Difference between revisions of "TF2 Player's Guide to FF"

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'''[[Class:Scout|Scout]]'''
 
'''[[Class:Scout|Scout]]'''
  
* The FF Scout is only really useful for capping, while the TF2 Scout can be used as a speedy attacker that can take out slow classes with ease.
+
* 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.
  
 
* 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]].
 
* The Scout has a special grenade, called the [[Grenade:Caltrop|Caltrop]], that can slow down an enemy if he touches it.
 
  
 
'''[[Class:Sniper|Sniper]]'''
 
'''[[Class:Sniper|Sniper]]'''
Line 57: Line 55:
  
 
* He has an [[Weapon:Auto_Rifle|automatic rifle]] that uses the same ammunition as the Sniper Rifle.
 
* He has an [[Weapon:Auto_Rifle|automatic rifle]] that uses the same ammunition as the Sniper Rifle.
 +
* The sniper 'tags' enemies he hits, so all his teammates can see the enemy through walls.
  
 
'''[[Class:Soldier|Soldier]]'''
 
'''[[Class:Soldier|Soldier]]'''
  
* Reloading the [[Weapon:RPG|RPG]] is slightly slower.
+
* The FF rocket launcher travels significantly faster than TF2
* The Soldier isn't anti-everything as he is in TF2. So that means if he walks into your view, there's no need to worry about his crit shots.
+
* 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
  
 
'''[[Class:Demoman|Demoman]]'''
 
'''[[Class:Demoman|Demoman]]'''
  
 +
* Pipebombs are not sticky (they bounce until they come to rest), which means they can be placed from a lot further away, bounced around corners, and used as a long range deathmatching weapon.
 +
* Blue grenades detonate a lot faster than in TF2 - they are used as more of a close range combat weapon rather than a long range weapon
 
* Has a special weapon called a [[Weapon:Detpack|Detpack]] that can be set to explode after a certain amount of time and is the most powerful weapon in the game.
 
* Has a special weapon called a [[Weapon:Detpack|Detpack]] that can be set to explode after a certain amount of time and is the most powerful weapon in the game.
 
* He's not scottish or black. He has a eye patch though, :D.
 
* He's not scottish or black. He has a eye patch though, :D.
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'''[[Class:Medic|Medic]]'''
 
'''[[Class:Medic|Medic]]'''
  
 +
* The medic in FF is more a combat medic, specialising in movement, recon and firepower - rather than focusing strictly on healing. He can be a formidable force on his own, and does not require so much protection from his teammates.
 +
* No ubercharge
 
* To heal, use the Medic's healing weapon, the [[Weapon:Medikit|Medikit]]. It must be used on an ally at point-blank range. However, it will heal the target to 100% of his health instantly.
 
* To heal, use the Medic's healing weapon, the [[Weapon:Medikit|Medikit]]. It must be used on an ally at point-blank range. However, it will heal the target to 100% of his health instantly.
 +
* Can also throw medkits by pressing alternate fire
  
 
* If you use the [[Weapon:Medikit|Medikit]] on a person with 100% of his health, it will add 5 points of health for each use, up to a maximum of 150% of his default maximum health.
 
* If you use the [[Weapon:Medikit|Medikit]] on a person with 100% of his health, it will add 5 points of health for each use, up to a maximum of 150% of his default maximum health.
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'''[[Class:HWGuy|HWGuy]]'''
 
'''[[Class:HWGuy|HWGuy]]'''
  
* His Minigun is not named Sasha.
+
* 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]]'''
Line 90: Line 95:
 
* Has a rocket launcher called the [[IC|Incendiary Cannon]] that can light enemies on fire. However, the rocket begins to fall to the ground after launch, traveling in an arc.
 
* Has a rocket launcher called the [[IC|Incendiary Cannon]] that can light enemies on fire. However, the rocket begins to fall to the ground after launch, traveling in an arc.
  
* There are multiple stages of an enemy being on fire. 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.
  
 
'''[[Class:Spy|Spy]]'''
 
'''[[Class:Spy|Spy]]'''
  
* Has a [[Weapon:Tranquilizer Gun|tranquilizer gun]] instead of a revolver.
+
* Has a [[Weapon:Tranquilizer Gun|tranquilizer gun]] instead of a revolver. This slows the enemy, blurs his vision, and makes him a nice easy backstab target!
  
* The backstab animation isn’t nearly as drawn-out as the one in TF2.
+
* If a Spy makes a successful backstab, [[Class_Ability:ID_Theft|his disguise changes to the person he just killed]].
  
* If a Spy makes a successful backstab, [[Class_Ability:ID_Theft|his disguise changes to the person he just killed]].
+
* Instead of simply destroying enemy sentry guns, he can hack them into attacking their own team.
  
 
* The Spy [[Class_Ability:Stealth|makes no noise when walking]].
 
* The Spy [[Class_Ability:Stealth|makes no noise when walking]].
  
* The weapon the Spy has equipped is reflected on his disguise (to an extent). Ex.: If a spy is disguised as an Engineer and equipped with the Knife, to others, he will be holding the Wrench.
+
* The weapon the Spy has equipped is reflected on his disguise. E.g.: If a spy is disguised as an Engineer and is holding the knife, to others, he will be holding the Wrench.
  
 
* If the Spy is disguised, he will look like his disguise, including to his teammates.
 
* If the Spy is disguised, he will look like his disguise, including to his teammates.
  
 
* If the Spy falls down, he will make no noise and takes 50% damage from the fall.
 
* If the Spy falls down, he will make no noise and takes 50% damage from the fall.
 
* Sabotaging a dispenser/sentry will not make it’s health lower.
 
  
 
* The Spy’s special abilities are done via a menu accessed by hitting the Fire 2 (default: Mouse 2) key.
 
* The Spy’s special abilities are done via a menu accessed by hitting the Fire 2 (default: Mouse 2) key.
  
* If a Spy runs into another Spy, both of their disguises will disappear.
+
* Spies can reveal other spies disguises by touching them.
  
* Cloaking will not run out once activated, but has a cooldown time before cloaking again.
+
* Cloaking never runs out. (there is a small recharge time before recloaking again)
  
 
* Enemy Sentry Guns will fire at a cloaked spy regardless of disguise.
 
* Enemy Sentry Guns will fire at a cloaked spy regardless of disguise.
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'''[[Class:Engineer|Engineer]]'''
 
'''[[Class:Engineer|Engineer]]'''
  
* Metal is collected from backpacks.
+
* Upgrading SGs only takes 1 whack with the wrench, and only 130 metal.
 
 
* An Engineer can repair a teammate’s armor by hitting the ally with the wrench.
 
  
* There is neither HUD nor verbal (“SPY SAPPING MY SENTRY/DISPENSER!”) indication that a Spy has tampered with your buildables.
+
* The sentry can be aimed in any direction once built (including up / down) by hitting Fire 2 (default: Mouse 2).
  
 
* You cannot make teleporters.
 
* You cannot make teleporters.
  
* It takes 130 Metal to upgrade a sentry instead of 200.
+
* Metal is collected from backpacks.
 +
 
 +
* An Engineer can repair a teammate’s armor by hitting the ally with the wrench.
  
* It also upgrades instantly, instead of having to keep hitting it with your Wrench.
+
* You do not get alerted when a spy has stealth-hacked your SG, only when they activate the hack.
  
 
* When an engineer discards ammo, he will throw out ammo of every type, even if he doesn’t currently have a certain type.
 
* When an engineer discards ammo, he will throw out ammo of every type, even if he doesn’t currently have a certain type.
  
* The Pistol is replaced with the [[Weapon:Railgun|Railgun]].
+
* 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 from the Engineer as ammo. Also the sentry can be aimed in any direction once built by hitting Fire 2 (default: Mouse 2).
+
* 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 Engineer builds things like in TF2, but to destroy or move around something built you must access a menu via hitting Fire 2 (default: Mouse 2).
+
* 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]]'''
 +
* VIP class with little health and no firepower.
  
* Usable.
 
 
* Nearly defenseless. Must rely on others to kill enemies. A future update will include the [[Weapon:Tommy_Gun|Tommy Gun]], a weapon that the Civilian can use to fight back to an extent.
 
 
* No grenades.
 
 
{{Infobox manual/Footer}}
 
{{Infobox manual/Footer}}

Revision as of 17:02, 1 February 2008


General

  • Respawn is instantaneous.
  • Realistic art style compared to TF2’s cartoony style.
  • Each class has armor, and the amount of it and the percent of damage absorbed depends on the class. See the Class Reference for details.
  • No taunt button.
  • If a player dies, a backpack is left behind that contains all the ammo he had when he died.
  • Resupply rooms consist of backpacks containing supplies, instead of supply lockers. In addition, these backpacks must respawn. What’s in the backpacks is determined by the map maker.
  • Ammo boxes are replaced with backpacks.
  • You can discard unused ammo for others to use.
  • There are four teams; Red, Blue, Green and Yellow. However, most maps use only Red and Blue.
  • Much less emphasis on Capture Point maps than in TF2.
  • A lot more maps to choose from.

Weapons

  • The Minigun can overheat if fired for too long.
  • Grenades fired from the Pipe Launcher do not stick onto walls.
  • Only the Medic, Spy and Engineer have their own melee weapons. Everybody else has a Crowbar.
  • Every class except the Civilian and Scout can grenade jump over a distance.

Classes

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.
  • A Scout can remove a Spy’s disguise or disable a Detpack if he touches them.

Sniper

  • The Sniper Rifle must be charged up by holding down the fire button.
  • He has an automatic rifle that uses the same ammunition as the Sniper Rifle.
  • The sniper 'tags' enemies he hits, so all his teammates can see the enemy through walls.

Soldier

  • The FF rocket launcher travels significantly faster 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

Demoman

  • Pipebombs are not sticky (they bounce until they come to rest), which means they can be placed from a lot further away, bounced around corners, and used as a long range deathmatching weapon.
  • Blue grenades detonate a lot faster than in TF2 - they are used as more of a close range combat weapon rather than a long range weapon
  • Has a special weapon called a Detpack that can be set to explode after a certain amount of time and is the most powerful weapon in the game.
  • He's not scottish or black. He has a eye patch though, :D.

Medic

  • The medic in FF is more a combat medic, specialising in movement, recon and firepower - rather than focusing strictly on healing. He can be a formidable force on his own, and does not require so much protection from his teammates.
  • No ubercharge
  • To heal, use the Medic's healing weapon, the Medikit. It must be used on an ally at point-blank range. However, it will heal the target to 100% of his health instantly.
  • Can also throw medkits by pressing alternate fire
  • If you use the Medikit on a person with 100% of his health, it will add 5 points of health for each use, up to a maximum of 150% of his default maximum health.
  • Can be very effective on offense, thanks to concjumping, his speed and the Super Shotgun.
  • The Medic cannot make anyone invincible.

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!)

Pyro

  • Has a rocket launcher called the Incendiary Cannon that can light enemies on fire. However, the rocket begins to fall to the ground after launch, traveling in an arc.
  • 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 On Fire article for more details.

Spy

  • Has a tranquilizer gun instead of a revolver. This slows the enemy, blurs his vision, and makes him a nice easy backstab target!
  • Instead of simply destroying enemy sentry guns, he can hack them into attacking their own team.
  • The weapon the Spy has equipped is reflected on his disguise. E.g.: If a spy is disguised as an Engineer and is holding the knife, to others, he will be holding the Wrench.
  • If the Spy is disguised, he will look like his disguise, including to his teammates.
  • If the Spy falls down, he will make no noise and takes 50% damage from the fall.
  • The Spy’s special abilities are done via a menu accessed by hitting the Fire 2 (default: Mouse 2) key.
  • Spies can reveal other spies disguises by touching them.
  • Cloaking never runs out. (there is a small recharge time before recloaking again)
  • Enemy Sentry Guns will fire at a cloaked spy regardless of disguise.
  • Sabotaging a buildable is a bit different. When you sabatoge a building, you need to first "Activate" it. For a dispenser, it simply blows up. For a Sentry Gun (SG), it makes a distinct sound, and starts firing at whatever the team the engineer that built the SG is on. It also stops firing at your own team, and after a little while, it blows up.

Engineer

  • Upgrading SGs only takes 1 whack with the wrench, and only 130 metal.
  • The sentry can be aimed in any direction once built (including up / down) by hitting Fire 2 (default: Mouse 2).
  • You cannot make teleporters.
  • Metal is collected from backpacks.
  • An Engineer can repair a teammate’s armor by hitting the ally with the wrench.
  • You do not get alerted when a spy has stealth-hacked your SG, only when they activate the hack.
  • When an engineer discards ammo, he will throw out ammo of every type, even if he doesn’t currently have a certain type.
  • The Pistol is replaced with the 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.
  • 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.

Civilian

  • VIP class with little health and no firepower.