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

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(Plz, someone make "Game Type:Attack and Defend Zone" also include Invade vs Defend the Zone! Also, I did all kinds of stuff to fully fix this.)
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==General==
 
==General==
  
* There are grenades usable for every class. There are two: a [[Grenade:Frag|frag grenade]] for every class (except the Scout) and a "special"� one that has a unique trait ([[Grenade:Laser|like shooting lasers]] or [[Grenade:EMP|blowing up an enemy's ammunition]].).
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* There are grenades usable for every class. There are two: a [[Grenade:Frag|frag grenade]] for every class (except the Scout) and a "special"� one that has a unique trait ([[Grenade:Laser|like shooting lasers]] or [[Grenade:EMP|blowing up nearby ammunition]].).
  
* Base run speed is higher for all classes
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* There is no store, and there are no items. ( No hats, miscs, etc. )
  
* Respawn is instantaneous.
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* There are no loadouts, and there are more than 3 weapon slots. However, melee weapons still have their own slot.
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* Base run speed is higher for all classes.
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* Respawn is instant.
  
 
* Each class has [[armor]], and the amount of it and the percent of damage absorbed depends on the class.  See the [[Reference:Classes|Class Reference]] for details.
 
* Each class has [[armor]], and the amount of it and the percent of damage absorbed depends on the class.  See the [[Reference:Classes|Class Reference]] for details.
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* You can discard unused ammo for others to use, or to decrease the damage taken from an [[Grenade:EMP|EMP Grenade]].
 
* You can discard unused ammo for others to use, or to decrease the damage taken from an [[Grenade:EMP|EMP Grenade]].
  
* There are now Yellow and Green teams that are used on some maps.
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* There are Yellow and Green teams that are used on some maps.
  
 
* Much less emphasis on Capture Point maps than in TF2.
 
* Much less emphasis on Capture Point maps than in TF2.
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* Attack vs Defend maps are further split into 4 categories: [[Game Type:Attack/Invade And Defend|Attack v Defend]], [[Game Type:Attack/Invade And Defend|Invade v Defend]], [[Game Type:Attack and Defend Zone|Attack v Defend the Zone]], [[Game Type:Attack and Defend Zone|Invade v Defend the Zone]].
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* In Attack Defend / Invade Defend maps, the Capture Points can only be captured by a player holding the flag. As soon as a flag carrier touches the point, the CP will be captured, as it is also instant.
  
 
==Weapons==
 
==Weapons==
  
* There are two types of shotguns: [[Weapon:Single_Shotgun|Single]] and [[Weapon:Super_Shotgun|Super]]. The Super Shotgun takes up two bullets per shot, where as the Single only takes one.
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* There are two types of shotguns: [[Weapon:Single_Shotgun|Single]] and [[Weapon:Super_Shotgun|Super]]. The Super Shotgun takes up two bullets per shot, where as the Single only takes one. However, the [[Weapon:Super_Shotgun|Super Shotgun]] deals a lot more damage than the [[Weapon:Single_Shotgun|Single]].
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* There is a [[Weapon:Nailgun|Nailgun]] in the game which fires a constant stream of bullets.
  
 
* Only the Medic, Spy, Engineer, and Civilian have their own melee weapons. Everybody else has a [[Weapon:Crowbar|Crowbar]].
 
* Only the Medic, Spy, Engineer, and Civilian have their own melee weapons. Everybody else has a [[Weapon:Crowbar|Crowbar]].
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===[[Class:Scout|Scout]]===
 
===[[Class:Scout|Scout]]===
  
* The FF Scout is much more movement based, with much less firepower. Instead of using hit and run tactics to do massive damage before the enemy knew what happened in Team Fortress 2, the FF Scout is more focused on retrieving the flag and quickly getting out of the enemy's base.
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* The FF Scout is much more movement based, with much less firepower. Instead of using hit and run tactics to do massive damage before the enemy knew what happened in Team Fortress 2, the FF Scout is more focused on capturing objectives.
  
 
*The double jump TF2 skill is replaced by a much more powerful [[Grenade:Concussion|concussion grenade]] ability.
 
*The double jump TF2 skill is replaced by a much more powerful [[Grenade:Concussion|concussion grenade]] ability.
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* [[Weapon:Pipe_Launcher|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.
 
* [[Weapon:Pipe_Launcher|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.
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* The Grenade and Pipe Launcher share a magazine.
 
* The Grenade and Pipe Launcher share a magazine.
* [[Weapon:Grenade_Launcher|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
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* [[Weapon:Grenade_Launcher|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.
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* 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.
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* 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.
  
 
===[[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.
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* The Medic in FF is more of 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.
  
* 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, you can also throw medkits by pressing alternate fire. Note that you do not have to have the medkit out to throw them.
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* To heal, use the Medic's healing weapon, the [[Weapon:Medkit|Medkit]]. It must be used on an ally at point-blank range, which will heal the target to 100% of his health instantly. You can also throw medkits by pressing alternate fire (Default is your Right Mouse Button). Note that you do not have to have the medkit out to throw them, and that thrown medkits heal much less than ones.
  
* If used on an enemy, the Medikit can [[:Category:Status_Effects#Infected|infect enemies with a virus]].
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* If used on an enemy, the [[Weapon:Medkit|Medkit]] can [[:Category:Status_Effects#Infected|infect enemies with a virus]].
  
 
* Much like the Scout, the Medic can [[Concjumping|concjump]].
 
* Much like the Scout, the Medic can [[Concjumping|concjump]].
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* While no serious changes to gameplay, he is called "HWGuy" instead of just "Heavy".
 
* While no serious changes to gameplay, he is called "HWGuy" instead of just "Heavy".
* You cannot rev the minigun without firing it. Secondary fire will switch to the Super Shotgun.
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* You cannot rev the minigun without firing it. Secondary fire will use Overpressure instead.
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* Overpressure stops every enemy within its radius. Good for stopping quick players in their tracks.
  
 
===[[Class:Pyro|Pyro]]===
 
===[[Class:Pyro|Pyro]]===
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* The [[Weapon:Flamethrower|Flamethrower]] can be [[Pyro_Jump|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.
 
* The [[Weapon:Flamethrower|Flamethrower]] can be [[Pyro_Jump|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.
  
*The airblast from TF2 has been removed. (More so never added in the first place)
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* The flamethrower cannot airblast. Secondary fire will just change weapons.
  
 
===[[Class:Spy|Spy]]===
 
===[[Class:Spy|Spy]]===
  
* 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. He also equipped with the Nailgun and Super Shotgun.
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* 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. He is also equipped with the Nailgun and Super Shotgun.
  
 
* 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]].
  
* Sapping, or as it's called in FF Sabotaging, a buildable is a bit different. Instead of having a weapon slot, you simply stand near a building for a few seconds to sabotage it. When you successfully 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.
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* Sapping, or as it's called in FF: 'Sabotaging', a buildable is a bit different. Instead of having a weapon slot, you simply stand near a building for a few seconds to sabotage it. When you successfully sabotage 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.
  
*The Spy has two types of cloaks: Silent Cloak and Normal Cloak. The Normal Cloak causes a body to be left behind, making it look like the Spy died, though there is a pretty loud death scream to go with it. The Silent Cloak cannot be used while moving, but it allows the Spy to just simply cloak, without the body or death sound.
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* The Spy has two types of cloaks: Silent Cloak and Normal Cloak. The Normal Cloak causes a body to be left behind, making it look like the Spy died (or who they are disguised as). The Silent Cloak cannot be used while moving, but it allows the Spy to just simply cloak, without the body or death sound. By default, you must use your radial menu to select 'Smart Cloak', then, if you can Silent Cloak, it will, else, it will Normal Cloak.
  
 
* 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. E.g.: If a spy is disguised as an Engineer and is holding the knife, to others, he will be holding the Wrench.
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* 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. This makes backstabs that little bit harder, as a teammate with a melee weapon is a bit of a giveaway.
  
 
* If the Spy is disguised he will look like his disguise to his teammates as well. However there is a sign above his head to indicate he is on your team.
 
* If the Spy is disguised he will look like his disguise to his teammates as well. However there is a sign above his head to indicate he is on your team.
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* If the Spy falls down, he will make no noise and takes 50% damage from the fall when you crouch.
 
* If the Spy falls down, he will make no noise and takes 50% damage from the fall when you crouch.
  
* The Spy's special abilities are done via a menu accessed by hitting the Fire 2 (default: Mouse 2) key.
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* The Spy's special abilities are done via a menu accessed by hitting the Secondary Fire key. (default: Right Mouse Button)
  
 
* Much like the Scout, Spies can reveal other spies disguises by touching them.
 
* Much like the Scout, Spies can reveal other spies disguises by touching them.
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* 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.
  
* Upgrading SGs only takes 1 whack with the wrench, and only 130 metal.
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* Upgrading SGs only takes 1 hit 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).
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* The sentry can be aimed in any direction once built (including up / down) by hitting Secondary Fire (default: Right Mouse Button).
  
 
* The Engineer cannot make teleporters.
 
* The Engineer cannot make teleporters.
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* An Engineer can repair a teammate's armor by hitting the ally with the [[Weapon:Spanner|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.
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* You do not get alerted when a spy has sabotaged your SG, only when they activate it.
  
* Sentries will being to make sonar sounds when a Spy is near it. The closer a Spy is, the louder the sound will be.
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* If one of your buildings is sabotaged ( even if it's not enabled ), you will be unable to detonate it.
  
* When an engineer discards ammo, he will throw out ammo of every type, even if he doesn't currently have a certain type.
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* Sentries make sonar sounds when a cloaked Spy is near it. The closer a Spy is, the higher the pitch, and the louder it will be.
  
* The Pistol is replaced with the [[Weapon:Railgun|Railgun]], which can charged up. If charged for 3.333 seconds, the Engineer will receive 40 metal.
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* When an engineer discards ammo, he will throw ammo he uses out too. He can also throw multiple bags, each removing a little bit more ammo.
  
* The [[Dispenser]] gives armor and ammo, but not health.
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* The Pistol is replaced with the [[Weapon:Railgun|Railgun]], which can charged up. If charged for 3.3 seconds, the Engineer will receive 40 metal.
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* The [[Buildables#Dispenser:Dispenser]] gives armor and ammo, but not health.
  
 
* Dispensers can absorb ammo from backpacks.
 
* Dispensers can absorb ammo from backpacks.
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* When a dispenser is detonated, the damage it deals is based on what it contains. Cells increase damage, rockets increase explosive damage and radius.
  
 
===[[Class:Civilian|Civilian]]===
 
===[[Class:Civilian|Civilian]]===
* VIP class with little health and no firepower.
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* Special class with little health and only a [[Weapon:Umbrella|Umbrella]] to protect himself with.
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* However, maps which include the civilian can edit his speed, weapons, damage, etc.
  
 
{{Infobox manual/Footer}}
 
{{Infobox manual/Footer}}
 
{{Rating|4}}
 
{{Rating|4}}

Revision as of 10:13, 23 January 2013