurate weapon make the HWGuy a sitting duck out in the open. Furthermore, skilled players are often able to circle-strafe inexperienced HWGuys to death. Larger maps limit the effectiveness of the slow-footed HWGuy, but this class is a force to be reckoned with when holding down a defensive choke point, or providing cover in an offensive support capacity. The HWGuy also spawns with the [[Weapon:Crowbar|crowbar]], [[Weapon:Single_Shotgun|single]] and [[Weapon:Super_Shotgun|super shotguns]], 2 [[Grenade:MIRV|MIRV grenades]], and up to 4 [[Grenade:Frag|normal grenades]].&lt;br /&gt;
&lt;br /&gt;
Due to the simple &amp;quot;point and kill&amp;quot; nature of his weapons and his high survivability, this is an excellent introductory class for new players to learn the game&amp;#039;s basics. However, its comparative simplicity and ease of play has caused many players to refer to it derogatorily as the &amp;quot;HWGay.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Text for the [http://en.wikipedia.org/wiki/Team_Fortress_Classic#HWGuy HWGuy] taken from the [http://en.wikipedia.org/wiki/Team_Fortress_Classic Wikipedia article on Team Fortress Classic]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Damage&lt;br /&gt;
|description=&lt;br /&gt;
The HWGuy&amp;#039;s only real ability is being able to dish out extreme damage.&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=wcbar.jpg&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=wshot.jpg&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=wsupshot.jpg&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=wac.jpg&lt;br /&gt;
|description=&lt;br /&gt;
The Assault Cannon is a huge close- to medium-range mini-gun that uses shotgun shells. It takes awhile to spin up and overheats quickly, but once it gets going it is a literal stream of death. When firing the assault cannon, be careful of the overheat meter. Your goal should be to get as close to overheating as possible, but not going over the maximum. This will maximize damage output. Do this by getting up near the threshold and then repeatedly tapping the mouse button to &amp;quot;ride the wave,&amp;quot; so to speak.&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=Grenade Frag.jpg&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=Grenade Mirv.jpg&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;
| changesinfo =&lt;br /&gt;
The HWGuy&amp;#039;s Assault Cannon now heats up as it&amp;#039;s fired. Players can keep it from overheating by tapping the fire button, causing it to hover in place as the heat rises and falls. This allows a high rate of fire without risking overheating.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:AssaultCannon|Assault Cannon]].&lt;br /&gt;
| ability1 =&lt;br /&gt;
*&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Barrier&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;The HWGuy is very heavy! As a result, he is pushed around less by explosive forces and so is harder to get past.&amp;lt;/p&amp;gt;&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
Remember that the AC is -NOT- meant for long range, but at short range it will shred your opponent. HW&amp;#039;s are wonderful on defense, be sure to check for spies, simply unload on them for 1 second with your AC and they&amp;#039;ll drop dead. USE YOUR MIRVS! Mirvs are wonderful for stopping an offense, they can easily take out multiple enemies if they&amp;#039;re not being careful. If you know an enemy is coming down a hallway, pre-fire on it to remove the weakness of the AC&amp;#039;s startup time.&lt;br /&gt;
On Offense, you are a monster. Use your mirvs to take out a sentry, you can usually get the dispenser, sentry, and engineer with just one mirv, so use them well! Demomen will be a problem, just try to stay away from their pipes, and I highly suggest using your Super Shotgun instead of your AC on them, so that you&amp;#039;re a more difficult target for them. Snipers will only be a problem if they know you&amp;#039;re coming and they&amp;#039;re charged, in this case, I suggest using your frags and super shotgun, first throw the frag in their face right as it explodes, and finish them quickly with your shotgun. Pyros are very annoying, be very sure that they don&amp;#039;t get level 3 flame on you, or you WILL die. Try your hardest to stay away from their grenades and IC, the flamethrower will be very difficult if not impossible to avoid.&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;/div&gt;</summary>
		<author><name>MegaTurtle</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=4985</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=4985"/>
		<updated>2007-12-30T11:23:51Z</updated>

		<summary type="html">&lt;p&gt;MegaTurtle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;HW Guy&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;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&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;Very Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 100&lt;br /&gt;
| armtype = [[Armour:Red|Red]]&lt;br /&gt;
| armspawn = 150&lt;br /&gt;
| armmax = 300&lt;br /&gt;
| maxspeed = 241&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;
Often referred to as the tank of TFC (or sometimes the less endearing &amp;quot;fatty&amp;quot;), the Heavy Weapons Guy is extremely slow, but well armored, and very deadly. While firing his fearsome [[Weapon:Assault_Cannon|Minigun (or Assault Cannon/AC)]], the HWGuy moves even slower, but is able to cut down even the most heavily armored classes in seconds. The AC&amp;#039;s devastating damage output is countered by notable drawbacks: it takes a few seconds of &amp;quot;windup&amp;quot; before it begins firing (allowing fast-moving classes to slip past), it consumes ammunition at an alarming rate, and it is very inaccurate when used at longer ranges.&lt;br /&gt;
&lt;br /&gt;
His slow speed and his inaccurate weapon make the HWGuy a sitting duck out in the open. Furthermore, skilled players are often able to circle-strafe inexperienced HWGuys to death. Larger maps limit the effectiveness of the slow-footed HWGuy, but this class is a force to be reckoned with when holding down a defensive choke point, or providing cover in an offensive support capacity. The HWGuy also spawns with the [[Weapon:Crowbar|crowbar]], [[Weapon:Single_Shotgun|single]] and [[Weapon:Super_Shotgun|super shotguns]], 2 [[Grenade:MIRV|MIRV grenades]], and up to 4 [[Grenade:Frag|normal grenades]].&lt;br /&gt;
&lt;br /&gt;
Due to the simple &amp;quot;point and kill&amp;quot; nature of his weapons and his high survivability, this is an excellent introductory class for new players to learn the game&amp;#039;s basics. However, its comparative simplicity and ease of play has caused many players to refer to it derogatorily as the &amp;quot;HWGay.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Text for the [http://en.wikipedia.org/wiki/Team_Fortress_Classic#HWGuy HWGuy] taken from the [http://en.wikipedia.org/wiki/Team_Fortress_Classic Wikipedia article on Team Fortress Classic]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|description=&lt;br /&gt;
The HWGuy has no special abilities, unless you count being a crazy chaingun wielding madman.&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=wcbar.jpg&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=wshot.jpg&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=wsupshot.jpg&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=wac.jpg&lt;br /&gt;
|description=&lt;br /&gt;
The Assault Cannon is a huge close- to medium-range mini-gun that uses shotgun shells. It takes awhile to spin up and overheats quickly, but once it gets going it is a literal stream of death. When firing the assault cannon, be careful of the overheat meter. Your goal should be to get as close to overheating as possible, but not going over the maximum. This will maximize damage output. Do this by getting up near the threshold and then repeatedly tapping the mouse button to &amp;quot;ride the wave,&amp;quot; so to speak.&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=Grenade Frag.jpg&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=Grenade Mirv.jpg&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;
| changesinfo =&lt;br /&gt;
The HWGuy&amp;#039;s Assault Cannon now heats up as it&amp;#039;s fired. Players can keep it from overheating by tapping the fire button, causing it to hover in place as the heat rises and falls. This allows a high rate of fire without risking overheating.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:AssaultCannon|Assault Cannon]].&lt;br /&gt;
| ability1 =&lt;br /&gt;
*&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Barrier&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;The HWGuy is very heavy! As a result, he is pushed around less by explosive forces and so is harder to get past.&amp;lt;/p&amp;gt;&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
Remember that the AC is -NOT- meant for long range, but at short range it will shred your opponent. HW&amp;#039;s are wonderful on defense, be sure to check for spies, simply unload on them for 1 second with your AC and they&amp;#039;ll drop dead. USE YOUR MIRVS! Mirvs are wonderful for stopping an offense, they can easily take out multiple enemies if they&amp;#039;re not being careful. If you know an enemy is coming down a hallway, pre-fire on it to remove the weakness of the AC&amp;#039;s startup time.&lt;br /&gt;
On Offense, you are a monster. Use your mirvs to take out a sentry, you can usually get the dispenser, sentry, and engineer with just one mirv, so use them well! Demomen will be a problem, just try to stay away from their pipes, and I highly suggest using your Super Shotgun instead of your AC on them, so that you&amp;#039;re a more difficult target for them. Snipers will only be a problem if they know you&amp;#039;re coming and they&amp;#039;re charged, in this case, I suggest using your frags and super shotgun, first throw the frag in their face right as it explodes, and finish them quickly with your shotgun. Pyros are very annoying, be very sure that they don&amp;#039;t get level 3 flame on you, or you WILL die. Try your hardest to stay away from their grenades and IC, the flamethrower will be very difficult if not impossible to avoid.&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;/div&gt;</summary>
		<author><name>MegaTurtle</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=4984</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=4984"/>
		<updated>2007-12-30T11:22:13Z</updated>

		<summary type="html">&lt;p&gt;MegaTurtle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;HW Guy&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;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&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;Very Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 100&lt;br /&gt;
| armtype = [[Armour:Red|Red]]&lt;br /&gt;
| armspawn = 150&lt;br /&gt;
| armmax = 300&lt;br /&gt;
| maxspeed = 241&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;
Often referred to as the tank of TFC (or sometimes the less endearing &amp;quot;fatty&amp;quot;), the Heavy Weapons Guy is extremely slow, but well armored, and very deadly. While firing his fearsome [[Weapon:Assault_Cannon|Minigun (or Assault Cannon/AC)]], the HWGuy moves even slower, but is able to cut down even the most heavily armored classes in seconds. The AC&amp;#039;s devastating damage output is countered by notable drawbacks: it takes a few seconds of &amp;quot;windup&amp;quot; before it begins firing (allowing fast-moving classes to slip past), it consumes ammunition at an alarming rate, and it is very inaccurate when used at longer ranges.&lt;br /&gt;
&lt;br /&gt;
His slow speed and his inaccurate weapon make the HWGuy a sitting duck out in the open. Furthermore, skilled players are often able to circle-strafe inexperienced HWGuys to death. Larger maps limit the effectiveness of the slow-footed HWGuy, but this class is a force to be reckoned with when holding down a defensive choke point, or providing cover in an offensive support capacity. The HWGuy also spawns with the [[Weapon:Crowbar|crowbar]], [[Weapon:Single_Shotgun|single]] and [[Weapon:Super_Shotgun|super shotguns]], 2 [[Grenade:MIRV|MIRV grenades]], and up to 4 [[Grenade:Frag|normal grenades]].&lt;br /&gt;
&lt;br /&gt;
Due to the simple &amp;quot;point and kill&amp;quot; nature of his weapons and his high survivability, this is an excellent introductory class for new players to learn the game&amp;#039;s basics. However, its comparative simplicity and ease of play has caused many players to refer to it derogatorily as the &amp;quot;HWGay.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Text for the [http://en.wikipedia.org/wiki/Team_Fortress_Classic#HWGuy HWGuy] taken from the [http://en.wikipedia.org/wiki/Team_Fortress_Classic Wikipedia article on Team Fortress Classic]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
| abilities =&lt;br /&gt;
|description=&lt;br /&gt;
The HWGuy has no special abilities, unless you count being a crazy chaingun wielding madman.&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=wcbar.jpg&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=wshot.jpg&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=wsupshot.jpg&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=wac.jpg&lt;br /&gt;
|description=&lt;br /&gt;
The Assault Cannon is a huge close- to medium-range mini-gun that uses shotgun shells. It takes awhile to spin up and overheats quickly, but once it gets going it is a literal stream of death. When firing the assault cannon, be careful of the overheat meter. Your goal should be to get as close to overheating as possible, but not going over the maximum. This will maximize damage output. Do this by getting up near the threshold and then repeatedly tapping the mouse button to &amp;quot;ride the wave,&amp;quot; so to speak.&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=Grenade Frag.jpg&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=Grenade Mirv.jpg&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;
| changesinfo =&lt;br /&gt;
The HWGuy&amp;#039;s Assault Cannon now heats up as it&amp;#039;s fired. Players can keep it from overheating by tapping the fire button, causing it to hover in place as the heat rises and falls. This allows a high rate of fire without risking overheating.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:AssaultCannon|Assault Cannon]].&lt;br /&gt;
| ability1 =&lt;br /&gt;
*&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Barrier&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;The HWGuy is very heavy! As a result, he is pushed around less by explosive forces and so is harder to get past.&amp;lt;/p&amp;gt;&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
Remember that the AC is -NOT- meant for long range, but at short range it will shred your opponent. HW&amp;#039;s are wonderful on defense, be sure to check for spies, simply unload on them for 1 second with your AC and they&amp;#039;ll drop dead. USE YOUR MIRVS! Mirvs are wonderful for stopping an offense, they can easily take out multiple enemies if they&amp;#039;re not being careful. If you know an enemy is coming down a hallway, pre-fire on it to remove the weakness of the AC&amp;#039;s startup time.&lt;br /&gt;
On Offense, you are a monster. Use your mirvs to take out a sentry, you can usually get the dispenser, sentry, and engineer with just one mirv, so use them well! Demomen will be a problem, just try to stay away from their pipes, and I highly suggest using your Super Shotgun instead of your AC on them, so that you&amp;#039;re a more difficult target for them. Snipers will only be a problem if they know you&amp;#039;re coming and they&amp;#039;re charged, in this case, I suggest using your frags and super shotgun, first throw the frag in their face right as it explodes, and finish them quickly with your shotgun. Pyros are very annoying, be very sure that they don&amp;#039;t get level 3 flame on you, or you WILL die. Try your hardest to stay away from their grenades and IC, the flamethrower will be very difficult if not impossible to avoid.&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;/div&gt;</summary>
		<author><name>MegaTurtle</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=4983</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=4983"/>
		<updated>2007-12-30T11:21:03Z</updated>

		<summary type="html">&lt;p&gt;MegaTurtle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;HW Guy&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;
| armour = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&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;Very Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 100&lt;br /&gt;
| armtype = [[Armour:Red|Red]]&lt;br /&gt;
| armspawn = 150&lt;br /&gt;
| armmax = 300&lt;br /&gt;
| maxspeed = 241&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;
Often referred to as the tank of TFC (or sometimes the less endearing &amp;quot;fatty&amp;quot;), the Heavy Weapons Guy is extremely slow, but well armored, and very deadly. While firing his fearsome [[Weapon:Assault_Cannon|Minigun (or Assault Cannon/AC)]], the HWGuy moves even slower, but is able to cut down even the most heavily armored classes in seconds. The AC&amp;#039;s devastating damage output is countered by notable drawbacks: it takes a few seconds of &amp;quot;windup&amp;quot; before it begins firing (allowing fast-moving classes to slip past), it consumes ammunition at an alarming rate, and it is very inaccurate when used at longer ranges.&lt;br /&gt;
&lt;br /&gt;
His slow speed and his inaccurate weapon make the HWGuy a sitting duck out in the open. Furthermore, skilled players are often able to circle-strafe inexperienced HWGuys to death. Larger maps limit the effectiveness of the slow-footed HWGuy, but this class is a force to be reckoned with when holding down a defensive choke point, or providing cover in an offensive support capacity. The HWGuy also spawns with the [[Weapon:Crowbar|crowbar]], [[Weapon:Single_Shotgun|single]] and [[Weapon:Super_Shotgun|super shotguns]], 2 [[Grenade:MIRV|MIRV grenades]], and up to 4 [[Grenade:Frag|normal grenades]].&lt;br /&gt;
&lt;br /&gt;
Due to the simple &amp;quot;point and kill&amp;quot; nature of his weapons and his high survivability, this is an excellent introductory class for new players to learn the game&amp;#039;s basics. However, its comparative simplicity and ease of play has caused many players to refer to it derogatorily as the &amp;quot;HWGay.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Text for the [http://en.wikipedia.org/wiki/Team_Fortress_Classic#HWGuy HWGuy] taken from the [http://en.wikipedia.org/wiki/Team_Fortress_Classic Wikipedia article on Team Fortress Classic]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = [[Class_Ability:Fatness|Fatness]]&lt;br /&gt;
|description=&lt;br /&gt;
HWGuys are so fat 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=wcbar.jpg&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=wshot.jpg&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=wsupshot.jpg&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=wac.jpg&lt;br /&gt;
|description=&lt;br /&gt;
The Assault Cannon is a huge close- to medium-range mini-gun that uses shotgun shells. It takes awhile to spin up and overheats quickly, but once it gets going it is a literal stream of death. When firing the assault cannon, be careful of the overheat meter. Your goal should be to get as close to overheating as possible, but not going over the maximum. This will maximize damage output. Do this by getting up near the threshold and then repeatedly tapping the mouse button to &amp;quot;ride the wave,&amp;quot; so to speak.&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=Grenade Frag.jpg&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=Grenade Mirv.jpg&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;
| changesinfo =&lt;br /&gt;
The HWGuy&amp;#039;s Assault Cannon now heats up as it&amp;#039;s fired. Players can keep it from overheating by tapping the fire button, causing it to hover in place as the heat rises and falls. This allows a high rate of fire without risking overheating.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:AssaultCannon|Assault Cannon]].&lt;br /&gt;
| ability1 =&lt;br /&gt;
*&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Barrier&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;The HWGuy is very heavy! As a result, he is pushed around less by explosive forces and so is harder to get past.&amp;lt;/p&amp;gt;&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
Remember that the AC is -NOT- meant for long range, but at short range it will shred your opponent. HW&amp;#039;s are wonderful on defense, be sure to check for spies, simply unload on them for 1 second with your AC and they&amp;#039;ll drop dead. USE YOUR MIRVS! Mirvs are wonderful for stopping an offense, they can easily take out multiple enemies if they&amp;#039;re not being careful. If you know an enemy is coming down a hallway, pre-fire on it to remove the weakness of the AC&amp;#039;s startup time.&lt;br /&gt;
On Offense, you are a monster. Use your mirvs to take out a sentry, you can usually get the dispenser, sentry, and engineer with just one mirv, so use them well! Demomen will be a problem, just try to stay away from their pipes, and I highly suggest using your Super Shotgun instead of your AC on them, so that you&amp;#039;re a more difficult target for them. Snipers will only be a problem if they know you&amp;#039;re coming and they&amp;#039;re charged, in this case, I suggest using your frags and super shotgun, first throw the frag in their face right as it explodes, and finish them quickly with your shotgun. Pyros are very annoying, be very sure that they don&amp;#039;t get level 3 flame on you, or you WILL die. Try your hardest to stay away from their grenades and IC, the flamethrower will be very difficult if not impossible to avoid.&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;/div&gt;</summary>
		<author><name>MegaTurtle</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Civilian&amp;diff=4982</id>
		<title>Class:Civilian</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Civilian&amp;diff=4982"/>
		<updated>2007-12-30T11:08:31Z</updated>

		<summary type="html">&lt;p&gt;MegaTurtle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:civilian_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Civilian&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;Very Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;None&amp;lt;/span&amp;gt;&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;Very Low&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;
| healthmax = 50&lt;br /&gt;
| maxspeed = 241&lt;br /&gt;
| slot1 = [[Weapon:Umbrella|Umbrella]]&lt;br /&gt;
| slot4 = [[Weapon:Tommy_Gun|Tommy Gun]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 150&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 0&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 0&lt;br /&gt;
| discardcells = No&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 0&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;
Civilian&lt;br /&gt;
| classintro =&lt;br /&gt;
The Civilian is only found in &amp;quot;VIP escort&amp;quot; type maps and other special modes. This weak, slow character was originally armed with just an [[Weapon:Umbrella|Umbrella]] (the functional equivalent of a [[Weapon:Crowbar|Crowbar]]; the devs have since given him the [[Weapon:Tommy_Gun|Tommy Gun]] to slightly increase his survivability. Nevertheless, he typically requires the protection of his teammates in order to complete a map&amp;#039;s objectives.&lt;br /&gt;
&lt;br /&gt;
In TFC, the Civilian was sometimes referred to as &amp;quot;the prez,&amp;quot; &amp;quot;fatty,&amp;quot; &amp;quot;the blueberry,&amp;quot; or &amp;quot;Mr. Potato Head&amp;quot;. It is expected that the Fortress Forever version will be called some variation of &amp;quot;Winston Churchill&amp;quot; as the Civilian&amp;#039;s appearance is heavily influenced by [http://history.sandiego.edu/cdr2/WW2Pics/81714.jpg a certain famous picture of Winston Churchill]. &lt;br /&gt;
&lt;br /&gt;
The Civilian has also been heavily used as a generic class in fun or skill maps. These maps are usually an adventure made by custom mappers where players (usually working as a team) are given the basic objective of reaching the end of the map, with various challenges along the way.&lt;br /&gt;
&lt;br /&gt;
Inexplicably, the Civilian did not receive a new model when TFC was patched.&lt;br /&gt;
&lt;br /&gt;
Previously, the [[Class:Spy|Spy]] could not disguise as a Civilian; this is no longer the case in Fortress Forever.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Text for the [http://en.wikipedia.org/wiki/Team_Fortress_Classic#Civilian Civilian] taken from the [http://en.wikipedia.org/wiki/Team_Fortress_Classic Wikipedia article on Team Fortress Classic]&amp;#039;&lt;br /&gt;
| abilities =&lt;br /&gt;
* You can end the game on ff_hunted, and you have the amazing ability to die quickly.&lt;br /&gt;
| weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=Umbrella&lt;br /&gt;
|imgsrc=wumb.jpg&lt;br /&gt;
|description=&lt;br /&gt;
Useful if it rains. It&amp;#039;s combat purposes are quite horrible, about the same as a crowbar.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=Tommy Gun&lt;br /&gt;
|imgsrc=Banner.png&lt;br /&gt;
|description=&lt;br /&gt;
An ornamental Tommy Gun that has been taken from a shelf.&lt;br /&gt;
&lt;br /&gt;
I remember in Alone in the Dark there was a Tommy Gun and I died because I didn&amp;#039;t realise the introduction sequence had finished and the game had begun.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
* The Civilian does not have grenades.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
New weapon: [[Weapon:Tommygun|Tommy Gun]].&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
No special commands.&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
* Stay out of the way of snipers. Wait for your bodyguards to give you the clear before you move around. Always try to conceal yourself and stay safe.&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/36 Civilian&amp;#039;s Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>MegaTurtle</name></author>
	</entry>
</feed>