Difference between revisions of "TF2 Player's Guide to FF"
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'''[[Class:Scout|Scout]]''' | '''[[Class:Scout|Scout]]''' | ||
| − | * The FF Scout is much more movement based, with much less firepower. The double jump TF2 skill is replaced by a much more powerful concussion grenade and buildable jump pad ability. | + | * The FF Scout is much more movement based, with much less firepower. The double jump TF2 skill is replaced by a much more powerful [[Grenade:Concussion|concussion grenade]] and buildable jump pad ability. |
* A Scout can remove a Spy’s disguise or disable a [[Weapon:Detpack|Detpack]] if he touches them. | * A Scout can remove a Spy’s disguise or disable a [[Weapon:Detpack|Detpack]] if he touches them. | ||
* The Scout can [[Concjumping|concjump]]. | * The Scout can [[Concjumping|concjump]]. | ||
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| + | * He can build a [[:Category:Buildables#Jump_Pad|Jump Pad]] that can give anybody an extra speed boost. | ||
'''[[Class:Sniper|Sniper]]''' | '''[[Class:Sniper|Sniper]]''' | ||
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* The FF rocket launcher travels significantly faster than TF2 | * The FF rocket launcher travels significantly faster than TF2 | ||
* You can fire a lot more rockets faster in FF than TF2 | * You can fire a lot more rockets faster in FF than TF2 | ||
| − | * The FF soldier is able to bounce his opponents around a lot more than TF2 - the FF RPG has serious stopping power | + | * The FF soldier is able to bounce his opponents around a lot more than TF2 - the FF [[Weapon:RPG|RPG]] has serious stopping power |
'''[[Class:Demoman|Demoman]]''' | '''[[Class:Demoman|Demoman]]''' | ||
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* The Medic can [[Concjumping|concjump]]. | * The Medic can [[Concjumping|concjump]]. | ||
| − | * Can be very effective on offense, thanks to [[Concjumping|concjumping]], his speed and the Super Shotgun. | + | * Can be very effective on offense, thanks to [[Concjumping|concjumping]], his speed and the [[Weapon:Super_Shotgun|Super Shotgun]]. |
* The Medic cannot make anyone invincible. | * The Medic cannot make anyone invincible. | ||
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'''[[Class:HWGuy|HWGuy]]''' | '''[[Class:HWGuy|HWGuy]]''' | ||
| − | * His Minigun heats up as he fires. As heat increases, so does rate of fire and his cone of fire. That is, the longer you fire, the faster you fire, but the less accurate you get. This has a cap which can be clamped with the alternate fire. (So when you find your personal 'sweet spot', right click to maintain that fire rate without having to adjust your fire speed constantly!) | + | * His [[Minigun]] heats up as he fires. As heat increases, so does rate of fire and his cone of fire. That is, the longer you fire, the faster you fire, but the less accurate you get. This has a cap which can be clamped with the alternate fire. (So when you find your personal 'sweet spot', right click to maintain that fire rate without having to adjust your fire speed constantly!) |
'''[[Class:Pyro|Pyro]]''' | '''[[Class:Pyro|Pyro]]''' | ||
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* Instead of simply 'being on fire', enemies can be burn level 1, 2 or 3, depending on how many different flame weapons you hit them with. See the [[:Category:Status_Effects#On_Fire|On Fire]] article for more details. | * Instead of simply 'being on fire', enemies can be burn level 1, 2 or 3, depending on how many different flame weapons you hit them with. See the [[:Category:Status_Effects#On_Fire|On Fire]] article for more details. | ||
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| + | * The [[Weapon:Flamethrower|Flamethrower]] can be used as a jetpack. Face down, jump and hold down the fire button. If you keep it down for too long, you'll start to head back to the ground. | ||
'''[[Class:Spy|Spy]]''' | '''[[Class:Spy|Spy]]''' | ||
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* Metal is collected from backpacks. | * Metal is collected from backpacks. | ||
| − | * An Engineer can repair a teammate’s armor by hitting the ally with the wrench. | + | * An Engineer can repair a teammate’s armor by hitting the ally with the [[Weapon:Spanner|wrench]]. |
* You do not get alerted when a spy has stealth-hacked your SG, only when they activate the hack. | * You do not get alerted when a spy has stealth-hacked your SG, only when they activate the hack. | ||
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* The Pistol is replaced with the [[Weapon:Railgun|Railgun]], which can be used to railgun jump, and propel the engineer to higher places. | * The Pistol is replaced with the [[Weapon:Railgun|Railgun]], which can be used to railgun jump, and propel the engineer to higher places. | ||
| − | * The Sentry Gun uses shells and rockets from the Engineer as ammo. If your SG runs out of ammo, whack it to restock it. | + | * The [[Sentry Gun]] uses shells and rockets from the Engineer as ammo. If your SG runs out of ammo, whack it to restock it. |
* Destroying, dismantling, building and aiming are all available as options on the right click (alternate fire) menu | * Destroying, dismantling, building and aiming are all available as options on the right click (alternate fire) menu | ||
| − | * The dispenser gives armor and ammo, but not health. | + | * The [[dispenser]] gives armor and ammo, but not health. |
'''[[Class:Civilian|Civilian]]''' | '''[[Class:Civilian|Civilian]]''' | ||
Revision as of 11:54, 21 February 2008
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General
Weapons
Classes
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