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	<id>https://www.fortress-forever.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Owoc</id>
	<title>Fortress Forever Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.fortress-forever.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Owoc"/>
	<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Special:Contributions/Owoc"/>
	<updated>2026-09-19T08:11:40Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Umbrella&amp;diff=8957</id>
		<title>Weapon:Umbrella</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Umbrella&amp;diff=8957"/>
		<updated>2009-02-22T11:36:18Z</updated>

		<summary type="html">&lt;p&gt;Owoc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page_Weapon&lt;br /&gt;
| infoboxweapon =&lt;br /&gt;
{{Infobox Weapon&lt;br /&gt;
| weapon portrait = [[Image:umbrella.jpg|200px]]&lt;br /&gt;
| weaponname = &amp;#039;&amp;#039;&amp;#039;Umbrella&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| rof = .4&lt;br /&gt;
| rps = N/A&lt;br /&gt;
| damage = 30&lt;br /&gt;
| recoil = N/A&lt;br /&gt;
| projectilespeed = N/A&lt;br /&gt;
| bullets = N/A&lt;br /&gt;
| bulletspread = N/A&lt;br /&gt;
| prereload = N/A&lt;br /&gt;
| reload = N/A&lt;br /&gt;
| postreload = N/A&lt;br /&gt;
| spintime = N/A&lt;br /&gt;
| defaultammo = N/A&lt;br /&gt;
| maxammo = N/A&lt;br /&gt;
| ammotype = N/A&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
| weaponname =&lt;br /&gt;
Class&lt;br /&gt;
| weaponintro =&lt;br /&gt;
An umbrella. Used by the [[Class:Civilian|Civilian]].&lt;br /&gt;
| changesinfo =&lt;br /&gt;
It&amp;#039;s a melee weapon.&lt;br /&gt;
| ability1 = &lt;br /&gt;
20 Fortress Points are awarded for each hit with this weapon. It also has a fair chance to gib an opponent.&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
This is last-ditch weapon to be used only if a Sniper is in your face. In escape maps, it can be used to break certain walls and/or doors.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Melee]]&lt;br /&gt;
{{Rating|2}}&lt;/div&gt;</summary>
		<author><name>Owoc</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:HWGuy&amp;diff=8943</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=8943"/>
		<updated>2009-01-31T21:33:59Z</updated>

		<summary type="html">&lt;p&gt;Owoc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:hwguy_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;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;
| role = &amp;lt;span style=&amp;quot;color: royalblue&amp;quot;&amp;gt;Defense&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;
&lt;br /&gt;
Although he looks slow and stupid, the Heavy Weapons Guy (abbreviated HW Guy) is an expert in the use of... heavy weapons. He carries a huge machine gun (likely taken from a military helicopter) known as the [[Weapon:Assault_Cannon|assault cannon]]. It has a 200 round clip and slices through enemies like butter. While the recoil of firing such a weapon would probably kill lesser classes, the HW Guy is able to withstand it easily. However, the recoil is still rather powerful and firing the assault cannon does cause the HW Guy to slow down considerably. The gun is most effective at close to medium range, and quickly loses accuracy at long range. Due to the combined weight of his weaponry, armor, and himself, the HW Guy moves slowly and is thus an ideal defensive class.&lt;br /&gt;
&lt;br /&gt;
Since he likely carries well over 200 pounds of gear (and is slightly overweight himself), the HW Guy is hard to push around with explosions. This makes the HW Guy effective at defending choke points. Since he can&amp;#039;t easily be knocked out of them, the enemy has usually no choice but to either die to assault cannon fire or retreat. If you want to be an impenetrable (and deadly) wall, the HW Guy is the class for you.&lt;br /&gt;
&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Heaviness&lt;br /&gt;
|description=&lt;br /&gt;
HWGuys are so heavy that they&amp;#039;re almost impossible to move.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The single shotgun is useful for hitting faraway enemies or if you for some reason have run out of ammo for everything else.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Use this if you don&amp;#039;t have enough time to wind up the assault cannon, need to pluck off ranged enemies, or need maneuverability (for example, if a spy is trying to backstab you and you can&amp;#039;t track well with your AC at close range).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Assault_Cannon|Assault Cannon]]&lt;br /&gt;
|imgsrc=W_ac_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The Assault Cannon is a huge close- to medium-range mini-gun that uses shotgun shells. It begins firing as soon as you hold down the fire key. It&amp;#039;s a monster in close to medium quarters, but it ineffective at long range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
A standard fragmentation grenade. Use this when you have run out of the more powered MIRV grenades (below).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:MIRV|MIRV Grenade]]&lt;br /&gt;
|imgsrc=G_mi_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The most destructive grenade in Fortress Forever. The MIRV grenades explodes at the end of its fuse, releasing 4 more mini grenades which then explode too. That&amp;#039;s 5 high-damage explosions for your enemies to avoid.&lt;br /&gt;
}}&lt;br /&gt;
| 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;
&lt;br /&gt;
====Offensive HWGuy====&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. Also discard any ammunition; EMP&amp;#039;s from engineers are pretty deadly for a HWGuy.&lt;br /&gt;
&lt;br /&gt;
====Defensive HWGuy====&lt;br /&gt;
HWGuys really shine on defense. They have the firepower to kill anybody that enters the base and can withstand a ton of damage themselves. &lt;br /&gt;
&lt;br /&gt;
Try to stay in one position. That&amp;#039;s boring, but staying in one area makes it so that you can respond to an enemy in an area that&amp;#039;s to your advange (like a tight hall) instead of getting atttacked from every corner because you decided to run around the map and got caught at a bad location.&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/43 HWGuy&amp;#039;s Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>Owoc</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=8939</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=8939"/>
		<updated>2009-01-19T18:19:10Z</updated>

		<summary type="html">&lt;p&gt;Owoc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:medic_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| 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;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&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 various 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 = Infection Immunity&lt;br /&gt;
|description=Medics are invulnerable to infections.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Health Regeneration&lt;br /&gt;
|description=If a Medic is hurt, he will slowly regain health.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Concussion Tolerance&lt;br /&gt;
|description=The medic is [[:Category:Status_Effects#Concussed|concussed]] for half the standard time when hit by conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Medkit tossing&lt;br /&gt;
|description=The medic can toss medkits by clicking on the right mouse key. Each costs 10 cells, and the cells recharge over time. These will disappear 5 seconds after being thrown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Medikit|Medikit]]&lt;br /&gt;
|imgsrc=W_mk_380x190.jpg&lt;br /&gt;
|width=190&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 [[:Category:Status_Effects#Infected|infection]] depletes the enemy&amp;#039;s health and eventually kills them if another medic does not cure them.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The regular shotgun is a good back up weapon and useful for long-distance kills. Use it until you&amp;#039;re in close enough range for your super shotgun (below).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The super shotgun is the medic&amp;#039;s primary weapon for close range combat. It packs a good punch and is reliable against all classes, though higher armored opponents (specifically the Soldier and HW Guy) may be tougher to take down with it.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
|imgsrc=W_sn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Excellent against sentries. Stay out of its view and open fire. The super nailgun is more powerful than its regular counterpart and can destroy a sentry gun quickly, especially if the Engineer isn&amp;#039;t paying attention. It can also serve as backup when your super shotgun needs to reload&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. Or, if you run out of concs and have a small jump to do and still have plenty of health, these will sometimes do the trick.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
|imgsrc=G_co_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Concussion grenades have two functions: to impair the enemy&amp;#039;s aim and push players (including yourself) around. While the first function can be useful in some situations, by making the enemy&amp;#039;s aim bad enough so that he cannot hit you, concussion grenades are most useful as a means of moving very quickly or to get places you otherwise could not get to. [[Concjumping|Concussion jumping]] (also known as conc jumping) is one of the most unique features in Fortress Forever, and is an invaluable tool in the hands of a skilled player.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
[[Image:midairmedkit.gif|thumb|A medkit being tossed. Tossing medkits to nearby teammates in the enemy&amp;#039;s base could make or break a capture.]]&lt;br /&gt;
====Playing As Medic====&lt;br /&gt;
Despite being a little slower than the scout, you are just as useful at capturing flags! You make up for the speed with your strong weapons and extra hp. Use your concussion grenades to hop over to the enemy base and get that flag! Unlike the scout, you can take out quite a few enemies if the time calls for it. Use your super shotgun to attack enemies, but do your best &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; to die. Remember that your mission isn&amp;#039;t to get kills, it&amp;#039;s to get that flag to your base! Those scums don&amp;#039;t deserve a flag that beautiful, it should belong to YOU! So that being said, if you are losing, run for it! Prime a frag grenade and toss it behind you if people start chasing after you. That grenade will generally weaken them enough for you to dispatch of them, or perhaps it will kill them itself. Alright, great job, you got their flag! So... now what? Get out of that base! Their team is gonna swarm after you like bees on honey, and their stingers HURT! Take the least guarded exit and conc out of that hellhole, their flag belongs to YOU now! Get it to your capture point and wait for the praise of your teammates, or the more likely soft mumble of excitement.&lt;br /&gt;
====Offensive Medic====&lt;br /&gt;
[[Jumping_Skills#Concussion_jumps|Conc jump]] to the enemy&amp;#039;s base. Concs give you a major speed  boost that&amp;#039;ll let you fly through the yard seperating the two bases with ease. Don&amp;#039;t try to fight back. You&amp;#039;re gonna need every bit of health you can.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;re in the base, make a beeline straight towards the flag, using whatver routes you wish. Keep your Super Shotgun out and blast anybody that tries to get in your way. Make sure that you don&amp;#039;t start pursing an enemy; you don&amp;#039;t want to get ganged up on by the entire defense. If there are other attackers with you, throw Medikits at them. They&amp;#039;ll either need or or will need it in a few seconds.&lt;br /&gt;
&lt;br /&gt;
If you see a sentry, take out your Super Nailgun and start firing at it! Each nail does a ton of damage which quickly adds up. Make sure that you&amp;#039;re out of the sentry&amp;#039;s POV before you do this, or otherwise it&amp;#039;ll tear you up. If an Engineer is nearby, take him out with the Super Shotgun ASAP. Engineers love throwing [[Grenade:EMP|EMP Grenades]] at you just as they&amp;#039;re about to go off.&lt;br /&gt;
&lt;br /&gt;
If you see a HWGuy that&amp;#039;s in your way, infect him if he&amp;#039;s not looking. Unless an enemy Medic decided to help him, an infection is going to kill him. Compounding it with the gunfire from your teammates means that the HWGuy is going to go down pretty fast.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve gotten the flag, you&amp;#039;re probably hurting a bit. If there&amp;#039;s another Medic attacking, ask him to throw a Medikit to you. Otherwise, you&amp;#039;ll have to make it as far as possible before you die. If you think you are going to die before making it back, throw it (C key by default) to an area that your team can access easily. It really sucks getting having hte flag dropped in an obscure corner because a rocket tossed you over there, then got killed with a Shotgun blast.&lt;br /&gt;
If you threw it to an easily-accessible area, it&amp;#039;ll make it very easy for your fellow attackers to grab the flag and run it back to base.&lt;br /&gt;
&lt;br /&gt;
While you&amp;#039;re carrying the flag, do not engage into firefights with the enemy. You can get very distracted while being fighting an oppoenent, and since you have the flag, the entire team (instead of defenders) will be attacking. Being pounded on by Super Shotguns from enemy Medics and being lit on fire by Pyros in addition to rockets and minigun bullets hitting you will make you die very, very fast.&lt;br /&gt;
&lt;br /&gt;
While you&amp;#039;re traveling, don&amp;#039;t feel like you should only use the Super Shotgun. The Single Shotgun can be used to take potshots at enemy attackers, and the Super Nailgun is the best weapon to use against well-armoured classes if you circle-strafe while using it.&lt;br /&gt;
&lt;br /&gt;
====Defensive Medic====&lt;br /&gt;
As a defender, there&amp;#039;s not a lot you can do. Your weapons are too weak to quickly take out attackers (especially Soldiers and [[HWGuy]]s) and your armour percentage is pretty crappy. All you can effectively do is heal, but even then typical defending classes rely on [[armour]] to stay alive. Basicially, all you do is boost outgoing attacker&amp;#039;s health; something that a kind attacking Medic does in the respawn room while getting supplies.&lt;br /&gt;
&lt;br /&gt;
====Playing Against a Medic====&lt;br /&gt;
They&amp;#039;re somewhat weak, so a few rockets should finish them off. A well-placed HWGuy, along with a Pipe Trap can tear a Medic to pieces in no time. Many times medics will not try to kill you but try to conc pass you in that case try to stop them with rockets or grenades, they might try to conc you so good conc aim skill will pay off. In many cases fights with medic will involve the flag so always try to put nades or pipes near the flag as a area denial tool, and remember he&amp;#039;ll always try go for the flag.&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
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| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
No media page currently.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Owoc</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TFC_Player%27s_Guide_to_FF&amp;diff=8938</id>
		<title>TFC Player&#039;s Guide to FF</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TFC_Player%27s_Guide_to_FF&amp;diff=8938"/>
		<updated>2009-01-19T18:04:51Z</updated>

		<summary type="html">&lt;p&gt;Owoc: /* Scout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==Class Changes==&lt;br /&gt;
&lt;br /&gt;
===[[Class:Scout|Scout]]===&lt;br /&gt;
* Caltrops have been removed in favor of the [[:Category:Buildables#Jump_Pad|Jump Pad]]. This device allows allies and enemies to get a quick boost of speed, but it lasts 60 seconds and is indestructable. &lt;br /&gt;
* He takes halved fall damage.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Sniper|Sniper]]===&lt;br /&gt;
* Sniper rifle &amp;#039;tags&amp;#039; enemies so that your teammates can see them behind walls.&lt;br /&gt;
* Legshots are more powerful with low charge&lt;br /&gt;
&lt;br /&gt;
===[[Class:Soldier|Soldier]]===&lt;br /&gt;
* Rockets speed and impact area size increased&lt;br /&gt;
* Rocket * The &amp;quot;special&amp;quot; command switches between the [[RPG]] and [[Super Shotgun]].&lt;br /&gt;
&lt;br /&gt;
===[[Class:Demoman|Demoman]]===&lt;br /&gt;
* [[Detpack]] now in the sixth weapon slot.&lt;br /&gt;
* [[Weapon:Grenade_Launcher|Blue grenades]] detonate much faster, making them an effective CQC weapon.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Medic|Medic]]===&lt;br /&gt;
* The [[medikit]] infections no longer spread between enemies.&lt;br /&gt;
* If an infected person is cured, he will be immune to infection for 10 seconds.&lt;br /&gt;
* He can now throw medkits to heal at a distance.&lt;br /&gt;
&lt;br /&gt;
===[[Class:HWGuy|HWGuy]]===&lt;br /&gt;
* No changes.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Pyro|Pyro]]===&lt;br /&gt;
* [[Flamethrower]] does more damage.&lt;br /&gt;
* Flamethrower has a pushback effect for the Pyro and can be used as a jetpack if the player is facing down while firing it.&lt;br /&gt;
* [[IC]] projectile now acts more as a mortar, can be used for long-range bombardment.&lt;br /&gt;
* Damage from the flamethrower, IC projectile, and [[Grenade:Napalm|napalm grenade]] now stack to do extra damage.&lt;br /&gt;
* The &amp;quot;Special&amp;quot; command switches between the Flamethrower and IC.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Spy|Spy]]===&lt;br /&gt;
* Spies cloak instead of feign, they can move around while cloaked to a limited degree. An unmoving cloaked Spy is completely invisible.&lt;br /&gt;
* Spies can sabotage buildings by going up to them. Sabotaged buildings behave erratically; sentry guns can be turned onto their own team and dispensers detonated.&lt;br /&gt;
* Spies can fall greater distances without making a noise.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Engineer|Engineer]]===&lt;br /&gt;
* Sentry and dispensers are now selectable in the weapon slots.&lt;br /&gt;
* [[Sentry Gun]]s can be aimed at whatever the crosshair is pointing at.&lt;br /&gt;
* [[Rail Gun]] can be charged up and now fires a bouncing projectile that becomes more powerful with each bounce. It also ignores armor.&lt;br /&gt;
* If charged for 3.333 seconds, the Rail Gun will give the user 40 cells.&lt;br /&gt;
&lt;br /&gt;
==Weapon Changes==&lt;br /&gt;
&lt;br /&gt;
* Nails travel faster than before.&lt;br /&gt;
* Explosion range on many weapons has been reduced (the exact amount differs between weapons)&lt;br /&gt;
&lt;br /&gt;
==Movement changes==&lt;br /&gt;
* Bunnyhopping no longer requires a script or mousewheel to time jumps; simply press and hold jump before each jump.&lt;br /&gt;
* You can now double jump to greater heights by jumping off the floor twice in quick succession.&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Owoc</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=8937</id>
		<title>Class:Scout</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=8937"/>
		<updated>2009-01-19T18:00:17Z</updated>

		<summary type="html">&lt;p&gt;Owoc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:scout_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Scout&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| 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: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Very High&amp;lt;/span&amp;gt;&lt;br /&gt;
| role = &amp;lt;span style=&amp;quot;color: limegreen&amp;quot;&amp;gt;Offense&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 75&lt;br /&gt;
| armtype = [[Armour:Green|Green]]&lt;br /&gt;
| armspawn = 25&lt;br /&gt;
| armmax = 50&lt;br /&gt;
| maxspeed = 420&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 3&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 25&lt;br /&gt;
| shellsmax = 50&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 100&lt;br /&gt;
| nailsmax = 200&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 10&lt;br /&gt;
| cellsmax = 40&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = Yes&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Scout&lt;br /&gt;
| classintro =&lt;br /&gt;
The Scout is addicted to caffeine pills, and probably has a metabolism rate on par with that of how fast a rabbit breeds. He is the speed demon of Fortress Forever, moving past enemy defenses so fast that all the enemy sees is a blur. The Scout&amp;#039;s extreme speed requires that he be lightly armed and armored. Scouts are best used for capturing the enemy Flag; they are ill-equipped to fight in a defensive or offensive role as they are always outgunned in fights. The Scout is for the person who likes dodging and faking out enemies into letting their guard down so he can get in, secure the objective, and get out.&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Disguise Removal&lt;br /&gt;
|description=&lt;br /&gt;
A Scout can remove an enemy Spy&amp;#039;s disguise by coming into contact with them. The enemy Spy&amp;#039;s HUD will show &amp;#039;&amp;#039;&amp;quot;Your disguise has been removed!&amp;quot;&amp;#039;&amp;#039;. The [[Class:Spy|Spy]] also possesses this ability.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Detpack Defusion&lt;br /&gt;
|description=&lt;br /&gt;
Scouts can disable [[Weapon:Detpack|Detpacks]] by touching them, even if they are about to go off.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Concussion jumping&lt;br /&gt;
|description=&lt;br /&gt;
The Scout has [[Grenade:Concussion|Concussion Grenades]] as part of his arsenal, which allows him to Conc Jump (using the grenade&amp;#039;s push to gain additional speed and height). See the [[Jumping_Skills#Concussion_jumps|concussion jumping]] article for more information on Conc Jumping.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Jump Pad (aka Man Cannon)&lt;br /&gt;
|description=&lt;br /&gt;
The Scout has [[:Category:Buildables#Jump_Pad|The Jump Pad or Man Cannon]] at his disposal, building this will allow the [[:Reference:Armor#Medium_Armor|Medium]] and [[:Reference:Armor#Heavy_Armor|Heavy]] Armored classes get to the enemy base faster and more efficiently.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Fall Damage Resistance&lt;br /&gt;
|description=&lt;br /&gt;
Because of his agility and speed, a scout only takes half damage from falls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The crowbar gives a good whacking but is only advisable against weak opponents. However this doesn&amp;#039;t stop it from being the weapon of choice of many mad scouts.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The single-barreled shotgun is the scout&amp;#039;s most potent weapon against other players. Useful if you come across somebody who is near death, but practically suicide in all other situations.&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 scout&amp;#039;s best chance at taking down buildings lies within this handy nail-firing gizmo. Sometimes though you&amp;#039;re just better out-pacing those sentry guns.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[:Category:Buildables#Jump_Pad|Jump Pad (aka Man Cannon)]]&lt;br /&gt;
|imgsrc=Jump_Pad.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The Jump Pad or Man Cannon is one of the scouts best weapons. Building one in a strategic position will allow for heavier classes to reach the enemy base quickly and efficiently. &lt;br /&gt;
}}&lt;br /&gt;
|grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
|imgsrc=G_co_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The infamous concussion grenade. Used for two things - disorientation and jumping. Throw the concussion grenade at an enemy and they will be pushed back by its force with their head spinning.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use your concussion grenades to launch yourself across the maps. See [[Concjumping]] for more information.&lt;br /&gt;
}}&lt;br /&gt;
| changesinfo =&lt;br /&gt;
The Scout&amp;#039;s special ability in TFC was a text message that showed you a vague location of both flags. It stated whether the flag is in the base, dropped, or being carried. This has been replaced by the much more useful [[:Category:Buildables#Jump_Pad|Jump pad (aka Man Cannon)]].&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
The Scout&amp;#039;s Special Command builds and / or if one is built destroys the Man Cannon.&lt;br /&gt;
| ability1 = &lt;br /&gt;
*&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Jump Pad (aka Man Cannon)&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;Scouts are equipped with a Man Cannon which provides a &amp;quot;ramp&amp;quot; usable by all players in the game (enemy and friendly). The Man Cannon takes approximately 1 second to build and will remain in position for a total of 60 seconds. The scout is given one Man Cannon per life similar to the dispenser for the demoman.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability2 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Disguise Removal&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;A Scout can remove an enemy Spy&amp;#039;s disguise by coming into contact with them. The enemy Spy&amp;#039;s HUD will show &amp;quot;Your disguise has been removed!&amp;quot;. The [[Class:Spy|Spy]] also possesses this ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability3 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Detpack Defusion&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;Scouts can disable [[Weapon:Detpack|Detpacks]] by touching them, even if they are about to go off.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability4 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Concussion jumping&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;The Scout has [[Grenade:Concussion|Concussion Grenades]] as part of his arsenal, which allows him to Conc Jump (using the grenade&amp;#039;s push to gain additional speed and height). See the [[Grenade:Concussion|Concussion Grenade&amp;#039;s]] article for more information on Conc Jumping.&amp;lt;/p&amp;gt;&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Playing As Scout====&lt;br /&gt;
&lt;br /&gt;
* The Scout&amp;#039;s best asset is his speed. Avoiding combat is typically the Scout&amp;#039;s only viable option as nearly every other class outguns him.&lt;br /&gt;
&lt;br /&gt;
* Some people like to play &amp;quot;Crowbar Jedi&amp;quot; and only use the crowbar as the Scout&amp;#039;s means of attack - even against targets typically killed from a range such as [[Sentry_Gun#Sentry_Gun|Sentry Guns]]. Playing as a Crowbar Jedi takes skill; however, once it is mastered the Scout&amp;#039;s speed gives him a significant advantage in melee classes that can allow a Scout to put other medium classes to shame in short order.&lt;br /&gt;
&lt;br /&gt;
* The Scout&amp;#039;s [[Grenade:Concussion|Concussion Grenades]] are used by most players for flying high and fast, but they can also be used to induce the Conced effect in enemies and push them out of your way.&lt;br /&gt;
&lt;br /&gt;
* One of the Scout&amp;#039;s best techniques is jumping when a splash damage weapon goes off near him for a speed and height boost (an effect similar to conc-jumping). Since Soldiers are typically the Scout&amp;#039;s worst enemy, the technique of &amp;quot;rocket riding&amp;quot; (jumping just as a rocket is about to hit the ground and using the splash damage to fly up into the air) permits a Scout to get around or above a Soldier in wide open areas.&lt;br /&gt;
&lt;br /&gt;
* Your Man Cannon is one of your most powerful weapons. When used properly and strategically it can help your heavier team mates get to the enemy base without loosing health. Remember it&amp;#039;s better to have a heavy class in the enemy base with you then trying to do it by your self. &lt;br /&gt;
&lt;br /&gt;
* Scouts are more powerful than people think if they are used correctly. The speed of the scout can not only help outrun opponents but also sentry guns. There are maps where a sentry gun can&amp;#039;t even lock in on you before you are gone with the flag/done doing what you came to do. In some cases, the combination of concing and bunnyhopping will get you by the SG with only a couple shots taken.&lt;br /&gt;
&lt;br /&gt;
* As a Scout, you have to be smart. Stupid scouts make stupid mistakes. ALWAYS follow your teammate and keep track of what they are doing. Look at who was just killed and in what way to make sure you don&amp;#039;t get treated the same way. Keep your distance from your friends/foes after their death because your speed may take you over their dead bodies, but it won&amp;#039;t help you with an exploding grenade in your face.&lt;br /&gt;
&lt;br /&gt;
* Use your concussion grenades intelligently. They can be used to make AWESOME jumps that free up the flag, but there are many more uses for them. Don&amp;#039;t forget that when running by an opposing defender, try tossing a conc behind them and they will fly right past you. Keep in mind, however, that FF has soldiers who are well aware of the effects of concussion grenades and can still aim with the conc in effect. Here is where your intelligence comes into play.&lt;br /&gt;
&lt;br /&gt;
* Play like a boxer, always keep moving and use your speed to fake your opponents out. A sentry is your friend. No really, if you circle strafe around a sentry gun, it cannot keep up with you. Use your nailgun to keep shooting at it until it is out of energy to keep up with you, but remember that the SG explosion will hurt you as well, make sure you are farther away from it then when you started strafing around it.&lt;br /&gt;
&lt;br /&gt;
* Keep in mind that while you concussion jump you can change direction in mid air. This is key on some maps like epicenter and even openfire as you can conc from the water all the way to the button.&lt;br /&gt;
&lt;br /&gt;
* The best tip, once again, is play smart and use your heavies. It all depends how carefully you use your skills. To be as good as possible, without any other help, you must think like a scout. Would you walk into an alley filled with pissed off people who hold guns and are ready to beat your ass if you were a skinny guy with nothing but a knife? No - so bring all you have to the table and trust your teammates to help do the rest.&lt;br /&gt;
&lt;br /&gt;
=====How to be a killer Scout=====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;by Rfinersfire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
# Learn to enjoy moving around. You&amp;#039;re going to die a lot, and probably not kill anything. However, you&amp;#039;re going to see the flag more than anyone else on the map.&lt;br /&gt;
# Use all your concs to jump around the map quickly. Speed is your deadliest weapon.&lt;br /&gt;
# Learn to &amp;#039;skim&amp;#039; off a conc jump - jump when you hit the ground to maintain some of that speed.&lt;br /&gt;
# Distract your enemy. If a soldier wastes 4 rockets trying to hit your speedy butt, thats 4 rockets your teammates don&amp;#039;t have to take.&lt;br /&gt;
# Avoid the enemy where possible. If a defender dies, you know his position will be open. Attack straight after a teammate so the enemy is distracted. Once you&amp;#039;re past an enemy, he can&amp;#039;t catch up.&lt;br /&gt;
# Seek out and find all the possible conc jumps you can. Practice them for hours on end. Speed cap the flag. Speed cap the command points. Find the perfect timing for all your concs. Know exactly where you need to prime the conc in order to jump right when you reach the place you want to jump from. Make sure you never have to wait for a conc to go off.&lt;br /&gt;
# If at first you don&amp;#039;t succeed, try again. Just make as many perfect runs as you can at the NME flag. Go fast fast fast. Sooner or later they&amp;#039;ll mess up, and you&amp;#039;ll get that cap.&lt;br /&gt;
# Tell your team where things are. Constantly communicate about NME positions, and weaknesses you can see. Call for backup when you need that sentry gun taking out.&lt;br /&gt;
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====Playing Against A Scout====&lt;br /&gt;
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Scouts are fast as the wind yet as fragile as glass. Accuracy is key when fighting against a Scout. [[Class:Soldier|Soldiers]] are one of the Scout&amp;#039;s worst assailants; even when conced, a Soldier can just run next to a Scout and fire his [[Weapon:RPG|RPG]] downwards. While the Soldier will receive some damage, the Scout can survive far fewer [[Ammo:Rocket|Rocket]] hits than the Soldier can. Don&amp;#039;t waste ammo on trying to hit a scout far away. Wait for the right moment when he gets close.&lt;br /&gt;
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A Scout can typically survive two Soldier rockets, so experienced Sollys make a point of knocking a Scout up into the air with the first rocket and finishing them off with the second one or with a few Super Shotgun blasts.&lt;br /&gt;
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The more space a Scout has to move around, the lower chances most classes have of killing him. Placing defenses in tight areas will make it easier to stop a Scout from getting to vital areas in a map (such as the flag room in CTF maps).&lt;br /&gt;
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| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/19 Media Page]&lt;br /&gt;
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| furtherreading =&lt;br /&gt;
* How to perform [[Jumping_Skills#Concussion_jumps|concussion jumping]] with your concussion grenades.&lt;br /&gt;
* [[Movement_Skills|Movement skills]] to get around the battlefield quicker.&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Outdated Pages]]&lt;/div&gt;</summary>
		<author><name>Owoc</name></author>
	</entry>
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