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	<id>https://www.fortress-forever.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Stephen</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=Stephen"/>
	<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Special:Contributions/Stephen"/>
	<updated>2026-05-08T20:40:55Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Railgun&amp;diff=4102</id>
		<title>Weapon:Railgun</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Railgun&amp;diff=4102"/>
		<updated>2007-11-30T05:46:35Z</updated>

		<summary type="html">&lt;p&gt;Stephen: /* Special */  added railjump info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
FF&amp;#039;s railgun is a fairly big departure from TFC&amp;#039;s.  The FF railgun can be charged by the engineer, shoots faster projectiles, the projectiles knock people around inflicting damage via visceral jolts.  Railgun damage isn&amp;#039;t absorbed by armour as effectively, so it is useful against heavier targets.&lt;br /&gt;
&lt;br /&gt;
This gives the engineer a more useful backup role against heavies (in cooperation with their own heavy defenders) and allows the engineer to defend his sentry gun when players approach corners intent on stealthily taking down a sentry.  It also means a skilled railgun user can knock half of a player&amp;#039;s health off with a fully charged shot.  Obviously this will probably all be tweaked on testing.&lt;br /&gt;
&lt;br /&gt;
==Minimum Charge Damage==&lt;br /&gt;
* 30, with normal armour absorption.&lt;br /&gt;
&lt;br /&gt;
==Maximum Charge Damage==&lt;br /&gt;
* 50, with zero armour absorption (i.e. taken straight from the wounded player&amp;#039;s health, armour is ignored).&lt;br /&gt;
&lt;br /&gt;
==Charge==&lt;br /&gt;
* Reaching full charge takes 7 seconds (same as the [[Weapon:Sniper Rifle|Sniper Rifle]]).  A full charge can be maintained for 5 further seconds after which it will dissipate.&lt;br /&gt;
&lt;br /&gt;
==Rate of Fire==&lt;br /&gt;
* The railgun can fire a projectile every 1 second.  However, these low charge shots are weak.&lt;br /&gt;
&lt;br /&gt;
==Speed of Projectile==&lt;br /&gt;
* 2500 units per second.&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
* [[Ammo:Nail|Nails]]&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
* ?  Same as whatever the rocket uses, I guess.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
* Pushes players around when used with a large charge.  At minimum charge, there is a very slight kick.  At maximum charge, it will provide an impulse big enough to move a heavy weapons guy around 100 units.  Lighter classes obviously will be jolted more severely. This can be used by engineers to get to hard-to-reach places in a rocket jump-like fashion. For example, a fully charged railgun shot at the engineer&amp;#039;s own feet will give him enough of a bump to jump on top of the midfield corridors on [[Map:well|ff_well]].&lt;br /&gt;
* Bypasses armour 100% when fully charged.&lt;br /&gt;
* Both of these effects increase in a linear fashion according to the charge.&lt;br /&gt;
* If the railgun is held at maximum charge for too long it will discharge, taking a small amount of health from the engineer operating it.&lt;br /&gt;
&lt;br /&gt;
==Animation==&lt;br /&gt;
[[Animation:Railgun|Railgun]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Projectile]]&lt;br /&gt;
{{Weapons}}&lt;/div&gt;</summary>
		<author><name>Stephen</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Railgun&amp;diff=4101</id>
		<title>Weapon:Railgun</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Railgun&amp;diff=4101"/>
		<updated>2007-11-30T05:42:59Z</updated>

		<summary type="html">&lt;p&gt;Stephen: /* Special */  added discharge damage info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
FF&amp;#039;s railgun is a fairly big departure from TFC&amp;#039;s.  The FF railgun can be charged by the engineer, shoots faster projectiles, the projectiles knock people around inflicting damage via visceral jolts.  Railgun damage isn&amp;#039;t absorbed by armour as effectively, so it is useful against heavier targets.&lt;br /&gt;
&lt;br /&gt;
This gives the engineer a more useful backup role against heavies (in cooperation with their own heavy defenders) and allows the engineer to defend his sentry gun when players approach corners intent on stealthily taking down a sentry.  It also means a skilled railgun user can knock half of a player&amp;#039;s health off with a fully charged shot.  Obviously this will probably all be tweaked on testing.&lt;br /&gt;
&lt;br /&gt;
==Minimum Charge Damage==&lt;br /&gt;
* 30, with normal armour absorption.&lt;br /&gt;
&lt;br /&gt;
==Maximum Charge Damage==&lt;br /&gt;
* 50, with zero armour absorption (i.e. taken straight from the wounded player&amp;#039;s health, armour is ignored).&lt;br /&gt;
&lt;br /&gt;
==Charge==&lt;br /&gt;
* Reaching full charge takes 7 seconds (same as the [[Weapon:Sniper Rifle|Sniper Rifle]]).  A full charge can be maintained for 5 further seconds after which it will dissipate.&lt;br /&gt;
&lt;br /&gt;
==Rate of Fire==&lt;br /&gt;
* The railgun can fire a projectile every 1 second.  However, these low charge shots are weak.&lt;br /&gt;
&lt;br /&gt;
==Speed of Projectile==&lt;br /&gt;
* 2500 units per second.&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
* [[Ammo:Nail|Nails]]&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
* ?  Same as whatever the rocket uses, I guess.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
* Pushes players around when used with a large charge.  At minimum charge, there is a very slight kick.  At maximum charge, it will provide an impulse big enough to move a heavy weapons guy around 100 units.  Lighter classes obviously will be jolted more severely.&lt;br /&gt;
* Bypasses armour 100% when fully charged.&lt;br /&gt;
* Both of these effects increase in a linear fashion according to the charge.&lt;br /&gt;
* If the railgun is held at maximum charge for too long it will discharge, taking a small amount of health from the engineer operating it.&lt;br /&gt;
&lt;br /&gt;
==Animation==&lt;br /&gt;
[[Animation:Railgun|Railgun]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Projectile]]&lt;br /&gt;
{{Weapons}}&lt;/div&gt;</summary>
		<author><name>Stephen</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Engineer&amp;diff=4100</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=4100"/>
		<updated>2007-11-30T05:15:31Z</updated>

		<summary type="html">&lt;p&gt;Stephen: added no teleporter info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page_Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class&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;
| healthmax = 90&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;
| 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;
Having only average speed and the second lowest armor and health, the Engineer is not well suited for gunning it out; however, he more than makes up for his shortcomings with his special ability to construct a [[Buildable:Sentry_Gun|Sentry Gun (SG)]], a stationary automated weapon that targets any enemy players it can detect, unleashing a hail of firepower at them. With a well-placed SG, an Engineer forms the backbone of a team&amp;#039;s defense, able to defend two points at once.&lt;br /&gt;
&lt;br /&gt;
Once built, a so-called [[Buildables:Level_1_Sentry_Gun|&amp;quot;Level 1&amp;quot; SG]] consists of a turreted machine gun, which is somewhat slow to lock on to enemies, inflicts fairly light damage and is easy to destroy. It can be &amp;quot;upgraded&amp;quot; by any Engineer of the same team who hits it with his [[Weapon:Spanner|Spanner]] (at the cost of 130 [[Ammo:Cell|Cells]]) to a [[Buildables:Level_2_Sentry_Gun|Level 2 SG]]. This replaces the single-barrel machine gun with an [[Class:HWGuy|HWGuy]]-style minigun, making it very effective at cutting down lighter classes and increases its range and durability. The SG can be upgraded yet again to [[Buildables:Level_3_Sentry_Gun|Level 3]], which adds a second chaingun and a powerful rocket launcher to the mix, and another increase to range and durability. A Level 3 SG can out slug even a heavily armored HWGuy under the right conditions.&lt;br /&gt;
&lt;br /&gt;
As powerful as it is, the SG does have drawbacks. It only locks onto enemies that pass within its detection range, and it only sweeps an area of approximately 270 degrees, creating potential blind spots that can be exploited, especially if it is not well placed, or if the other team stays beyond its limited range. It cannot detect disguised [[Class:Spy|Spies]] at all, who can safely bombard it with [[Grenade:Frag|Frag Grenades]]. It rapidly consumes ammunition, requiring near-constant trips to resupply areas, leaving it unguarded and vulnerable. Proper placement and maintenance of an SG is crucial to the Engineer&amp;#039;s effectiveness.&lt;br /&gt;
&lt;br /&gt;
In addition to the SG, this class can also construct [[Buildables:Dispenser|Dispensers]] - stationary machines that slowly generate ammunition of all types, and can be used by any player — friend or foe. When a player touches an enemy Dispenser, it sends an alert to its builder. For this reason, dispensers are sometimes more useful as a perimeter alarm at choke points (sometimes even temporarily slowing a player down). An Engineer can also detonate his Dispenser at any time, causing incredible damage if the Dispenser is fully loaded.&lt;br /&gt;
&lt;br /&gt;
The Engineer can monitor his [[Category:Buildables|Buildables]] via graphics at the bottom right of his screen. Text next to a picture of a SG and a Dispenser indicate the respective health and ammo levels of the weapons. An Engineer can see the current ammo loadout (broken down by ammo type) of his Dispenser by pointing his crosshair at the Dispenser.&lt;br /&gt;
&lt;br /&gt;
In order to construct the above items the Engineer requires Cells converted from armor pickups or standard ammunition packs scattered around the map. The Engineer must make frequent trips to ammunition caches in order to upgrade sentry guns or re-stock ammunition dispensers. Teammates often support their Engineers by tossing unwanted ammunition to them whenever possible.&lt;br /&gt;
&lt;br /&gt;
Aside from the SG, this class carries another of the most fearsome weapons in TFC – the [[Grenade:EMP|EMP grenade]]. This potent weapon does not explode itself. Rather, it detonates the cell, [[Ammo:Rocket|Rocket]], and [[Ammo:Shell|Shell]] ammunition of any enemy within its area of effect (as well as any ammunition on the ground), approximately 15&amp;#039; radius, including through narrow walls and floors. This makes the EMP extremely deadly to classes that rely on cell ammunition, such as the [[Class:Pyro|Pyro]] and [[Class:Demoman|Demoman]], but is also effective against [[Class:Soldier|Soldier]] and HWGuys. The explosive damage caused by closely clustered foes is often enough to annihilate the entire group at once, even the lighter classes, who would otherwise not be particularly vulnerable to the EMP.&lt;br /&gt;
&lt;br /&gt;
An Engineer can repair teammates&amp;#039; armor, or any other Engineer teammates&amp;#039; SGs or Dispensers by hitting them with his spanner (at the cost of cells). The Engineer also regenerates his own armor at the rate of 2 units of armor at the end of every 3 seconds.&lt;br /&gt;
&lt;br /&gt;
This class spawns with up to 4 normal grenades, and is also armed with a [[Weapon:Super_Shotgun|Super Shotgun]] and a [[Weapon:Railgun|Railgun]] (not to be mistaken for the Quake eapon of the same name) that fires slow-moving blue projectiles. While close to ineffective against normal opponents, this weapon has infinite range and is primarily intended for use against Sentry Guns. Fortress Forever has upgraded the Railgun by adding an charging ability; the player can hold down the attack button and charge up a shot at the expense of additional [[Ammo:Nail|Nails]]. Once a shot is fully charged, it will bounce off of surfaces if it hits them at a shallow angle and will explode either upon contact with an enemy or a wall after completing two bounces. The Railgun can also be used to &amp;quot;railjump&amp;quot; by shooting it straight downwards.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Text for the [http://en.wikipedia.org/wiki/Team_Fortress_Classic#Engineer Engineer] taken from the [http://en.wikipedia.org/wiki/Team_Fortress_Classic Wikipedia article on Team Fortress Classic]&amp;#039;&amp;#039;&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;
| strategyandtips =&lt;br /&gt;
Strategy and tips lol&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;/div&gt;</summary>
		<author><name>Stephen</name></author>
	</entry>
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