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	<updated>2026-05-08T20:52:53Z</updated>
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		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Status_Effects&amp;diff=8896</id>
		<title>Category:Status Effects</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Status_Effects&amp;diff=8896"/>
		<updated>2008-09-22T06:46:40Z</updated>

		<summary type="html">&lt;p&gt;Ramones: /* Transmitting */ corrected &amp;quot;Expires naturally:&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
This page describes the different fates that might befall you in a typical game of Fortress Forever.&lt;br /&gt;
&lt;br /&gt;
==Dead==&lt;br /&gt;
[[Image:Corpse_sniper-2-.JPG|thumbnail|300px|A dead sniper.]]&lt;br /&gt;
You have been hurt in some awful way. This includes being shot, blown up, squashed, drowned, run over, poisoned, burnt, electrocuted, zapped by lasers, gassed, frozen, stabbed, beaten to death, or somehow killed by a tranquilizer needle.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Concussed==&lt;br /&gt;
[[Image:concedicon.jpg|thumbnail|300px|Concussed tracers or something]]&lt;br /&gt;
Concussion is inflicted by concussion grenades going off nearby. The effect is made up of two parts:&lt;br /&gt;
* Your head is jerked away from the source of the blast. This only happens if it is not &amp;#039;&amp;#039;your&amp;#039;&amp;#039; concussion grenade exploding, since your in-game persona is able to anticipate the explosion and has braced themselves for the blast.&lt;br /&gt;
* Your view starts swaying around in a disorienting manner. This lasts approximately a quarter of a minute for most classes except the medic and scout, for whom it lasts about half that time. The swaying effect gradually fades away and is only a hindrance for a fraction of that time.&lt;br /&gt;
&lt;br /&gt;
The conc effect is not an illusion - you will not be shooting at the crosshairs at the center of the screen. You will fire where your concussed self is throwing your weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (7 seconds medic and Scout, 15 seconds all other classes)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Crippled==&lt;br /&gt;
[[Image:legbroken.jpg|thumbnail|300px|Crippled HUD icon]]&lt;br /&gt;
Leg damage is cumulative and can be dealt with a small selection of weapons including Caltrops and the Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
When crippled, a player can be slowed to the figure of 40% of the class speed. Each class is slowed relative to its regular speed. Cripping can be anywhere in the range of 0-60%; 0% when unhindered, 60% when fully injured.&lt;br /&gt;
&lt;br /&gt;
For example: If a Soldier receives several legshots, he will receive a 60% movement penalty, and consequently move at 240 units * 0.4 = 96 units per second.&lt;br /&gt;
&lt;br /&gt;
Crippling is permanent if left untreated. If the affected player picks up health or is healed by a medic, the injury is cured.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; No&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Receiving health by any means (medic, health pack, goal, etc.)&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hallucinations==&lt;br /&gt;
[[Image:gassedview.jpg|thumbnail|300px|Midway through an hallucination]]&lt;br /&gt;
Hallucinations are triggered by the spy&amp;#039;s toxic gas grenade cloud and last for approximately a quarter of a minute.&lt;br /&gt;
&lt;br /&gt;
During the hallucination your vision will go a green cloudy effect, which isn&amp;#039;t very nice. You may notice a number of other visual abnormalities as well:&lt;br /&gt;
&lt;br /&gt;
* Other players and buildings may appear the wrong colour.&lt;br /&gt;
* HUD readouts (health, ammo) may be wrong.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (15 seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==Immune==&lt;br /&gt;
[[Image:immune.jpg|thumbnail|300px|An immune player. Notice the white dots.]]&lt;br /&gt;
Players that have been infected by an enemy Medic, when healed by a friendly Medic, have a very brief Immunity from Infection.&lt;br /&gt;
&lt;br /&gt;
* Immune players are surrounded by a cloud of glowing white dots.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes, 10 seconds.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Infected==&lt;br /&gt;
[[Image:infectedplayer.jpg|thumbnail|300px|An infected player. Notice the green spots behind him.]]&lt;br /&gt;
Players receiving damage from an enemy medic&amp;#039;s medikit become infected, providing they do not possess temporal Immunity.&lt;br /&gt;
&lt;br /&gt;
* Infections drain health by 8 units approximately every 2 seconds.&lt;br /&gt;
* Infected players cough, splutter and groan intermittently; this is audible to anyone close enough to hear it (it serves as an indicator to stay away!).&lt;br /&gt;
* Infected players are surrounded by a cloud of glowing green dots.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; No, only on death&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics, and medpacks that are tossed by Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==On Fire==&lt;br /&gt;
[[Image:onfire.jpg|thumbnail|300px|Through the eyes of a burning player. Notice the red tint of the screen.]]&lt;br /&gt;
Skin and clothes are unfortunately flammable and most of the Pyro&amp;#039;s weapons can set them alight in one form or another. You will notice yourself being on fire by the gradual red misting of your vision and the yelping of agonising pain.&lt;br /&gt;
&lt;br /&gt;
The flamethrower, incendiary cannon and napalm grenades all hurt in different ways, therefore the more of these that have affected you the more you will be on fire and the more damage will be done to your health (and the louder you will be screaming).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics, water&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tranquilized==&lt;br /&gt;
[[Image:Tranqed.jpg|thumbnail|300px|The drooping eyelids and blurry vision marks a tranquilized person]]&lt;br /&gt;
If you should find yourself with one of the spy&amp;#039;s tranquilizer darts sticking into your backside then you will soon be feeling quite sleepy. The effects of the tranquiliser include reduced vision and slower movement.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Transmitting==&lt;br /&gt;
[[Image:transmitting.jpg|thumbnail|300px|Your position is being transmitted for all to see]]&lt;br /&gt;
When struck by an enemy Sniper&amp;#039;s Sniper Rifle shot, a radio transmitter is lodged into whichever bone or organ the bullet penetrated.&lt;br /&gt;
&lt;br /&gt;
Transmitting players emit radio waves that can be picked up by the sniper who fired the shot. Allies of the sniper can also pick up the radio signals. Players receiving the location of a tagged player display the tagged player in a manner that is similar to the Scout&amp;#039;s Radar.&lt;br /&gt;
&lt;br /&gt;
* Transmitting players send out signals for 15 seconds before the tag runs out of battery.&lt;br /&gt;
* Transmitting players send out their position every 0.25 seconds.&lt;br /&gt;
* Transmitting players send out their position to all enemies inside a range of 1024 units (26 meters). &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (30 seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navigation Playing the Game}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Ramones</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Buildables&amp;diff=8895</id>
		<title>Category:Buildables</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Buildables&amp;diff=8895"/>
		<updated>2008-09-22T06:24:14Z</updated>

		<summary type="html">&lt;p&gt;Ramones: /* Jump Pad */ updated push value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
As you travel around Fortress Forever maps you may occasionally come across a buildable structure. There are three types of building; the [[#Dispenser|dispenser]] is a passive structure that supplies ammo and armour to friendly players, The [[#Sentry Gun|sentry gun,]] an aggressive structure armed with weapons that will attack enemy units, and the [[#Jump Pad|jump pad or man cannon,]] a passive structure that servers as a &amp;quot;ramp&amp;quot; for any class that touches it. These are described in more detail in the sections below. This manual page describes who builds them and their uses.&lt;br /&gt;
&lt;br /&gt;
==Deploying buildings on the battlefield==&lt;br /&gt;
[[Image:engiemenu2.gif|thumb|[[Class:Engineer|Engineer&amp;#039;s]] [[HUD#Context Menu|context menu]] menu being used to build.]]&lt;br /&gt;
Deploying buildings is a unique ability belonging to the [[Class:Engineer|Engineer]]. &lt;br /&gt;
&lt;br /&gt;
Each engineer can deploy one of each structure on the battlefield at a time. They can build new ones at any time (providing they have enough cells) if the existing building is destroyed, dismantled or remotely detonated.&lt;br /&gt;
&lt;br /&gt;
When playing as engineer, the building options are reached using the engineer&amp;#039;s [[HUD#Context Menu|context menu]] (default: right mouse button). Before you have any buildings on the battlefield, only &amp;#039;&amp;#039;Build Sentry&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Build Dispenser&amp;#039;&amp;#039; are available, and the rest are grayed out. You need to have enough cells (from picking up armour and ammo bags) in order to build either building, and so therefore even these options may be grayed out.&lt;br /&gt;
&lt;br /&gt;
Selecting one of these will put you in build mode; a ghost image of the building will appear in front of you to show where the building would be deployed. If the position is invalid then an error symbol will show instead. You can move around until you find the perfect position. Press the fire button (default: left mouse button) once to start building.&lt;br /&gt;
[[Image:maintaining.jpg|thumb|Maintain a buildable by hitting it with your Wrench.]]&lt;br /&gt;
&lt;br /&gt;
==Maintaining buildings on the battlefield==&lt;br /&gt;
&lt;br /&gt;
Buildings have health levels and will be destroyed if they take too much damage. As engineer you can repair both your own and other people&amp;#039;s buildings by hitting them with your spanner. This will top up their health back to maximum.&lt;br /&gt;
&lt;br /&gt;
Hitting buildings with your spanner has an additional secondary effect on each type of building. The secondary effects are:&lt;br /&gt;
* adding your ammo to the dispenser.&lt;br /&gt;
* restocking sentry ammo and upgrading to a more powerful level.&lt;br /&gt;
&lt;br /&gt;
These are both described in more detail in the sections below.&lt;br /&gt;
&lt;br /&gt;
The context menu also provides options for dismantling and detonating either of your buildings. Dismantling has to be done while up close to your building, and will recoup half of the cell cost. Buildings can be detonated at any range; the resulting explosion can be very powerful if the dispenser or sentry gun had enough ammo in it.&lt;br /&gt;
&lt;br /&gt;
==Building sabotage==&lt;br /&gt;
[[Image:spymenu2.gif|thumb|[[Class:Spy|Spy&amp;#039;s]] [[HUD#Context Menu|context menu]] menu being used to sabotage.]]&lt;br /&gt;
Enemy [[Class:Spy|spies]] have the ability to sabotage the other team&amp;#039;s buildings. This is done by sneaking up to the building and standing nearby with your crosshair on it. A timer will display to show how long the sabotage is taking.&lt;br /&gt;
&lt;br /&gt;
Once the sabotage bar completes, the building is now in a state of &amp;#039;&amp;#039;sabotage&amp;#039;&amp;#039;. This is a state where the building does not work properly; the sentry gun accuracy is reduced and the dispenser will remove armour instead of giving it. The spy can now remotely trigger the secondary sabotage mode via their [[HUD#Context Menu|context menu]] (default: right mouse button). This will detonate any of their sabotaged dispensers and set any sabotaged sentry guns to fire against their own team.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dispenser==&lt;br /&gt;
[[Image:Dispencer.jpg|thumbnail|300x300px|The dispenser]]&lt;br /&gt;
Dispensers hold ammo and give both ammo and armour to friendly players who come near. Dispensers are built with a basic amount of suppies and gradually self-charge with ammo. Engineers can also add ammo into the dispenser by hitting it with the spanner or having allies throw ammo backpacks at it.&lt;br /&gt;
&lt;br /&gt;
Dispensers will send an alert message to their owner if an enemy player gets too close, even if they are a disguised spy. This can make dispensers helpful for early-warning or detection systems.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Build cost:&amp;#039;&amp;#039;&amp;#039; 100 cells&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; 150&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Build time:&amp;#039;&amp;#039;&amp;#039; 2 seconds&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Primary sabotage effect:&amp;#039;&amp;#039;&amp;#039; Takes armour instead of giving it&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Secondary sabotage effect:&amp;#039;&amp;#039;&amp;#039; Detonates&lt;br /&gt;
&lt;br /&gt;
Maximum storage: 400 [[Reference:Ammo#Shell|shells]], 600 [[Reference:Ammo#Nail|nails]], 400 [[Reference:Ammo#Cell|cells]], 300 [[Reference:Ammo#Rocket|rockets]], 500 [[Armor|armour]].&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sentry Gun==&lt;br /&gt;
Sentry guns will fire automatically at enemy players who come within range. Sentry guns can be upgraded to three different levels. To upgrade, hit the sentry gun with the spanner when you have at least 130 cells. The upgrade process is instantaneous.&lt;br /&gt;
&lt;br /&gt;
Sentries will begin making sonar noises when a Spy is nearby.&lt;br /&gt;
&lt;br /&gt;
The difference between the levels is as follows:&lt;br /&gt;
* Level One&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; 150&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Dismantle Value:&amp;#039;&amp;#039;&amp;#039; 65 cells&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Weapon Details:&amp;#039;&amp;#039;&amp;#039; One small gun&lt;br /&gt;
* Level Two&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; 180&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Dismantle Value:&amp;#039;&amp;#039;&amp;#039; 130 cells&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Weapon Details:&amp;#039;&amp;#039;&amp;#039; One minigun&lt;br /&gt;
* Level Three&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; 210&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Dismantle Value:&amp;#039;&amp;#039;&amp;#039; 195 cells&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Weapon Details:&amp;#039;&amp;#039;&amp;#039; Two miniguns, two barrel mounted rocket propelled grenade launchers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other sentry gun information:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Initial Build time:&amp;#039;&amp;#039;&amp;#039; 3 seconds&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Primary sabotage effect:&amp;#039;&amp;#039;&amp;#039; Reduced accuracy&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Secondary sabotage effect:&amp;#039;&amp;#039;&amp;#039; Fires on own team&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sentry Gun Bullet Push:&amp;#039;&amp;#039;&amp;#039; 15&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sparks When Low on Health:&amp;#039;&amp;#039;&amp;#039; When below 50% health, a player&amp;#039;s sentry gun will spark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;The three sentry gun levels&amp;quot; widths=&amp;quot;200px&amp;quot; heights=&amp;quot;200px&amp;quot; perrow=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
Image:Sg1.gif|Level One&lt;br /&gt;
Image:Sg2.gif|Level Two&lt;br /&gt;
Image:Sg3.gif|Level Three&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jump Pad==&lt;br /&gt;
[[Image:jumpinpag.gif|thumbnail|300x300px|The Jump Pad]]&lt;br /&gt;
The Jump Pad (aka Man Cannon) can be built by the [[:Class:Scout|Scout]]. The Man Cannon is built by using the special ability button (mouse2 by default). Once it has been deployed it is invulnerable to attack from [[:Reference:Weapons|weapons,]] [[:Reference:Grenades|grenades,]] or any other damaging ability, and can only be detonated by the [[:Class:Scout|Scout]] who built it. &lt;br /&gt;
&lt;br /&gt;
Any player may use a scout&amp;#039;s Man Cannon, regardless of class or team. Remember this when building a Man Cannon as you may inadvertently be helping out your enemies! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Man Cannon information:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Initial Build time:&amp;#039;&amp;#039;&amp;#039; 1 Second&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Push Value:&amp;#039;&amp;#039;&amp;#039; 1024&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Life Cycle:&amp;#039;&amp;#039;&amp;#039; A Man Cannon self destructs after 60 seconds. However as a [[:Class:Scout|Scout]] you may detonate it at anytime.&lt;br /&gt;
{{Navigation Playing the Game}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Ramones</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Pyro&amp;diff=8894</id>
		<title>Class:Pyro</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Pyro&amp;diff=8894"/>
		<updated>2008-09-22T06:15:08Z</updated>

		<summary type="html">&lt;p&gt;Ramones: corrected napalm grenade amount&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:pyro_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Pyro&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| healthmax = 100&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 50&lt;br /&gt;
| armmax = 150&lt;br /&gt;
| maxspeed = 315&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| 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: orangered&amp;quot;&amp;gt;Hybrid&amp;lt;/span&amp;gt;&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Napalm|Napalm]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Flamethrower|Flamethrower]]&lt;br /&gt;
| slot5 = [[Weapon:Incendiary_Cannon|Incendiary Cannon]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Napalm|Napalm Grenade]]&lt;br /&gt;
| gren2atspawn = 4&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 20&lt;br /&gt;
| shellsmax = 40&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 50&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 170&lt;br /&gt;
| cellsmax = 200&lt;br /&gt;
| discardcells = No&lt;br /&gt;
| rocketsatspawn = 5&lt;br /&gt;
| rocketsmax = 20&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Pyro&lt;br /&gt;
| classintro =&lt;br /&gt;
A fireman gone horribly wrong, the Pyro is the chaos-causer of Fortress Forever. He carries a multitude of different flame-based weapons to set enemies alight and burn them all to death. He has the third highest armor in the game (after the HW Guy and Soldier) and is faster than all but the Scout and Medic. This combination of armor and speed allows the Pyro to operate efficiently in either an offensive role, defensive role, or maybe even somewhere in between. The map can also influence this choice. &lt;br /&gt;
&lt;br /&gt;
The Pyro&amp;#039;s main weapon is, fittingly, the [[Weapon:Flamethrower|flamethrower]]. It pumps out a continuous stream of flames and has a huge ammo reserve; allowing the Pyro to harass and control areas for extensive periods of time. He also packs an incendiary cannon and napalm grenades to complete his fiery repertoire. The incendiary cannon is useful at range and the grenades can set a small area ablaze. The main tools of a good Pyro are harassment and confusion. Although the changes to the Pyro in FF make him an effective killing machine, he is still good at being the team distraction. On offense, he can keep enemies preoccupied while the faster, more mobile classes (i.e. Scout and Medic) make their way to the objective untouched. On defense, he can serve as a sort of roamer, confusing and being a constant in thorn in the side of the enemy offense.&lt;br /&gt;
&lt;br /&gt;
While countless specific examples of what a Pyro can do could be given, it all boils down to the fact the Pyro&amp;#039;s main role is harassment and chaos-causing. If you&amp;#039;ve been looking for an outlet for that brewing pyromania, this is the class for you.&lt;br /&gt;
&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Actually useful.&lt;br /&gt;
&lt;br /&gt;
Incendiary Cannon rockets are affected by gravity, and their slow pace makes them closer to mortars than RPGs.&lt;br /&gt;
&lt;br /&gt;
IC + Napalm jumps are a bit trickier to time, but grant much better propulsion.&lt;br /&gt;
| abilities = &lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Quickswitch&lt;br /&gt;
|description=&lt;br /&gt;
Right clicking changes between the Flamethrower and the Incendiary Cannon, making it easy to get somebody to level 2 burn and [[Pyro_Jump|Pyro Jump]]!&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name=Fire-Retardant&lt;br /&gt;
|description=&lt;br /&gt;
A Pyro cannot be lit on fire. He still takes full damage from flame-based weapons, however.&lt;br /&gt;
}}&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
|imgsrc=W_cb_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It&amp;#039;s a good humiliation tool for someone who is about to die, however.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The regular shotgun is a surprisingly useful addition to the pyro&amp;#039;s arsenal. While definitely not a main weapon, a few quick shots can kill that low-health scout who is out of range of your flame weaponry and is about to disappear with your flag.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Flamethrower|Flamethrower]]&lt;br /&gt;
|imgsrc=W_ft_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
The signature weapon of the pyro. It spews fire out to a medium range and lights enemies [[:Category:Status_Effects#On_Fire|ablaze]]. The flame stream does considerable damage by itself, but it works best when combined with the stacking damage over time effects of the pyro&amp;#039;s other flame weaponry. It holds a maximum of 200 cells and thus can be fired continuously for an long period of time.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Incendiary_Cannon|Incendiary Cannon]]&lt;br /&gt;
|imgsrc=W_rp_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=&lt;br /&gt;
This could be considered the pyro&amp;#039;s other &amp;quot;main weapon.&amp;quot; It works somewhat like the rocket launcher. However, the projectiles fire in an arc and don&amp;#039;t do as much damage as a rocket. However, it has a large splash radius that sets enemies on fire. This is often used as an opener or if you can&amp;#039;t close in on your opponent. It also serves as a means of propulsion for the pyro, who can IC jump similar to the soldiers rocket jump, but doesn&amp;#039;t take nearly as much damage.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. &lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Napalm|Napalm Grenade]]&lt;br /&gt;
|imgsrc=G_np_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Since the addition of flame damage stacking, these are arguably the Pyro&amp;#039;s main grenade. He spawns with 2 every life, so make good use of them. A Napalm Grenade has an initial explosion that deals substantial damage and then a bunch of flaming balls (for lack of a better word) scatter around the ground where the grenade exploded. These deal continued damage over time and light any enemy that walks through it on fire. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Flamethrower|Flamethrower]].&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
====Damage Stacking====&lt;br /&gt;
The Pyro&amp;#039;s weapons will &amp;quot;stack&amp;quot; damage if they are causing burns at the same time.  He can achieve level 1, level 2 or level 3 burn damage rates. Burn level 1 is a mild annoyance, where as burn level 3 is almost a guaranteed kill in most cases. To do this, Pyro must use all of his flame weapons in a very brief time.  He can still do serious damage to lighter classes like Medic or Demoman by using only level 2 burn.  However, to kill a soldier or heavy weapons guy quickly, light them to burn level 3.  The most effective tactic is to first prime a napalm grenade, shoot an Incendiary Cannon round, throw the primed napalm grenade and finally light enemy with flamethrower.  This will make the enemy scream like a banshee and can take out a Heavy Weapons Guy in only a couple seconds. &lt;br /&gt;
&lt;br /&gt;
====Weapon Jumping====&lt;br /&gt;
The Pyro can also make use of his incendiary cannon and napalm grenades to achieve a very effective means of self-propulsion. Shooting oneself with the incendiary cannon (IC) will provide a small, but significant height gain. Using the IC alone can clear most important areas and is also useful for starting a quick bunnyhop. If you find yourself in need of more height, add a napalm grenade to the mix. Although the timing can be a bit tricky, an IC + napalm grenade jump can propel the Pyro to great heights. This is accomplished by priming a napalm grenade and then doing an IC jump right before the grenade goes off. If timed properly, the combined force of the cannon and the grenade will give an extreme vertical boost. This tactic seems most effective with basic vertical jumps, but it may be possible to apply it to horizontal or arcing jumps. The pyro can also push himself around backwards (and upwards if you face downwards) with the flamethrower.&lt;br /&gt;
&lt;br /&gt;
The pyro can also jump to great heights using only his flamethrower as a propellant by &amp;#039;double jump&amp;#039;. Normally this is done by jumping from a lower surface on to a higher one and then jumping as you land, allowing you to jump even higher. It is most commonly used on ramps. The pyro can execute this on flat land with his flamethrower by pointing straight up while firing, jumping, continuing to hold attack down as you are forced back on to the ground. As you hit, jump again (or queue a jump up) and point your flamethrower straight down at the ground and continue firing. If executed correctly you will jump incredibly high. This can also be used in conjunction with other movement tools, such as bunnyhopping and flamepushing.&lt;br /&gt;
&lt;br /&gt;
====Keeping Yourself Alive====&lt;br /&gt;
For all the havoc and damage a Pyro can wreak, there are plenty of things that will end him before he even gets started. The biggest weaknesses of the Pyro are EMP Grenades, Sentry Guns, and long range battles. An EMP Grenade will instantly kill a Pyro with full (or almost full) ammunition. The many cells he carries in his flamethrower make him a prime target. In order to survive EMP grenades, you should empty your flamethrower to about half-ammo (100 cells). Start this when you spawn and usually by the time you make it to the enemy base, you should have about 100 cells left. The 100 cells remaining are plenty of ammo. Emptying your flamethrower ammunition should allow you to survive at least one EMP. It tends to leave you with barely any health, but the important fact is that you&amp;#039;re alive.&lt;br /&gt;
&lt;br /&gt;
Sentry Guns present another problem for the Pyro. They are often in high places at a range the pyro cannot effectively attack. Your best bet with sentry guns is to find a way around them, figure out how to get into close range in order to circle strafe it to death with your flamethrower, shoot rockets at it, or lob grenades at it (assuming your grenades can reach it).&lt;br /&gt;
&lt;br /&gt;
The final big weakness is related to the sentry gun problem. By his very nature, the Pyro is a close-quarters combatant. The IC is a terrible weapon for long-range damage (it is best used for harassment and setting up combos) and the shotgun is out of the question for long range combat. The best solution for this problem is to choose your battles wisely and learn how to navigate through enemy fire to close the gap quickly. The Pyro&amp;#039;s has a big speed advantage over most defensive classes. Use it wisely.&lt;br /&gt;
&lt;br /&gt;
====Offensive Pyro====&lt;br /&gt;
As an offensive Pyro, you are a master at attacking an enemy&amp;#039;s base, thanks to the Flamethrower. Use it to fly to the enemy&amp;#039;s base, utilizing &amp;quot;shortcuts&amp;quot; (such as bypassing stairs by flying directly to what the stairs connect) and avoiding everybody that tries to attack you on the way. If somebody won&amp;#039;t get out of your face, hit them with the Flamethrower and an IC rocket. Being on level 2 burn should either cause them to bolt back to resupply or die soon. When you&amp;#039;re in the enemy&amp;#039;s base, start throwing Napalm Grenades where you go, especially in cramped halls. Enemies can&amp;#039;t pass them without getting set on fire, forcing them to take an alternate route, but you can fly through them with no problem.  If you&amp;#039;re in an enclosed area, run to the flag and lob rockets at anybody that gets in your way. Once you grab the flag, equip your Flamethrower and get out! If you threw Napalm Grenades at key areas, there probably won&amp;#039;t be any enemies behind or near them, so fly through the grenades. Since you&amp;#039;ve woken up the entire base, staying back to fight is suicide, so fly outta there ASAP! Getting to a cap point should be easy, as your Flamethrower will probably give you enough elevation to bypass stairs and fly directly to the point.&lt;br /&gt;
&lt;br /&gt;
====Defensive Pyro====&lt;br /&gt;
The defensive Pyro does best in spots where enemies cannot easily avoid or move past him. Stay away from wide, open areas. Enemy scouts and medics will easily conc jump by you, making you pretty much worthless. Stay in areas where enemies are forced to slow down or move in a predictable route. Also, don&amp;#039;t worry about killing them, but try to achieve at least a level 2 burn on anyone that goes by you. It will severely injure them by the time they get to the rest of the defense.&lt;br /&gt;
&lt;br /&gt;
====Fighting other Pyros====&lt;br /&gt;
Since you&amp;#039;re both flame retardant, the fight will take a little longer than usual. The flamethrower will not ignite your opponent, but it still does 100% of the damage it would normally do. Use your Incendiary Cannon and Shotgun at range. Use the Shotgun to damage them from long range, then use your IC to throw them around once they get close to you. Do not waste napalm grenades on other Pyros, use your regular frag grenades.&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/5 Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
*Learn [[Pyro Jump|pyro jumping techniques]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Outdated Pages]]&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Ramones</name></author>
	</entry>
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